GBVSR/Beelzebub: Difference between revisions

From Dustloop Wiki
Line 365: Line 365:
<div class="mw-collapsible mw-collapsed" >
<div class="mw-collapsible mw-collapsed" >
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
Karma is a versatile tool that allows to Bubs to get full combos from otherwise awkward hits. The most important of these are confirming off of anti-air {{clr|3|2H}} and counterhit {{clr|3|f.H}}. The former allows for flexible anti-air combos anywhere on the screen, regardless of counterhit state. These longer conversions also help cycle Bubs' cooldowns effectively!
Karma is a versatile tool that allows to Bubs to get full combos from otherwise awkward hits. The most important of these are confirming off of anti-air {{clr|3|2H}} and counterhit {{clr|3|f.H}}. The former allows for flexible anti-air combos anywhere on the screen, regardless of counterhit state. These longer conversions also help cycle Bubs' cooldowns more effectively.


Karma does very low damage, so all combos using Karma will be taking a hit to scaling but might be the only way to route into super due to the significant meter gain.
Karma does very low damage, so all combos using Karma will be taking a hit to scaling but might be the only way to route into super due to the significant meter gain.


Getting a "clean hit" Karma in certain routes returns noticably more meter on hit which makes some 125 meter combos possible. This is most applicable in combos that juggle {{clr|H|2H}} very low to the ground and has karma connect on top of the opponent.
Getting a "clean hit" Karma in certain routes returns noticably more meter on hit which makes some 125 meter combos possible. This is most applicable in combos that juggle {{clr|H|2H}} very low to the ground and has karma connect on top of the opponent. [[https://youtu.be/7bH8c6d2xi0|"Clean Hits" award about 3% more ]]


{{clr|H|22H}} floats the opponent higher than {{clr|L|22L}} so using the latter can set up some juggles easier so long as you can hit them before they tech out. The float can also be used to set up sneaky resets by cancelling an air normal into a whiffed {{clr|L|j.214L}}.
{{clr|H|22H}} floats the opponent higher than {{clr|L|22L}} so using the latter can set up some juggles easier so long as you can hit them before they tech out. The float can also be used to set up sneaky resets by cancelling an air normal into a whiffed {{clr|L|j.214L}}.

Revision as of 07:39, 24 April 2024

Overview

Overview

"A tyrant who dominates the field with impossible reach."

Beelzebub is a hybrid character, excellent at both rushdown and zoning. He has access to a variety of tools for any matchup, coupled with great normals and a bevy of useful Skybound Arts. His specials compliment this, with his multi-use BlackfliesGBVSR Beelzebub 236L.pngGuardAllStartup16-30RecoveryTotal 44-58Advantage-4 projectiles and far-reaching ChaoscaliburGBVSR Beelzebub 214L.pngGuardMidStartup16Recovery23Advantage-6 being the cornerstone of his gameplan. To keep his opponents on their toes, he also has a plus on block gravity vortex in KarmaGBVSR Beelzebub 22X.pngGuardAllStartup25Recovery19Advantage+2 and UnisonicGBVSR Beelzebub j214X.pngGuardAllStartup14Recovery8 [16]Advantage-1~+8, a notoriously hard to deal with divekick. If he's ever in danger, he can slip away with ShadowstepGBVSR Beelzebub 5U.pngGuardStartupRecoveryTotal 36Advantage- or take back the offence with a well-placed Langelaan FieldGBVSR Beelzebub 623X.pngGuardMidStartup11Recovery37Advantage-24.

Combined with a fantastic array of Ultimate Skills, a terrifying command throw in AnthemGBVSR Beelzebub 214214H.pngGuardThrowStartup13+0Recovery71AdvantageHKD and a high damage output, Beelzebub earns his place as a swiss army knife character - the sheer potency of his toolkit is only fitting for the Supreme King.
Beelzebub
GBVSR Beelzebub Portrait.png
Health
16000
Prejump
5f
Backdash
18f
Unique Movement Options
Shadowstep

Beelzebub is powerhouse at any range, able to play rushdown and keepaway with finesse.

Pros
Cons
  • On-The-Fly Versatility: Beelzebub has an incredibly varied set of specials that allow him to change between rushdown, zoning and counterzoning with ease. His combo game is also superior with many ways to pick up after a hit and route to whatever ender he wants.
  • Varied Strike/Throw Pressure: Options such as a fast, plus on block divekick and a command throw super means Beelzebub can always force people to guess on his multitude of options.
  • Space Control: Beelzebub excels at manipulating the position of himself and his opponent with his M and H normals paired with their cancel options. He can also zone effectively with the usage of Chaoscalibur and Black Flies. In a pinch, he can reposition with 5U.
  • Meter Excellence: Beelzebub's Ultimate Skills range from good to fantastic, being able to put opponents in unique, tricky situations where they'd normally be safe. His supers are consistently strong, and he also has access to an extra super compared to the rest of the cast.
  • Slow Movement Speed When Grounded: Beelzebub's walk speed is among the slowest in the cast, meaning he needs to either play patient or commit to either UnisonicGBVSR Beelzebub j214X.pngGuardAllStartup14Recovery8 [16]Advantage-1~+8 or a risky ShadowstepGBVSR Beelzebub 5U.pngGuardStartupRecoveryTotal 36Advantage- to gain space.
  • Poor Reversals: Langelaan Field is one of the game's slowest reversals, and his 623M is the slowest outright. His 623U is fast, but its poor range can still make it whiff on reaction.
  • Expensive Midscreen Oki: Almost all of Beelzebub's potent okizeme requires him to spend meter on either 236U or 214U, or pressure from a distance with Blackflies. He also has no access to a meterless hard knockdown without grounded 2U, which is always unoptimal.

Normal Moves

Ground Normals

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

Solid jab. Plus on block, which means that like most other c.Ls, it can be used for a handful of offensive options, such as frametraps and strike/throw mixups.

  • Links into: c.L , 2L , f.L , 2M , c.M , f.M.
  • Crouching: 2U.
  • Counter Hit: c.H.

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 7 3 12 0 +4
  • Very short reach horizontally and vertically.
  • Go-to jump-in link button.

Better starter with higher rewards than c.L but with worse frame advantage, being exactly 0 on block. Combos into c.L on crouchers, and on counterhit will combo into itself and 2M for conversions.

Links into:

  • Crouching: c.L.
  • Counter Hit: f.L, 2L, c.M, 2M, f.M.
  • Crouching Counter Hit: 2U.

c.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
1000, 300×2 Mid 10 2,2,2 19 -2 +2
  • One of Bubs' best combo starters.
  • High damage juggle filler.
  • Only first hit applies extra hitstun on counterhit.

Mostly used for punishes and combos. Decent frame advantage but worse than c.L or even c.M. Have to delay a button or cancel for each of c.H's 3 hits to connect. Can be used off of any jump-in, but the link is significantly tighter.

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 400, 300 Mid 9 1,2 16 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 - - -4 -
c.XX6H 1000 High 18 - - -4 -

c.XX

  • Second hit of a Triple Attack. Can be delayed slightly for a frametrap from c.L. c.xx > 214M is a frametrap that wallbounces in the corner for high reward.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender with a similar animation to 66M.

c.XX6H

  • Overhead Triple Attack ender. Conditioning your opponent to block this after seeing c.XX can open them up to 214H instead, which can prove especially dangerous in the corner.

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
900 Mid 8 4 17 -6 -2
  • Fast startup for its range.
  • Pretty much as good as it looks.

Solid poke from further ranges. Always combos into 214H. Combos into 214L if you're close enough and at any range on crouchers. In juggles, can combo into Raging Strike if you move connects before Bub's ankle.

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
1300 Mid 10 9 21 -11 -7
  • Good long-range anti-air with great conversions into Raging Strike.
  • Very good reward on counter hit thanks to 22H.
  • Susceptible to being whiff punished.

Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool. Has 3 points it can hit. point blank 10 frame startup, midrange 12 frame startup, and the most common range it will be hit or blocked will be 14 frame startup. because of this more often than not it will be -9 on block and -5 on hit.

2L

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 Mid 7 6 14 -5 -1
  • Great range for the startup.
  • Lots of active frames and disjointed towards the later parts of the move.
  • Works in basically any juggle making it a combo staple.

Great poke, but slightly lower range than f.M. Ending a blockstring with 2M leaves you safe and in a good position to special cancel. Always combos into 214H and 236236H. Combos into 214L if you're close enough and at any range on crouchers. Combos into 214M on counterhit for slightly more damage.

Very consistent at picking up from any launcher such as j.214H, 214H or 66H making it very useful as combo filler in corner routes. If you're close enough, 2U should be used instead for higher damage.

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 12 6 24 -13 -9
  • Hits in the back too.
  • Incredible vertical reach but poor horizontal reach, the latter being better covered by f.H.

Bubs' primary anti-air with a massive hitbox, combos into 22L/H on counter hit, and without counter hit at very low heights. Used to combo into 22L/H during ideally far-distance corner juggles.

2U

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 Low 9 6 18 -9 HKD
  • Sets up for a safejump: on a grounded opponent 2U > regular jump forward + air normal.
  • Sets up for 5U okizeme. 5U , c.L teleports in then performs a safe meaty when in the corner only.
  • Surprisingly decent combo filler. Replacing 2M as a higher scaling link at long distances. At close range, c.M is always better.
  • Can hit behind Bubs, although its application is very limited. For example, it can punish Narmaya's Ultimate TransientGBVSR Narmaya 214U.pngGuardStartupRecoveryTotal 25Advantage- right as she reappears behind him.

Decent sweep, can be spaced to be not punishable. Hard knockdown on grounded hit, and can confirm into 214L/H and 236H.

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

Universally oppressive tool in Rising, and Bub's is no exception. Frametraps into 2M, one of his best normals, extending his pressure further.

66L can combo on hit, although it's finnicky and spacing dependent: it can link into f.L, but requires you to be close to the opponent due to f.L's stubbiness. It can link into 2M, but requires hitting with the latter active frames of 66L to be plus enough, which itself requires very specific spacing. Overall, practice and familiarity with the move is required to intuit which link to go for on the fly.

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 12 4 21 -8 KD

Low-hitting dash attack. Bubs sticks his leg out to trip an opponent for a soft knockdown. Unsafe if not spaced out, but certain moves such as Siegfried's 2MGBVSR Siegfried 2M.pngGuardMidStartup8Recovery13Advantage-3 have a much easier time punishing it even when spaced.

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
1200 Mid 15 4 23 -8 KD

Huge dash attack with a deceptively limited vertical hitbox, making it ill-advised for anti-airs. Punishable if not spaced, but easy to space due to its sheer size.

Combos into f.M when connecting early into the active frames anywhere on screen and c.M/f.M in the corner. On a corner counterhit or a juggle, can convert into c.H. Ending corner juggles in 66H can lead to a safejump that beats even Ultimate DPs.

Air Normals

j.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 High/Air 5 Until L 1
  • Active until landing.
  • Useful during air-to-air scrambles.
  • Shrinks Bubs' hurtbox pretty well.

Ideal normal to press in aerial clash situations, mostly out of dive. Will beat out opponent's attempts to clash > air throw.

j.M

j.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
500, 250×2 High/Air [All] 9 2,2,2 Until L+1
  • 3-hit air normal. Once a hit has been blocked, the remaining hits can be blocked low.
  • Better than j.M as a long range jump-in, but harder to convert off of.

Easy to confirm into j.214H thanks to the multi hit.

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 High/Air 11 12 Until L+1
  • Competent as an air-to-air sometimes, but less horizontal reach than j.M/H.

By far Bubs' best jump-in. Amazing vertical reach and active frames, making it extremely hard to anti-air. Won't be plus if used at the very crest of its range, requiring a cancel into j.214x to keep being plus.


Unique Action

Shadowstep

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
Total 36 16~27 All
  • Cornerstone of Beelzebub's hard knockdown setup okizeme.

Bubs does a teleport forwards. The distance travelled is fixed, but it's fast enough to be plus after landing a throw or an Ultimate move. A good escape tool out of the corner when properly spaced. Can be punished when reappearing by c.L Triple Attack if opponent is at its travelled distance.


Universal Mechanics

Ground Throw

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 Throw 4 HKD HKD

You can run after both throws and meaty the opponent with a c.L.


Forward Throw

Forward throw > 5U , c.L leaves you at an advantage right next to the opponent with an additional safe meaty with a sideswitch. Forward throw also leads into a safejump with regular jump + button in the corner.


Back Throw

Rising normalized frame advantage for forward and back throws so you get the same advantages as forward throw with more corner carry. Can use 5U to teleport in front of the opponent as opposed to behind meaning any throw can let Beelzebub escape the corner and choose the side with more space to retreat to.

Air Throw

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 Airthrow 5 5 Until L+6 HKD HKD

Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty. Go-to option when opponent aims to superjump past 2H. Using this or j.L when Unisonic clashes is recommended.

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 a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Both f.M and f.H convert nicely into Raging Strike > Raging Chain for antiairs.

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 [1-?] All
  • Requires a Bravery Point.
  • Requires to be in blockstun.

Universal guard counter. Every Brave Counter used is one less chance to convert from a non-counterhit antiair or poke in a round, so be aware of that when considering spending a BP here.


Special Moves

Black Flies

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 lvl 1 800 All 16-30 Until hit Total 44-58 -4 0
236L lvl 2 800, 100 All 31 Until hit Total 59 +3 +7
236M lvl 1 900,100 All 38-57 Until hit Total 57-76 +4 +12
236M lvl 2 900,100×2 All 58-82 Total 77-101 +11 KD
236M lvl 3 900,100×4 All 83 Total 102 +26 KD
236H lvl 1 500, 600, 100 All 16-30 Until Hit (20) Until Hit Total 57-71 +2 HKD
236H lvl 2 500, 100, 600, 100×2 All 31-45 Until Hit (20) Until Hit Total 72-86 +9 HKD
236H lvl 3 500, 100×2, 600, 100×4 All 46 Until Hit (20) Until Hit Total 87 +23 HKD

Beelzebub's projectile. All versions can be charged and made plus, making it a cornerstone in Bubs' ground pressure game. Having access to plus frames at a distance also helps his poking game, as he can continue pressure with f.M and f.H while fishing for counterhits.


236L
  • Fires 1 feather.
  • Can be charged to make it hit twice and be +3 on block.

236M
  • Fires 7 feathers stacked vertically dealing 2 hits.
  • Can partially charge for 3 hits and fully charge for 5 hits.

236H
  • Fires 1 feather dealing 1 hit then 7 feathers stacked vertically dealing 2 hits.
  • Can partially charge for 5 hits, and fully charge for 8 hits.
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 lvl 1 10F after contact or disappear 2
236L lvl 2 10F after contact or disappear 2
236M lvl 1 10F after contact or disappear 2
236M lvl 2 10F after contact or disappear 2
236M lvl 3 10F after contact or disappear 2
236H lvl 1 420F after contact or disappear 2
236H lvl 2 420F after contact or disappear 2
236H lvl 3 420F after contact or disappear 2

236L lvl 1:

  • 1-40F counterhit state


236L lvl 2:

  • 1-40F counterhit state


236M lvl 1:

  • 1-40F counterhit state


236M lvl 2:

  • 1-40F counterhit state


236M lvl 3:

  • 1-40F counterhit state


236H lvl 1:

  • 1-40F counterhit state


236H lvl 2:

  • 1-40F counterhit state


236H lvl 3:

  • 1-40F counterhit state

Langelaan Field

GBVS Reversal.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 1000 All 6 6 33 -18 KD [+28]
623M 1100 All 19 15 24 -24 KD [+16] 1~27 All
623H 1500 Mid 11 6 37 -24 KD [+16] 1~16 All

Bubs' invincible reversal. Hits all around him but doesn't have much horizontal range in front of him. Has poor speed, smaller hitbox than visual, and very punishable. The field can hit opponents jumping over him, and if it does, it can throw the opponent over and in front of him.


623L
  • Fastest non-H version, but has zero invincibility.

623M
  • Invincible but delayed, which has its own upsides and downsides. Can catch a few setups and option selects, but otherwise isn't a good reversal.
  • goes on short cooldown after used

623H
  • Faster than 623M

Air unblockable, which makes it a guaranteed anti-air depending on the opponent's character. Safer option for dealing with low, horizontal air approaches such as Metera's ZephyrGBVS Metera 4U.pngGuardStartup21RecoveryTotal 21Advantage- and Charlotta's Noble StrategyGBVSR Charlotta 22X.pngGuardStartup26RecoveryAdvantage- as opposed to 2H.

Chaoscalibur

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 200×2, 800 Mid 16 3,2,2 23 -6 KD
214M 300, 300, 800 Low 20 2,2,2 22 -5 KD
214H 300×6 Low×3, Mid×3 14 2×3(3)2×3 20 -5 KD

Bubs' combo filler special and safe neutral option. Good to space with and provides a soft knockdown anywhere. Susceptible to being jumped over.


214L
  • Hits mid.
  • Basic combo ender from aerial hits, 214M should be used where possible on ground hits for more damage.
  • Slightly disjointed, making it incredible for poking in neutral.

This is the cornerstone of Bub's midscreen zoning. Conditioning people to roll or jump 214L on read is key to a high-damage punish game.

Hits in front of Bubs, great for ending combos and controlling space. Chips a surprising amount of health and a good pressure ender since it is safe. Can be rolled through if the opponent is far enough.

While the move is essentially a large, spammable disjoint, it should be noted that characters can punish it by drifting just outside its range with advancing specials, such as Vira's Scarlet OathGBVSR Vira 214L.pngGuardMid, MidStartup14Recovery15Advantage-1 and Yuel's Starlit SkyGBVSR Yuel 236X.pngGuardAllStartup14Recovery16Advantage-6.


214M
  • Hits low.
  • Wall bounces on counterhit.

A frame trap to be respected thanks to its wallbounce. Safe on block. Start throwing this out if your opponent is rolling through 214L. Deceptively snappy recovery, so opponents trying to whiff punish it might find themselves eating a f.M or f.H if they're even slightly late.


214H
  • Fastest version.
  • Hits low at first, then mid.
  • Wall bounces on hit.

Safe on block and a combo extender to boot. Bear in mind that using this will also make your divekick go into cooldown. Is a true blockstring from autocombo ender.

Being Bub's only combo wallbounce, this move becomes incredibly important to have around, especially for conversions that start outside of directly in the corner to avoid spending meter. However, all direct corner combos can use 236H instead for an extension. Considering that that 214X cooldown is often spent on j.214H, this is important to keep in mind.

Karma

GBVS SpecialProjectile.png 22X 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
22L 400 All 25 27 14 -2 +22
22M 400 All 40 27 14 -2 +22
22H 400 All 25 27 19 +2 +26

Bub's gravity vortex, most useful in extending anti-air combos and calling out projectiles. This move goes on cooldown for all version for a period of time even if you use the technical input.

  • Pulls grounded opponents towards Bubs, and plus if spaced.
  • Active frames destroy projectiles, but has to be used pre-emptively because of its slow startup.
  • Pulls in aerial opponents in hitstun, so it's good for confirming off of 2H or far-distance wallbounces from 214H

All versions can be rolled for a heavy punish, so use sparingly in neutral. Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in.


Using Karma in Combos

Karma is a versatile tool that allows to Bubs to get full combos from otherwise awkward hits. The most important of these are confirming off of anti-air 2H and counterhit f.H. The former allows for flexible anti-air combos anywhere on the screen, regardless of counterhit state. These longer conversions also help cycle Bubs' cooldowns more effectively.

Karma does very low damage, so all combos using Karma will be taking a hit to scaling but might be the only way to route into super due to the significant meter gain.

Getting a "clean hit" Karma in certain routes returns noticably more meter on hit which makes some 125 meter combos possible. This is most applicable in combos that juggle 2H very low to the ground and has karma connect on top of the opponent. ["Clean Hits" award about 3% more ]

22H floats the opponent higher than 22L so using the latter can set up some juggles easier so long as you can hit them before they tech out. The float can also be used to set up sneaky resets by cancelling an air normal into a whiffed j.214L.



22L
  • Hits right in front of Bubs and pulls from about 1/3 of the screen.
  • Has to hit a little late to be plus.
  • About a 5 second cooldown

22M
  • Pulls from about 2/3 of the screen.
  • Has to hit a little late to be plus.
  • About a 5 second cooldown
  • The delay allows it to counterhit immediate roll attempts and punish parries such as Seox's ThunderflashGBVS Seox 236x6u.pngGuardStartupRecoveryTotal 32Advantage-8 when used in immediate response.

22H
  • Same speed as L version and same range as the M version.
  • Always plus on block.
  • About a 12 second cooldown
  • Causes the opponent to be in hitstun longer when in the air.
  • Can be confirmed into off of a counterhit f.H for an extended combo both on the ground and in the air.
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
22L 240F starting after recovery 3
22M 240F starting after recovery 3
22H 600F starting after recovery 3

22L:

  • Clash level: 4
  • Upon hit, stays in active frames for a maximum of 15F before entering recovery immediately


22M:

  • Clash level: 4
  • Upon hit, stays in active frames for a maximum of 15F before entering recovery immediately


22H:

  • Clash level: 4
  • Upon hit, stays in active frames for a maximum of 6F before entering recovery immediately

Unisonic

GBVS Strike.png j.214X or j.S

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
j.214L 1000 All 20 Until L+1 12 [16] -5~+4 KD
j.214M 1200 All 30 Until L+1 8 [16] -1~+8 KD
j.214H 1000, 500 All 14 Until L+1 8 [16] -1~+8 KD

Mid-hitting, fast divekick. Cooldown is also tied to ground 214x. How plus a dive is can be determined by how high it hits an opponent's block (the lower it hits, the more plus it becomes).


j.214L
  • Has to be spaced to leave Bubs at advantage, but is never punishable directly. Pressing after poor spacing can result in being thrown.
  • Always plus if opponent crouch blocks it
  • If spaced poorly, pressing afterwards can lead to Bubs being hit by a reversal throw.

Somewhat fast but reactable, has to be blocked at knee level to be plus. Can combo off of low-hitting counterhit in the corner.


j.214M
  • Much slower startup than the L version, but dives at the same speed.
  • Almost always plus.

Mostly used to bait 2H anti-airs. Can combo non-counterhit in the corner against most of the cast. Vaseraga and Ladiva require the counterhit.


j.214H
  • Almost always plus.
  • Very fast.

Very solid neutral and combo tool used for whiff punishing, punishing fireballs and skipping neutral in general. On hit, this dive is automatically followed with a launching wing slice which can combo into 2M in the corner. Can help push opponents into the corner from mid-field.

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
j.214L 20F starting 3F 3
j.214M 20F starting 3F 3
j.214H 420F starting 3F 3

j.214L:

  • Move unavaliable until Jump+3F
  • Increased recovery when whiffed written in []


j.214M:

  • Move unavaliable until Jump+3F
  • Increased recovery when whiffed written in []


j.214H:

  • Move unavaliable until Jump+3F
  • Second part only comes out on hit
  • Increased recovery when whiffed written in []


Ultimate Skills

Ultimate Blackflies

GBVS Fireball.png 236U or 5S+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
600, 1500, 100×4 Mid, All×5 13 3(12)Until hit Total 47 +4 HKD

Bubs releases a line of projectiles with an initial hitbox when they generate. Pierces through other projectiles and causes a hard knockdown, making it ideal for winning fireball wars. On top of this, 236U at close range is Bub's optimal combo starter, making it a fantastic way to punish moves with long recoveries, such as reversals.

The wingslice at the start has a deceptively far-reaching hitbox, making it superb for linking off of anti-air conversions when f.H can't reach. In the corner, 236U makes for great, high-damage combo filler as if the wingslice connects, it'll always leave the opponent at the same height. It's possible to link into 214U anywhere on screen afterwards if the initial wingslice connects.

Ultimate Langelaan Field

GBVS Reversal.png 623U or 6S+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
1000×2 Mid 8 6 37 -24 HKD 1~10 All

A stronger version of Langelaan Field that's ideal for beating safejabs. The opponent is flung into the air before being pierced with one of Bubs' wings for a hard knockdown. A rare case of a DP being too fast to react to some special cancels, and can often whiff due to it's poor range. If you're attempting to DP a special cancel, there's generally no reason to not use 623H instead.

Ending a corner conversion with 623U allows for a safejump with forwards jump > j.U.

Ultimate Chaoscalibur

GBVS Strike.png 214U or 4S+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
2400 Mid 15 5 22 -6 HKD

Fullscreen strike, faster than 236U due to not having to worry about the travel time for a projectile. Unlike 236U however, it'll trade with fireballs an potentially other strikes, making it better for sniping certain actions from a great distance, such as Percival's TraumereiGBVSR Percival 22X.pngGuardMidStartup11Recovery10Advantage-8. On block, it'll push back a significant amount along with dealing a great amount of chip damage.

When used near the corner it'll cause a higher wallbounce than 214H, allowing for better conversions. From anywhere on the screen, f.L , 5U sets up for okizeme with an additional c.L safe meaty anywhere on screen.

Catching mid-range to far-range opponents trying to avoid Blackflies with a spotdodge or roll leaves them open to being counterhit by 214U for both high damage and a chance for Bubs to safely approach off the resulting hard knockdown.

Ultimate Karma

GBVS SpecialProjectile.png 22U or 2S+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
1500×2 Guard Crush ??, Mid 32 9 27 - HKD

Fullscreen gravity vortex that must be avoided through either an evasive action or move with invul. Guard Crushes on hit, followed up by an immediate strike. This Guard Crush cannot be Brave Countered, thus it is technically an unblockable.

While it deals low damage, it is good for catching people sleeping at any screen position.

The guard crush and pull in applies even if an opponent is already in blockstun, so an opponent blocking charged M or H Blackflies in the midscreen can find themselves eating an unblockable from 22U.

Ultimate Unisonic

GBVS Strike.png j.214U or j.4S+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
1000×2 Mid 13 Until L+1 12 [27] HKD

Frame data in [brackets] represents the move on whiff
Divekick with that sends at a higher angle on hit. Like j.214H, it'll followup on hit with a launching slice for a hard knockdown. While it does allow for greater corner carry, it's main benefit is simply having access to a version of Unisonic while the standard versions are on cooldown. Much like the standard versions, it's an incredibly potent throw bait in the corner.

The launch from the wing slice also sends Bubs forwards, so the height difference can allow Bubs to link into c.H easier instead of 2M as you would from using j.214H.


Skybound Arts

Black Spear

236236H or 236S

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
236236H 3500 All 8+4 Total 98 -55 HKD 1-14 All
236236[H] 100×1~10, 3500 Mid×1~11, All 8+4 6×10,1 86 -48 HKD 1-14 All, 15-18 Projectile
  • Can be held for increased damage at close range. This increased damage window extends with technical input.
  • Leads into okizeme in the corner.
  • Can anti-air and catch a jumping opponent, in range of the super being held. The projectile is air-blockable.
  • Recovers 1 Bravery Point for Beelzebub during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only.

Beelzebub creates a high-damaging vortex before releasing a fast projectile from it. The projectile destroys other projectiles, making it an excellent response to close to mid-range fireballs. Piercing projectiles such as Eustace's Flamek Thunder+GBVS Eustace 46X.pngGuardAllStartup25~45RecoveryTotal 50~70Advantage+7[+18] [hold version] will destroy Black Spear however.

Anthem

214214H or 214S

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
250×10, 2000 Throw 13+0 2 71 HKD HKD 1-14 All
  • Invulnerable on startup, invul ends immediately after super flash.
  • Poor reversal due to its range and unreliable against some safejumps as they can OS it. See "Fighting Beelzebub"
  • Can combo from grounded hits up close, for example after 22H, j.U and c.H. Does not combo in juggles.
  • Recovers 1 Bravery Point for Beelzebub during superflash.
  • Removes 1 Bravery Point from the opponent on hit.

Invincible command grab super which happens 0 frames post super flash, meaning it cannot be jumped or reversal'd on reaction. Best done on offense in place of a normal throw when your opponent's defense is too hard to break. The opponent is absorbed and pummelled before being launched halfscreen. The range is shorter than his normal grab so be sure to use it in situations you know you'll be point blank.

Essential tool for Beelzebub's momentum and snowballing rounds. Because Anthem removes 1 BP before dealing damage, it can end rounds sooner than one might expect as the whole super can be enhanced due to possibly inflicting Bravery Penalty. In addition to being a good round ender, you are left slightly plus after an immediate 5U which can set up a comeback in a pinch.


Super Skybound Art

Chaos Legion

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
960, 600×3, 840, 2400 [800×n] Mid→All 8+7 6×5 39 -26 HKD 1-20 All
  • Summons forth pillars of thorns from the ground in a linear fashion, starting from close to Bubs and reaching until the end of the screen.
  • The first pillar, which appears right in front of Bubs is air unblockable.
  • Hits the entire height of the stage.
  • Slow and can be dodged, making it a bad reversal.
  • The pillars are piercing projectiles, which means the entire move can be avoided by Seox's Empty Hand+GBVS Seox 28H-2.pngGuardAllStartup32Recovery14Advantage-2 ~ +4
  • On cinematic hit, leads into okizeme.
  • Recovers 1 Bravery Point for Beelzebub during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.

As far as SSBAs go, Chaos Legion is fairly standard. Despite its height, the move having slower startup than 623X makes it a poor anti-air to use on reaction. The travel time on the thorns appearing is slow too, so it's much worse than 236236H at punishing projectiles from a distance. Higher commitment moves, such as Avatar Belial's Wings BestowedGBVS Avatar Belial 22X.pngGuardStartupRecoveryTotal 75Advantage- can be sniped with Chaos Legion.

In a combo however, Chaos Legion does everything you want out of a high-damage super, complete with good okizeme and a superb high-damage window, making it excellent even when not connecting with the close-range window.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
EX
Weapons
01
02
03
04
05
06
07
08
09


Navigation

Beelzebub
To edit frame data, edit values in GBVSR/Beelzebub/Data.


53% complete
Page Completed To-do Score
Overview
  • Incomplete
  • Starter Guide
15/20
Combos
  • Incomplete
  • Fill
0/10
Strategy
  • Incomplete
  • Images, additional media to supplement concepts, examples.
13/20
Matchups
  • Page created
  • Everything
0/20
Frame Data
  • Data Complete
  • Hitboxes
25/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.


System Pages
Mechanics
Application & Advanced Information
Archived Information