GBVSR/Avatar Belial

From Dustloop Wiki

Overview

Overview

"A ravening beast who sheds defense for raw attack power."

Avatar Belial is a glass cannon that consumes his own HP to unleash powerful skills and devastating combos. Avatar Belial can cancel any special on hit or block (except Blind Devotion M/H and all Ultimate Skills) into Pact, a teleporting followup with two variants. In addition, Avatar Belial's H skills have much shorter cooldowns than the rest of the cast, at the cost of both these specials and Pact spending health on each use.

Avatar boasts plenty of tools to start his offense, with fireballs, divekicks, a rekka A series of special attacks that are only available after the first one is performed., and even a command grab. He also has fair frame data, borrowing many of his normals from the regular  Belial to secure himself a favorable neutral game.

Avatar's greatest failing however is his glass bones and paper skin: in addition to the health cost of Pact and his H skills, Avatar has the lowest total health in the game, making mistakes on him far more punishing than usual.

If you favor a character with a strong comeback factor and enjoy having varied options for offense, Avatar Belial may be the one to help take your opponents to the very limits of debauchery.
Avatar Belial
GBVSR Avatar Belial Portrait.png
Health
14000
Prejump
4f
Backdash
18f
Unique Movement Options
Pact

 Avatar Belial is a high-risk, high-reward character who spends his own health to commit to an oppressive offense.

Pros
Cons
  • High Reward: Avatar Belial's H specials have minimal cooldown times, which allows him to convert into big damage and corner carry in situations where other characters would have to settle for less. They also grant him more meter per use than other characters, lending to his explosive potential.
  • Projectiles Galore: Rejected TruthGBVS Avatar Belial 236L.pngGuardAllStartup13RecoveryTotal 53Advantage-6, Destructive DelusionsGBVS Avatar Belial 236M.pngGuardAllStartup20RecoveryTotal 53Advantage-6, and HabakkukGBVS Avatar Belial 5U.pngGuardAllStartup28Recovery26Advantage+4 are complimentary projectiles. The first stuffs grounded approaches and Cross Over, the second controls almost the entire screen, and the third snipes with negligible travel time.
  • Pact: A unique followup to most of Avatar Belial's specials. The blazing fast but unsafe 5U version of Pact is invincible to steal back your turn, while the slower but plus 8U version is both a pressure reset and a cornerstone of his crouching combos.
  • Well-rounded: Avatar Belial has a diverse and useful toolkit both on offense and defense - a best-in-class 2L, 214U and 22U to circumvent zoning at a distance, on-command plus frames via 236H, and an SSBA command grabGBVS Avatar Belial 236236U 1.pngGuardGrab[All]Startup13+0RecoveryTotal 116Advantage-32. Avatar is well equipped for almost every situation.
  • High Risk: With the lowest health pool in the game at 14k and both H skills and Pact costing 800 hit-points each, Avatar Belial must manage his health carefully or risk being easily KO'd or chipped out. Additionally, both versions of Pact carry great risk, with the 5U version being extremely unsafe on block and the 8U version being fairly easy to anti-air on reaction.

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
  • +4 on block, excellent for pressure.
  • If meaty enough, can be safe to non-Ultimate Skill reversals.

Avatar Belial's main pressure normal. Thanks to its great frame advantage, a follow-up c.H will frame trap on block or combo on hit.

This is potentially the most important and strongest meaty in your arsenal, opening up every option for pressure while keeping you fairly safe to reversals. Use it every opportunity you get.

c.M

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
1000,600 Mid 8 2(1)3 19 -3 +1
  • Two hits means counterhit links are limited.

Avatar Belial's second highest damage punish starter after 66H. Typically used when there just isn't enough time to do 66H, such as punishing a spotdodged Raging Strike. Is also used in pressure to do the aforementioned c.L > c.H frametrap and in combos after c.L.

On counterhit in the corner, the first hit can combo into 5UGBVS Avatar Belial 5U.pngGuardAllStartup28Recovery26Advantage+4.

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.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.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 6 5 7 +1 +5
  • Chains from 2L.
  • Combos into 214L even at max range.

Fast and plus on block. Serves as a hitconfirm from 2L, a blockstring building block, and a fast move to interrupt the opponent's pressure.

Due to being 1 frame faster, 2L is usually preferred to mash out at closer ranges.

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 7 1,3 18 -6 -2
  • Hits twice.
  • Advances slightly.

A deceptively long button that comes out quite fast, useful for keeping the opponent honest in blockstrings or in neutral. Is easy to hitconfirm thanks to being two hits.

Do note that the first hit will whiff when spaced out too far.

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 9 4 22 -9 -5
  • Shorter than it looks, but still his longest reaching normal just slightly beating the reach of 2U.

Avatar Belial's longest range poke next to 2U. Can be comboed into 236L at most ranges. Always combos into 214L. Also is an incredible frametrap tool after c.L pushes Avatar into range to use far normals.

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 12 -4 0
  • Chains into itself, c.L and f.L.
  • Not a low.
  • Used in some specific combo routes because of its speed and range.

Deceptively long reaching for a 2L and very fast, allowing it to punish several moves in various matchups other characters would be unable to.

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
800 Low 6 5 13 -3 KD +31
  • Knocks opponent down on hit.

Avatar Belial's fastest low at 6 frames. Does not combo into anything but special moves on normal hit due to its knockdown properties. Combos consistently into 214L, 236L, or 214H.

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
  • Avatar Belial's highest reward anti-air.

Depending on how high the opponent is when counter hit this normal's conversions can range from solid to arguably the best in the game. Generally, the higher the better.

Is also used in some corner combos to combo into 214M and 5UGBVS Avatar Belial 5U.pngGuardAllStartup28Recovery26Advantage+4.

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 10 6 20 -11 HKD +44
  • Your second farthest reaching normal after f.H.
  • Hard knockdown on ground hit.

Powerful midrange tool thanks to its very long range for its speed. Used to catch opponents walking back when 2M won't reach.

Dash Normals

66L

66M

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 +10
  • Forces crouch on hit

Avatar Belial's strongest combo starter thanks to its forced crouch and ability to link into 66L at range and c.H upclose.

Because it's unsafe on block, it mostly only sees use as a matchup-specific punish starter for punishing very unsafe moves, such as blocked invulnerable reversals. It also sees use in extending combos after a high wallbounce from 214H, doing a good chunk of extra damage without costing health.

Air Normals

j.L

j.M

j.H

j.U


Unique Action

Habakkuk

5U (Chargeable)

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
5U 1300 All 28 2 26 +4 +8
5[U] 1300 All 49 2 15 +10 KD +49
  • Whiffs against crouching opponents.
  • Charged version knocks down on hit.

The first of Avatar Belial's three projectiles. Stops opponents from counterzoning due to the beam having negligable travel time. Charging the beam can also catch rolls during their recovery.

If hit point blank, combos into c.H. Sees use in corner combos thanks to its high hitstun.

Pact

5U or 8U after any special (except M/H Blind Devotion and Ultimate Skills)

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
5U Follow-Up 1500 Mid 20[1] 3 27 -11 Air Recovery +18 11-19
8U Follow-Up 700 All 37[1] 7 11 +2 +2 11-23
  • Costs 800 health upon use.

Avatar Belial's unique special move follow-ups. They both have different uses but complement his gameplan equally well.

Startup becomes 1 frame when the special cancelled from hit for either Follow-Up.


5U Follow-Up
  • Teleports in front of the opponent.
  • Launches upwards.
  • Invincible during startup and active frames.
  • Combos into f.M on counterhit midscreen and into c.H in the corner.

The invincibility allows him to call out mashing and force respect after his special moves, but the health cost also adds to the potential punish if it is blocked. Better to threaten with than to use on block in most cases, but still great as a combo ender to squeeze in a little extra damage, especially on light confirms that don't lead to much otherwise.


8U Follow-Up
  • Teleports above the opponent and stomps down.
  • Plus on block.
  • Longer startup.
  • +4 OB/+5 OH on crouching opponents.
  • Launches when used more than once in a combo.
  • Causes a hard knockdown on counterhit.

Avatar Belial's other follow-up. Due to being plus on block, it is a good option alongside 5U, but use with caution as the longer startup can be reacted to for an anti-air.

When used on a crouching opponent, 8U Pact gains extra frame advantage and allows for combo extensions via 8U Pact > c.L. This acts as the foundation of his extended punishes with 66H, which forces crouch on hit. On crouching block, 8U Pact can also frametrap into 66L.

While it does do less damage than 5U, 8U sees some use as a combo ender in order to grant more frame advantage after a combo due to both teleporting to the opponent and not launching them away very far.

8U can also be used to set up safejumps at the end of some corner combos by doing 623L > delay 8U. Doing it this way lets 8U whiff and allows for a safejump with j.H.

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
2500 Throw 4 3 26 HKD +44
  • Same animation as Belial's.

Allows for a safejump with j.H anywhere on the screen. There are two ways to safejump after Avatar Belial's throw. Holding 9 (Up-Forward) during the throw animation will give a safejump that works against 8-frame U reversals. The other way is by timing an immediate forward super jump A higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession. after recovering. This will also safejump 8-frame reversals. Timing the super jump leaves Avatar Belial closer to the opponent, allowing him to either continue pressure or have better hitconfirms. In the corner, there is no difference between normal jumping or super jumping after a throw.

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 Mid 28 1 37 +8 (Guard Crush) +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.

When blocked, can combo into f.M in the corner even when slightly spaced out.

Raging Chain

Brave Counter

Special Moves

Rejected Truth

GBVS Fireball.png 236L/H or 5S + L/H

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 500, 100×3 All 13 Total 53 -6 -2
236H 800, 100×4 All 16 Total 55 +2 +6
  • Projectile travels until it hits the opponent, then turns into a three-hit projectile before de-spawning.
  • 236L is unsafe at close range, safe at half max range, and plus at max range.
  • 236H costs 800 health upon use.

Belial creates an earthquake that travels around half the screen's length.

236L can be used at the end of blockstrings midscreen to reset back to neutral. In the corner, 236L shines as blockstring material. f.H > 236L both frametraps and leaves Belial +1 if spaced correctly. After the frametrap, a f.H will counterhit most buttons. If the opponent is respectful enough, 66L can be used to reset pressure and do f.H > 236L again.

At further ranges, far normal > 236L can be spotdodged.

236H as enough hitstun to link out of and enough blockstun to be plus at close range, and thus serves as prime combo and blockstring fodder in the corner.

Destructive Delusions

GBVS Fireball.png 236M or 5S + 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
500, 200, 100×3 All 20 Total 53 -6 -2

Belial flings five Goetia projectiles in an arc. The bottom projectile does the most damage, followed by the second lowest, then the rest deal 100. Excellent complement to 236L/H as it covers a massive amount of air space.

If blocked high in the air, 5UGBVS Avatar Belial 5U Followup.pngGuardMidStartup20[1]Recovery27Advantage-11 Pact allows for a quick and easy unblockable setup.

Blind Devotion

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 1000 All 6 6 31 -20 KD +30
623M 600, 100×5 Mid, All×5 9 2,3,3,3,3,4 34 -24 [-30] Air Recovery +19 1~13 All
623H 700, 100, 50×4, 700 Mid 11 2,3,3,3,3,3 35 -24 [-30] KD +31 1~25 All
623L
  • Air blockable and quite unsafe.

The only version of Blind Devotion that can be cancelled into Pact. Sees use as a combo ender for this reason. Not a good reversal due to not being invincible on startup.


623M
  • First hit is air unblockable.

Avatar Belial's meterless reversal. Faster than 623H and doesn't cost any health, making this his go-to reversal. Also sees use as a combo ender in the corner. Will lose to empty jumps due to not being entirely air unblockable.


623H
  • Entirely air unblockable.
  • Costs 800 health upon use.

Leads to a soft knockdown on hit, giving Avatar Belial more frame advantage. While completely air unblockable and invincible, 623H's health cost severely limits its use. 623M is often preferred due to being faster and not costing any health.

Carnal Passion

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 400 Mid 13 4 15 -4 0
214M 600 Mid 21 6 15 -4 0
214H 600 Mid 16 4 17 -6 -2
214X > 4X 400 Mid 9 4 21 -8 Air Recovery +21
214X > 4X > 4X 700 Mid 13 6 21 -16 Air Recovery +23

Belial's rekka series. The follow-ups are all the same and combo into Pact enders.

Each followup of rekka becomes more punishable on block. The second and third hits of the rekka frametrap, although it is not possible to combo after. While it is possible to spotdodge this frametrap, it is advised not to do so on prediction as Avatar Belial can simply not do the 3rd followup and punish with CH 66H.

Only the first hits of 214L/M are truly safe on block, but 214H can be made safe if spaced.


214L
  • Fast and combos from all of Avatar Belial's grounded normals.

Standard combo ender special midscreen. Can be used to riskily extend blockstrings midscreen, as the threat of Pact can scare people from pressing buttons. Forms a gapless blockstring after far normals.


214M
  • Much larger range at the cost of speed.
  • Low crushes.

While this version generally cannot be combo'd into without a counter hit or crouching hit, its extended range and low crush make it a better neutral tool. Like 214L, can be used to riskily extend blockstrings midscreen.

Can be used in pressure to catch people mashing lows and to frametrap after far normals. It is also + if the opponent tries to spotdodge, allowing you to call out people spotdodging f.H > 236L.

Is also used in some corner combos to preserve health.


214H
  • Causes follow-up 2 to wallbounce.
  • Costs 800 health upon use.

Corner combo launcher. It's generally a better idea to use other specials first but Belial can still get basic knockdowns without this special using 623M or 623H.

Wings Bestowed

GBVS Leap.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 Total 62
22M Total 75
22H Total 105
  • 22H costs 800 health

Belial begins to float in the air using his wings. 22L floats somewhat low to the ground, 22M floats high, and 22H floats to the height of 22M before stalling at the the height of 22L. Belial's hurtbox is quite large during this move, making it risky to use. Belial can pick between four follow-ups while he floats.

22H is actionable when it first reaches 22L height and flies upwards faster, making it the quickest way to access followups. It also changes properties of the MGBVS Avatar Belial 22X-M.pngGuardAllStartup21Recovery14Advantage+2 and HGBVS Avatar Belial 22X-H.pngGuardThrowStartup31Recovery34Advantage- followups.

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
22M
22H

22L:

  • Cancellable into followups from frame 17~39


22M:

  • Cancellable into followups from frame 23~55


22H:

  • Cancellable into followups from frame 14~82

Stolas

L during Wings Bestowed

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
700 All 15 Until L+1 11 +2/+4(crouch) +3
  • Plus on block.
  • Forces crouch on hit.

Only hits the area directly below Belial. Can be used to bait throws in conjunction with 22L, or can be used to quickly cancel Wings Bestowed. On hit, it can always be cancelled into 8U Pact for a full combo.

If hit meaty enough, it can be up to +8, allowing c.H to link after.

Beleth

M during Wings Bestowed

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, 100×5 All 21 Until L 14 +2 KD +37
  • Plus on block.
  • Typically minus on spotdodge, but if the spotdodge is mistimed Belial can punish with c.M or c.H.

Belial dives at a shallower angle downwards, allowing him to hit opponents farther away. Hits at about the same angle as his command grab from Wings Bestowed.

On hit, combos into 2L midscreen or c.L in the corner. If used from 22H, combos into c.M anywhere.

Barbatos

H during Wings Bestowed

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~H 2000 Throw 31 Until L 34 HKD +39
22M~H 2500 Throw 29~33 Until L 34 HKD +39
22H~H 2000 Throw 30~35 Until L 34 HKD +39
  • Fast command grab.
  • When performed from 22H, wallbounces.

Surprise option from Wings Bestowed. Does the most damage from the M version, but 2000 damage from the others is nothing to sneeze at.

Thanks to its wallbounce, the H version allows for 2L to combo after in the corner.

Habakkuk (Midair)

U during Wings Bestowed

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
22X~U 1000 All 27 5 Until L+10 -1~-7 KD
22X~[U] 1100 All 27 3,3,3,3 Until L+13 -5~-11 KD
  • Uncharged version has a small hitbox.
  • Charged version sweeps the screen and beats rolls.

Avatar Belial's long-range option while in Wings Bestowed. Knocks down on hit and deals respectable damage. High air blocked hits can lead to an unblockable 5U Pact followup. If hit high enough, Belial can whiff 5U Pact and convert into a full combo with f.M midscreen or c.H in the corner.

Ultimate Skills

Ultimate Destructive Delusions

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
2300 total All 9 - Total 49 +6 +62

Fires two waves of projectiles, making it great for both winning fireball wars and sniping people out of the air. If the opponent rolls the first wave of projectiles, the second wave will hit them. Causes a hard knockdown.

If hit either fullscreen or high enough in the air, can link into 214U for a combo.

Ultimate Blind Devotion

GBVS Parry.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
2000 total Mid 8 9 33 -27 HKD +44

A reversal that beats safejabs. Follows up with a sharp downwards kick before a final, cinematic stomp and kick. Causes hard knockdown, and allows for a safejump with j.H anywhere on the screen.

Ultimate Carnal Passion

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
2600 total Mid 13 [20] 4(11)4(16)6 9[29] +2 HKD +50

Belial lunges or, when used at approximately round start distance or further, teleports to his opponent to perform all hits of his 214X rekka on hit. The teleport allows him to bypass projectiles, making this and 22U excellent at responding to your opponent from fullscreen. Also leads to a wallbounce in the corner, making it an incredibly potent starter. Also launches at a higher angle than 214H, allowing for conversions from further away from the corner.

On block or whiff, Belial only performs the first part of the rekka. On block, Belial is left +2 and does a good chunk of chip damage, but is pushed back far enough that continuing pressure is difficult. If spotdodged, Belial typically recovers quickly enough to punish with c.M or c.H.

  • Startup in [] denotes when the move is used at teleport distance, while Recovery in [] denotes the recovery on hit.
  • Is considered airborne during the move, meaning it can be used to bait throws and crush lows.

Ultimate Wings Bestowed

GBVS Leap.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
3500 Mid 9 3(19)17 [3(21)17] 12 +4 HKD +37 [13-18]

Belial flies into the air and performs a divekick. When used at a distance slightly further than one backdash he will teleport to his opponent before performing the divekick. This teleport allows him to bypass projectiles, making this and 214U excellent at responding to your opponent from fullscreen.

  • Data in [] denotes the move being used at teleport distance. Should the first hit connect with an opponents extended hurtbox, the teleport divekick will connect too.

Skybound Art

Diafthora

236236H or 236S (Air OK)

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 4000 Mid 9+4 8 31 HKD +43 1~15 All
j.236236H 4000 Mid 7+8 Until L+2 31 HKD +43

Belial rises up, followed by a downwards lunge attack. Good for calling out projectiles.

The air version does not rise up before lunging and can be used to beat out anti-airs on a read. However, the air version is not invulnerable or air unblockable, meaning that it can still be hit.

Because the grounded version is air unblockable, it can be used as a very high risk option to catch people trying to preemptively jump 236236U.

On hit, allows for a safejump with j.H anywhere on the screen. Much like throw, super jumping after the animation will give Belial a better safejump.

  • Recovers 1 Bravery Point for Avatar Belial during superflash.
  • Removes 1 Bravery Point from the opponent on hit.

Super Skybound Art

Wild Sin

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
6000[4000] Grab[All] 13+0 2 Total 116 -32 HKD +41 [+35] 1~18 All

Avatar Belial's invincible command throw super. Can be combo'd into like a strike and turns into a projectile that hits full screen if the grab portion whiffs.

The command grab's range is point-blank only - practically touching - which means using it offensively requires moving in a bit. If it does hit, however, it can potentially steal games due to taking away 2 Bravery Points and doing a large amount of damage when done raw. This makes it very threatening as a reversal, as opponents will be forced to consider the possibility of being hit by it when trying to pressure Belial.

On cinematic hit, allows for a safejump with j.H anywhere on the screen. Unlike his other superGBVS Avatar Belial 236236H 1.pngGuardMidStartup9+4Recovery31Advantage-, however, Belial cannot superjump in order to gain a better safejump. This safejump will leave Belial far away from his opponent (roughly f.H range) with limited ways to continue pressure.

  • Grab occurs frame 0 after super flash.
  • Recovers 1 Bravery Point for Avatar Belial during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only.

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