GBVSR/Belial: Difference between revisions

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* '''Great Fireball''': Goetia and its follow-ups keep rushing opponents in check.
* '''Great Fireball''': Goetia and its follow-ups keep rushing opponents in check.
* '''Great Whiff Punishes''': With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.
* '''Great Whiff Punishes''': With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.
* '''Great Conversions''': Can convert off of almost anything.
* '''Good Defensive Options''': A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
* '''Good Defensive Options''': A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
| cons =
| cons =

Revision as of 06:40, 24 December 2023

Overview

Overview
Former primarch of cunning with a manipulative streak lasting millenia. Belial is an unorthodox take on a shoto style character, with an emphasis on pressure and whiff punishing. While he doesn't have traditionally strong mid range pokes like most other shotos, he has a myriad of options up-close and at range, making him a very versatile character. One he does score the knockdown, he can force very oppressive pressure on his opponent, with any counter hit leading to big damage. Belial is also quite strong defensively, boasting two reversals, a tracking parry, and the best 5 frame button in the game that he can use at any time, which is a rare trait to have. Belial has just about any tool you can ask for, even if those tools work differently than you'd might expect.
Belial
GBVSR Belial Portrait.png
Health
16000
Prejump
4f
Backdash
18f

 Belial is a well-rounded character, excelling in whiff punishment and offensive pressure.

Pros
Cons
  • Ambiguous Pressure: Many special attacks has ambiguous startup animation or delayed active frames, great for messing with opponent's decision-making. Excellent at controlling the pace of the match.
  • Good Offensive Pressure: Without the use of hard committing moves like his command grab, non ex fireball pressure, or his command grab, he has good offensive pressure.
  • Great Fireball: Goetia and its follow-ups keep rushing opponents in check.
  • Great Whiff Punishes: With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.
  • Good Defensive Options: A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
  • Sit Down, Please: Crouching confirms are a requirement, not an optimization, for standard combos. Belial tagging the opponent with a low, or simply hitting them while they're standing, will cripple his damage output.
  • Mediocre Normal Range: While their frame data is quite good, his normals can be challenged by more specialized characters, requiring him to play somewhat unorthodox in the midrange.

Normal Moves

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 6 +4 +8

A standard Granblue c.L. that is +4 on block, +8 on hit. Thanks to it's fast start-up and frame advantage on block you'll use this normal, along with 2M, to start your up-close pressure.

c.L links into itself, 2L, c.M, and f.M on regular hit. While linking into 2M and c.H on crouching hit. In terms of frame traps, c.L will frame trap into pretty much all of your other normals except for 2H. (Which you shouldn't be using in this situation anyway.) It's also worth noting that a c.L > c.H frame trap WILL lose to throws if done right beside your opponent.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 6 3 12 0 +4

A standard Granblue c.M, frame traps from c.L and 2L. Due to being 0 on block and 6 frame start up, when pressed again, can crush far light normals when spaced correctly. Good for pressure due to this, but otherwise pretty unremarkable.

c.H

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.
  • Shares the same animation as 66M

c.XX6H

  • Overhead Triple Attack ender.
  • Hard Knockdown on air hit.

f.L

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
300, 600 Mid 6 2,3 14 -2 +2
  • Deals 2 Hits if you're close enough

Strong pressure tool, links from 2L and c.L if close enough and frame traps from them no matter the distance. Easy to confirm from due to being 2 hits, which would matter far more if Belial's confirm tools were actually unsafe.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800, 500 Mid 9 2(13)2 18 -3 +2 (forces crouch)
  • 2 hit natural combo
  • 2nd hit does NOT cancel, only the first hit can

Combos into 236H on first hit, useful in combos to extend into 214X. No longer combos on second hit CH, and you'll lose your turn on regular hit. Otherwise a pretty decent pressure button due to its range and forward momentum. Despite being -5 on block the only character who can actually punish it is Belial himself, using 2L. Still an extremely strong normal in neutral. Allows combos that would otherwise be impossible, thanks to Belial moving forward an absurd distance during its startup.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Mid 5 3 8 -4 0

Not a low but nonetheless one of Belial's strongest defensive tools. It goes extremely far on its first active frame, significantly further than Lancelot's or either of Narmaya's 5L, allowing it to punish or beat moves that even those normals aren't capable of.

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Low 7 3 11 +1 +5

Hits low, +1 on block, decent range. The hitbox is extremely close to the ground, which can be exploited, but otherwise one of the most absurd normals in the game. Staple for pressure as it frame traps into 2L, c.L itself, f.M, and f.H depending on spacing and matchup. Also combos into 2L and c.L on normal hit, c.M on crouching hit, and f.M, C.H and f.H on counter hit.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 23 -12 -8

Belial's designated anti-air normal, hitbox isn't as bad as it might seem. Combos from this tend to be finicky, and you might want to use c.H instead, but it's still useful to swat people out of the air.

2U

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

Like the rest of the cast this is an easy way for Belial to obtain frame advantage as 66L leaves him +2 on block. On hit Belial can almost always link his 2L into f.L > 214L (at far distances omit the 2L) for a quick combo. If 66L leaves Belial close enough to the opponent however, he link his c.M for a higher damaging combo instead.

Unlike other members of the cast however 66L really shines in combos. Specifically versus crouching opponents. While comboing a crouching opponent Belial is able to do 236H > 4H followed by a 66L to reposition himself right beside the opponent. He than can treat it like a normal close hitting 66L and link c.M to continue the combo further.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 18 3 13 +1 +5

Belial steps forward and stomps on the opponent's feet...in a rude, but sassy, manner! Though slower than the average low hitting 66M at 18 frames of start-up (most characters are faster at 12 frames start-up) Belial has the luxury of having the ONLY 66M that is actually plus on block at +1 . Belial also trades the knockdown state of traditional low hitting 66M's for being able to combo after his on hit.

On standing hit, which is the state you'll catch your opponent in the most with this normal, Belial is able to link 2L into f.L > 214L/214H. In the rare event you hit your opponent crouching however you can instead link c.M instead for excellent damage!

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 20 8 14 -3 to +4 KD

Belial does his best impression of Gran and lunges at the opponent...Timbs first!!

Though it has a bit of startup 66H is a decent to move to approach with every once in awhile. Like moves similar to it 66H's frame advantage changes the later in it's active frames you make contact with the opponent. Making the move go from -3 to being as much as +4 on block! 66H also has a surprisingly high hit box as well.

Thanks to this high hitbox 66H really shines in combos where Belial is juggling the opponent. Specifically in the corner after moves like 236U or 236H > 4H. In these cases Belial can follow-up with 66H to not only take off a chunk of damage...but continue said combo even further!

j.L

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 All 26/23 Until L+1 18/19/L+1 -5
  • NOT an Overhead
  • High recovery on whiff
  • On hit bounces off the opponent. You can direct where he goes by pressing left or right, allowing you to pick up a combo with either jM or jH
  • Can convert from crouching hit
Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
  • Startup changes to 26 when performed during rising part of the jump
  • When blocked, the recovery is fixed 19f
  • When hit, recovery is L+1
  • When whiff, recovery is 18


Unique Action

Give Daddy Some Sugar

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3 85 48 3~87 Catch

Belial walks forward with his arms spread wide, while taunting the opponent. If attacked by anything other than a throw, he will automatically track the opponent and counterattack them, with a guaranteed hard knockdown after. This move leaves him on counterhit state on frames 1~3, but curiously, he is not on counterhit state during recovery. Although somewhat useful, this move can be blocked and spotdodged after the counter activation on certain situations, leaving Belial on less-than-ideal positions.


Universal Mechanics

Ground Throw

No results
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Although Belial's normal throws leave the opponent a decent distance away from them this is actually a blessing in disguise. By simply holding 9 (Up-Forward) during the throw animation you can auto time a safe jump by falling with an aerial like j.H on the way down. This even safe jumps the 8-Frame Ultimate Reversals that are new to Rising. The only weakness to doing this is (unless in/near corner) if the opponent chooses to block Belial is left about a character length away from the opponent. Limiting his options to continue pressuring the opponent.

The alternative option for this is to super jump forward after recovering from the throw animation. This leads to the safe jump as well (including vs Ultimate Reversals.) however the timing is a bit tighter. However, unlike the easy mode safe jump that was mentioned prior. The super jump version leaves Belial right beside the opponent. Allowing him to continue his pressure with moves like c.L or 2M. Both of which still leave him plus on block.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires 25% meter.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 All [1-? All]
  • Requires 50% meter and a Bravery Point
  • Requires to be in blockstun.


Special Moves

Goetia

GBVS Fireball.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 All 15 Until hit Total 47 -10 -6
236M 800 All 17 Until hit Total 49 -10 -6
236H 400×3 All 15 Until hit Total 49 +2 +6

Belial's projectile. Overall an extremely versatile tool.


L Fireball

236L goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.


M Fireball

236M goes upward at about a 40 degree angle from Belial. Used to control air space occasionally, and sometimes to reset pressure, but never without the follow-up.


H Fireball

236H follows the same trajectory as 236L, and has three hits instead of one. What makes it unique to the other two versions is its ability to transition into Everyone's A Little Crooked even on hit and block, making it an extremely strong tool for midscreen combos and extending pressure from a frame trap. The H followup only combos on crouching opponents.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 10F after contact or disappear
236M 10F after contact or disappear
236H 420F after contact or disappear

236L:

  • Cancelable into followups frame 15-42
  • Counterhit state 1-40


236M:

  • Cancelable into followups frame 17-44
  • Counterhit state 1-40


236H:

  • Cancelable into follow-ups frame 21-46
  • Counterhit state 1-40

Everyone's A Little Crooked

During Goetia > 4X

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236X~4L 150×3 All 13 9×3 Total 38 +2 +6
236X~4M 150×3 All 13 9×3 Total 38 +2 +6
236X~4H 100×5 All 27 3×15 Total 40 +12 +16

Goetia followup which transforms the projectile into a spinning scythe that hits multiple times. The scythe takes a (very short) moment to spin up after transforming, during which the projectile does not have a hitbox. L followup causes the scythe to move forward, M followup causes the scythe to move backward, and H followup causes the scythe to decelerate and eventually spin in place.

In addition to the universal forward/backwards/stop commands, the L and M followups cause the scythe to move vertically up or down depending on which version of Goetia was initially used. For example, the forward moving L Goetia cancelled into L followup will cause the scythe to move up as well as forwards, while M Goetia into L followup will cause the scythe to move down as well as forwards. The specifics are as follows:

  • The L and M followups to L and H Goetia cause the projectile to move forwards & up and backwards & up respectively
  • The L and M followups to M Goetia cause the projectile to move forwards & down and backwards & down respectively
  • The H followups to all versions of Goetia do not affect the scythe's vertical positioning, except for the M version, where the spinning scythe slowly descends after it stops moving forward.

The L and H followups push the opponent slightly on hit and block, while the M followup vacuums opponents towards Belial. The L and M followups hit 3 times, while the H followup hits 5 times.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236X~4L 0
236X~4M 0
236X~4H 0

236X~4L:

  • Can only hit for a maximum of 3 hits
  • Counterhit state for entire move


236X~4M:

  • Can only hit for a maximum of 3 hits
  • Counterhit state for entire move


236X~4H:

  • Can only hit for a maximum of 6 hits
  • Counterhit state for entire move

Notoria

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 700, 300 All 6 2(3)5 27 -15 KD
623M 1000, 500 All 38 5 10 +2 KD 11~22 All
623H 600, 400, 500 Mid×2, All 11 2(3)9(18)5 24 -12 KD 1~24 All

Belial's reversal.


L DP

623L has less air time than others, giving characters who thrive on air combos worse punishes. Notably has no invulnerability.


M DP

623M has no invulnerability and only hits on the way down, but is plus on block. Can be used as a fakeout for people expecting the L version, but don't expect a good player to fall for it, as it can quite easily be interrupted with DP or even 2H on reaction. It can also be meatied to be a maximum of +7 on block while having 11 frames of recovery.


H DP

623H only reversal with invulnerability and adds a follow-up hit for extra damage, making it a strong combo ender in many situations.

Asmodeus

GBVS Strike.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 700, 500 Mid 15 4 21 -5 KD
214M 700, 700 Mid 21 4 19 -4 KD
214H 700, 800 Mid 14 4 19 -8 KD

An advancing strike. If it hits from close range, it will grab the opponent and do more damage.


L Version

214L is a combo ender that sees usage when you're too far for 236H/623H to hit, or if those specials are on cooldown. Can also be used as a frame trap, but it'll lose you your turn.


M Version

214M is also a combo ender, but can only be comboed into from c.H or full autocombo on crouching hit. Can also connect from certain buttons on Counter Hit, such as 2M, f.H and even f.M


H Version

214H launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-236H nerf it's undoubtedly your best corner combo starter.

Vassago

GBVS Throw.png 632146X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
632146L 500, 1500 Throw 34 3 36 HKD (+19)
632146M 500, 2000 Throw 52 3 36 HKD (+19)
632146H 500, 2000 Throw 27~82 3 34 HKD (+19)

A forward walk that ends in a command throw. Numbers in brackets indicate damage if done with technical input (and if not canceled into).


L Version

632146L moves a short distance, but won't activate until Belial has walked its full length.


M Version

632146M moves further. You probably won't use this at all due to its absurd startup.


H Version

632146H will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
632146L 20F starting 3F
632146M 20F starting 3F
632146H 420F starting 3F

632146L:
632146M:
632146H:

  • Move for a minimum of 20F, throw startup is 7F


Ultimate Skills

Ultimate Goetia

GBVS Fireball.png 236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 550, 70×15 All 13 Total 47 +14 HKD
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Fast projectile that excels at winning fireball wars. On hit will automatically perform a spin similar to H Everyone's a Little Crooked. Hard knockdown.

Ultimate Notoria

GBVS Parry.png 623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 700, 300, 0, 500, 400, 100 Mid 8 1(1)5(12)5 24 -12 HKD 1-14 All
  • Requires 50% meter.

Invincible reversal that beats safejabs. On hit, transitions in a cinematic hit where Belial stomps on his opponent before kicking them away for a hard knockdown.

Ultimate Asmodeus

GBVS Strike.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 1500×2 Guard Crush 22 13 2 16 +4 HKD (+41)
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.
  • Guard Crushes on block. Can be up to +8 when spaced.

Fast, high damage version of Asmodeus.

Ultimate Vassago

GBVS Throw.png 632146U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
632146U 3 85 48 3-87 Catch All
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

A version of Vassago designed to deceive. The startup is identical to 5U, and acts as a parry in the same way that move does. When an opponent is close however, it becomes a highly damaging command throw.
The meter cost is consumed as soon as the input is performed, so an observant opponent can immediately break the illusion by noticing that meter was spent.

Skybound Art

Legemeton

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000×2, 500, 2000 [1000, 2500] Mid 8+5 4(18)9 30 -20 HKD (+40) 1~16 All

An invulnerable move that strikes first, then dashes forward with another strike, so it can be used against distant enemies too. The gap between the two hits is just long enough that if they input 4G during the flash, the second hit'll catch its recovery.


Super Skybound Art

Anagenesis

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3000, 600, 120×10, 120 [2500, 1500] Mid 8+5 3(12)3 45 -29 HKD (+41) 1~15 All

Invulnerable on the first hit. Kicks the enemy into the air, then finishes them off with Anagenesis. Useful for close combos, or to interrupt/punish the enemy.

Be mindful of the first kick's hitbox as it may not catch opponents above you.


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 Belial
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