DBFZ/Beerus: Difference between revisions

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|summary= utlizes orbs for setplay like no other being.
|summary= utlizes orbs for setplay like no other being.
|pros=  
|pros=  
* '''Air Normals:''' Decent air buttons, including a [[DBFZ/Beerus#j.{{clr|3|2H}}| {{clr|3|j.2H}}]] that's handy on offense and defense.
* '''Air Normals:''' Decent air buttons, including a [[DBFZ/Beerus#j.{{clr|H|2H}}| {{clr|H|j.2H}}]] that's handy on offense and defense.
* '''Setplay:''' Stifling pressure with sphere(s) of destruction, especially at the corner.
* '''Setplay:''' Stifling pressure with sphere(s) of destruction, especially at the corner.
* '''Orb Combos:''' High accumulation of damage by integrating cataclysmic orbs in combos.
* '''Orb Combos:''' High accumulation of damage by integrating cataclysmic orbs in combos.
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{{FP Box
{{FP Box
|header=Cataclysmic Orbs
|header=Cataclysmic Orbs
|content=Beerus can summon purple Ki Blast-property projectiles called '''Sphere of Destruction''' (colloquially known as '''Cataclysmic Orbs''' or simply '''Orbs''') onto the screen that explode when they collide with the opponent. The orbs don't interact with one another, but can be knocked around with normals and specials (excluding Vanish). When hitting an orb with any normal attack that's not {{clr|2|6M}}, {{clr|4|5S}}, {{clr|4|j.S}}, Beerus can cancel it into specials or Supers, even if neither the orb nor the normal made contact with the opponent.
|content=Beerus can summon purple Ki Blast-property projectiles called '''Sphere of Destruction''' (colloquially known as '''Cataclysmic Orbs''' or simply '''Orbs''') onto the screen that explode when they collide with the opponent. The orbs don't interact with one another, but can be knocked around with normals and specials (excluding Vanish). When hitting an orb with any normal attack that's not {{clr|M|6M}}, {{clr|S|5S}}, {{clr|S|j.S}}, Beerus can cancel it into specials or Supers, even if neither the orb nor the normal made contact with the opponent.
* Orbs slowly descend and will disappear after 300F (315F if they've been hit), or if they touch the ground, if Beerus blocks, gets hit, tags out, triggers a cinematic with Dragon Rush or Supers
* Orbs slowly descend and will disappear after 300F (315F if they've been hit), or if they touch the ground, if Beerus blocks, gets hit, tags out, triggers a cinematic with Dragon Rush or Supers
* Only 3 orbs can be on screen at the same time (except from {{clr|4|236S}}), spawning a new one will despawn the earliest one
* Only 3 orbs can be on screen at the same time (except from {{clr|S|236S}}), spawning a new one will despawn the earliest one
* While traveling after being hit, orbs have bigger hitbox, higher damage (500 → 700), and will bounce against the ground and walls
* While traveling after being hit, orbs have bigger hitbox, higher damage (500 → 700), and will bounce against the ground and walls
}}
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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* {{clr|1|5L}} is very short range.
* {{clr|L|5L}} is very short range.
* Sends Cataclysmic Orbs a short distance forward.
* Sends Cataclysmic Orbs a short distance forward.
Flicks the opponent, good for pressure.
Flicks the opponent, good for pressure.
----
----
* {{clr|1|5LL}} can cancel into {{clr|2|5M}} or {{clr|2|2M}} to keep the gatlings going.
* {{clr|L|5LL}} can cancel into {{clr|M|5M}} or {{clr|M|2M}} to keep the gatlings going.
* Sends Cataclysmic Orbs upwards.
* Sends Cataclysmic Orbs upwards.
The clap of doom. Somewhat useful for up-close pressure, but the clap has ridiculous range and an equally ridiculous hitbox, making {{clr|1|5LL}} in neutral a great way to poke.
The clap of doom. Somewhat useful for up-close pressure, but the clap has ridiculous range and an equally ridiculous hitbox, making {{clr|L|5LL}} in neutral a great way to poke.
----
----
* {{clr|1|5LLL}} slides about half screen forward before attacking, crossing the opponent up if they are in range.
* {{clr|L|5LLL}} slides about half screen forward before attacking, crossing the opponent up if they are in range.
Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably.
Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably.
</div>
</div>
</div>
</div>


===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Headbutt, good for pressure and can be jump-cancelled on hit.
* Headbutt, good for pressure and can be jump-cancelled on hit.
* Sends Cataclysmic Orbs down and forwards, making them groundbounce.  
* Sends Cataclysmic Orbs down and forwards, making them groundbounce.  
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</div>
</div>


===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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<div class="attack-gallery">
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* Considerably short range for a {{clr|3|5H}}.  
* Considerably short range for a {{clr|H|5H}}.  
* If used in the corner, it will push Beerus back a set distance.
* If used in the corner, it will push Beerus back a set distance.
* Sends Cataclysmic Orbs a long distance forward very quickly.
* Sends Cataclysmic Orbs a long distance forward very quickly.
Because you can special cancel into more orbs with this, {{clr|3|5H}} can be used to rapid fire orbs.
Because you can special cancel into more orbs with this, {{clr|H|5H}} can be used to rapid fire orbs.
</div>
</div>
</div>
</div>


===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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* Sends Cataclysmic Orbs a short distance up and forward.
* Sends Cataclysmic Orbs a short distance up and forward.
* Whiffs against small characters.
* Whiffs against small characters.
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</div>
</div>


===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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* Solid crouching normal, good for pressure with {{clr|1|5L}}.
* Solid crouching normal, good for pressure with {{clr|L|5L}}.
</div>
</div>
</div>
</div>


===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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<div class="attack-gallery">
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* Slides about 3/4s of the screen '''VERY''' quickly.
* Slides about 3/4s of the screen '''VERY''' quickly.
* Can be used in conjunction with assists for cross under setups when the opponent air-techs.
* Can be used in conjunction with assists for cross under setups when the opponent air-techs.
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</div>
</div>


===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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==== ====
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* Does a handstand for an anti-air. Moves forward an extremely tiny distance before going backwards.
* Does a handstand for an anti-air. Moves forward an extremely tiny distance before going backwards.
* Short horizontal range.
* Short horizontal range.
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</div>
</div>


===<big>{{clr|4|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
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==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Beerus sneezes up a Cataclysmic Orb.
* Beerus sneezes up a Cataclysmic Orb.
* Contrary to other orb summons, this one sends the orb floating up and forwards in a zigzagging manner.
* Contrary to other orb summons, this one sends the orb floating up and forwards in a zigzagging manner.
* Can cancel into itself two additional times on whiff, creating three orbs.
* Can cancel into itself two additional times on whiff, creating three orbs.
* Hitting the orb will increase orb damage to 700 and increase size for just an instant.
* Hitting the orb will increase orb damage to 700 and increase size for just an instant.
Can be useful during blockstrings, such as to bait Super Dash. Best to use Vanish to cancel the recovery if the enemy is about to throw out a beam. Can be used after {{clr|3|5H}} in a blockstring to safely leave an orb on the field for Beerus shenanigans.  
Can be useful during blockstrings, such as to bait Super Dash. Best to use Vanish to cancel the recovery if the enemy is about to throw out a beam. Can be used after {{clr|H|5H}} in a blockstring to safely leave an orb on the field for Beerus shenanigans.  
</div>
</div>
</div>
</div>


===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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==== ====
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<!--Insert text below the =s and above the 2 /divs-->
* Universal standing overhead. Can start combos if you have an orb set near the opponent.
* Universal standing overhead. Can start combos if you have an orb set near the opponent.
</div>
</div>
</div>
</div>


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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<!--Insert text below the =s and above the 2 /divs-->
* Jumping downward jab.
* Jumping downward jab.
* Sends orbs a short distance forward.
* Sends orbs a short distance forward.
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</div>
</div>


===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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<div class="attack-gallery">
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* Upward kick.
* Upward kick.
* Sends orbs a medium distance up and forward.
* Sends orbs a medium distance up and forward.
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</div>
</div>


===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Hitbox extends behind Beerus.
* Hitbox extends behind Beerus.
* {{clr|3|j.H}} Smash hit causes a sliding knockdown.
* {{clr|H|j.H}} Smash hit causes a sliding knockdown.
* Sends orbs a long distance down and forward.
* Sends orbs a long distance down and forward.
Downward kick, great for jump-ins and IAD pressure. Also good for cross-ups thanks to it's extended hitbox.
Downward kick, great for jump-ins and IAD pressure. Also good for cross-ups thanks to it's extended hitbox.
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</div>
</div>


===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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<div class="attack-container">
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<div class="attack-gallery">
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<!--Insert text below the =s and above the 2 /divs-->
* Hold down the button to fire all 4 blasts.
* Hold down the button to fire all 4 blasts.
* Can combo into j.214X in midscreen combos.
* Can combo into j.214X in midscreen combos.
* In Sparking!, can cancel {{clr|4|j.S}} (3 ki blasts) into airdash for more damage.
* In Sparking!, can cancel {{clr|S|j.S}} (3 ki blasts) into airdash for more damage.
</div>
</div>
</div>
</div>


===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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<div class="attack-gallery">
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<!--Insert text below the =s and above the 2 /divs-->
* Dragon kicks through the sky.  
* Dragon kicks through the sky.  
* Great in the corner for knockdown into {{clr|2|214M}}.
* Great in the corner for knockdown into {{clr|M|214M}}.
* Decent getaway button to run from the opponent.
* Decent getaway button to run from the opponent.
* Sends orbs flying forward and slightly upward.
* Sends orbs flying forward and slightly upward.
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==Special Moves==
==Special Moves==
===<big>Sphere  of Destruction</big>===
===<big>Sphere  of Destruction</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Beerus_CataclysmicOrb.png |{{clr|3|H}} summons both orbs.
DBFZ_Beerus_CataclysmicOrb.png |{{clr|H|H}} summons both orbs.
DBFZ_Beerus_CataclysmicOrb2.png |Kicks orb after summon, hold button to not kick
DBFZ_Beerus_CataclysmicOrb2.png |Kicks orb after summon, hold button to not kick
</gallery>
</gallery>
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|}
==== ====
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<!--Insert text below the =s and above the 2 /divs-->
Either used for neutral or combos because of their launch properities.
Either used for neutral or combos because of their launch properities.
* Cataclysmic Orbs are the same as basic ki-blasts, meaning they will be beaten by superdash.
* Cataclysmic Orbs are the same as basic ki-blasts, meaning they will be beaten by superdash.
----
----
The L version is used for firing out a quick orb in neutral due to it's aggressive angle both on the ground and air, in combos it has use for being slightly more optimal when sending the opponent back down over {{clr|1|214L}} for assist extensions.
The L version is used for firing out a quick orb in neutral due to it's aggressive angle both on the ground and air, in combos it has use for being slightly more optimal when sending the opponent back down over {{clr|L|214L}} for assist extensions.
* Hitstun on a launched orb is long enough that you can convert off it anywhere on screen.
* Hitstun on a launched orb is long enough that you can convert off it anywhere on screen.
----
----
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* Due to Beerus recovering in the air after this move, he can go for easy mix with an assist covering him.
* Due to Beerus recovering in the air after this move, he can go for easy mix with an assist covering him.
----
----
The H version comes in three forms, {{clr|3|236H}}[2]/{{clr|3|236H}}/{{clr|3|236H}}[8] and their data is listed as such in the table above.
The H version comes in three forms, {{clr|H|236H}}[2]/{{clr|H|236H}}/{{clr|H|236H}}[8] and their data is listed as such in the table above.
* {{clr|3|236H}}[2] is the most plus version on block and is used for corner carry because of it's launch sending the enemy bouncing across the ground.
* {{clr|H|236H}}[2] is the most plus version on block and is used for corner carry because of it's launch sending the enemy bouncing across the ground.
* {{clr|3|236H}} is +2 if blocked standing, but if blocked crouching becomes +5, can also be converted off like {{clr|3|236H}}[2] mid-screen but awkward in the corner.
* {{clr|H|236H}} is +2 if blocked standing, but if blocked crouching becomes +5, can also be converted off like {{clr|H|236H}}[2] mid-screen but awkward in the corner.
* {{clr|3|236H}}[8] deals the most damage and launches the enemy very high upward, like {{clr|2|236M}} Beerus recovers in the air on block allowing for mix.
* {{clr|H|236H}}[8] deals the most damage and launches the enemy very high upward, like {{clr|M|236M}} Beerus recovers in the air on block allowing for mix.
</div>
</div>
</div>
</div>


===<big>Sphere  of Destruction (Held)</big>===
===<big>Sphere  of Destruction (Held)</big>===
<span class="input-badge">'''{{clr|1|236[L}}/{{clr|2|M}}/{{clr|3|H]}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236[L}}/{{clr|M|M}}/{{clr|H|H]}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Beerus_CataclysmicOrb.png |{{clr|3|H}} summons both orbs
DBFZ_Beerus_CataclysmicOrb.png |{{clr|H|H}} summons both orbs
</gallery>
</gallery>
</div>
</div>
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|}
==== ====
==== ====
The version of {{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} where the button is held, preventing the kick from coming out. This version of the move is mainly used for setting up orbs during oki to pressure the opponent and enhance Beerus's mix-ups, as well as leaving traps around that pressure superdashing at Beerus.
<!--Insert text below the =s and above the 2 /divs-->
 
The version of {{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} where the button is held, preventing the kick from coming out. This version of the move is mainly used for setting up orbs during oki to pressure the opponent and enhance Beerus's mix-ups, as well as leaving traps around that pressure superdashing at Beerus.
</div>
</div>
</div>
</div>


===<big>God of Destruction's Rampage</big>===
===<big>God of Destruction's Rampage</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
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<div class="attack-gallery">
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==== ====
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* First hit ground bounces. Smash on the splash.
* First hit ground bounces. Smash on the splash.
* Leaves Beerus airborne afterwards, allowing for any air option available.
* Leaves Beerus airborne afterwards, allowing for any air option available.
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----
----
* Smash hit ground bounces into SKD.
* Smash hit ground bounces into SKD.
* Air version can be comboed after {{clr|4|j.S}}(1) anywhere on screen.
* Air version can be comboed after {{clr|S|j.S}}(1) anywhere on screen.
M version allows SKD oki at the end of every combo.
M version allows SKD oki at the end of every combo.
----
----
* Smash hit big ground bounce into SKD.
* Smash hit big ground bounce into SKD.
* Aerial version is the same as {{clr|2|214M}}, but does not track full screen like {{clr|3|214H}}.
* Aerial version is the same as {{clr|M|214M}}, but does not track full screen like {{clr|H|214H}}.
* You can combo with {{clr|3|214H}}/{{clr|3|j.214H}} solo if you've saved your air action, making this a pretty good combo tool.
* You can combo with {{clr|H|214H}}/{{clr|H|j.214H}} solo if you've saved your air action, making this a pretty good combo tool.
H version can be used as a surprise "in your face" due to its speed; on block, you can get a 50/50 high/low situation with an assist.
H version can be used as a surprise "in your face" due to its speed; on block, you can get a 50/50 high/low situation with an assist.
</div>
</div>
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===<big>Spheres of Destruction</big>===
===<big>Spheres of Destruction</big>===
<span class="input-badge">'''{{clr|4|236S}}'''</span>
<span class="input-badge">'''{{clr|S|236S}}'''</span>
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<!--Insert text below the =s and above the 2 /divs-->
* Despawns all current orbs and spawns 6 new ones.
* Despawns all current orbs and spawns 6 new ones.
* Every new orbs will despawn at most two of {{clr|4|236S}}, starting from the top row to the bottom.
* Every new orbs will despawn at most two of {{clr|S|236S}}, starting from the top row to the bottom.
Best used on a cornered opponent to limit their options on wake-up. Very susceptible to beams otherwise.
Best used on a cornered opponent to limit their options on wake-up. Very susceptible to beams otherwise.
</div>
</div>
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===<big>God of Destruction's Wrath</big>===
===<big>God of Destruction's Wrath</big>===
<span class="input-badge">'''{{clr|4|214S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|214S}} (Air OK)'''</span>
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<div class="attack-container">
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<div class="attack-gallery">
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<!--Insert text below the =s and above the 2 /divs-->
* Invincible during startup. Guard point during active. Can beat beams on reaction.
* Invincible during startup. Guard point during active. Can beat beams on reaction.
* Shoots 5 Ki blasts in front of Beerus and 5 behind him.  
* Shoots 5 Ki blasts in front of Beerus and 5 behind him.  
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<!--Insert text below the =s and above the 2 /divs-->
* Very fast start-up.
* Very fast start-up.
* Uses something like {{clr|3|236H}}. First hitbox is 2 ki blasts, second is a kick.
* Uses something like {{clr|H|236H}}. First hitbox is 2 ki blasts, second is a kick.
* Orbs disappear as soon as Beerus leaves or gets hit.
* Orbs disappear as soon as Beerus leaves or gets hit.
Mostly used to put opponents on block post-superdash on their way down, much like how DP assists are used but doesn't share the anti-air invulnerability they have. Best used this way as the opponent cannot guard cancel/reflect on their way down to the ground. This virtually makes the assist keep the opponent in significantly more blockstun than it actually has, because of its 2 hits with their own individual blockstun. ''The opponent can '''always''' reflect after they block the ki blasts if they're grounded, even if the CPU doesn't GC reflect properly for some reason.''
Mostly used to put opponents on block post-superdash on their way down, much like how DP assists are used but doesn't share the anti-air invulnerability they have. Best used this way as the opponent cannot guard cancel/reflect on their way down to the ground. This virtually makes the assist keep the opponent in significantly more blockstun than it actually has, because of its 2 hits with their own individual blockstun. ''The opponent can '''always''' reflect after they block the ki blasts if they're grounded, even if the CPU doesn't GC reflect properly for some reason.''
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* Causes ground bounce on hit.
* Causes ground bounce on hit.
* Blockstun is 27 frames if only the first hit connects, and 24 frames if only the second one does.
* Blockstun is 27 frames if only the first hit connects, and 24 frames if only the second one does.


A reliable combo filler for characters who need the ground bounce in their combo. Not particularly useful otherwise.
A reliable combo filler for characters who need the ground bounce in their combo. Not particularly useful otherwise.
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</div>
</div>
</div>


===<big>Assist C</big>===
===<big>Assist C</big>===
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* Much more range than the point version.
* Much more range than the point version.
*Has invincibility after the teleport.
* Has invincibility after the teleport.
Fills the entire screen, making it an incredible neutral tool. Arguably better than most C assists due to Beerus's indiscriminate and omnidirectional firing.
Fills the entire screen, making it an incredible neutral tool. Arguably better than most C assists due to Beerus's indiscriminate and omnidirectional firing.
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==Super Moves==
==Super Moves==
===<big>Beerus Ball</big>===
===<big>Beerus Ball</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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}}
}}
|-
|-
{{AttackVersion|name=Beerus Ball of Destruction|subtitle=Beerus Ball > L/{{clr|2|M}}/{{clr|3|H}}/S}}
{{AttackVersion|name=Beerus Ball of Destruction|subtitle=Beerus Ball > L/{{clr|M|M}}/{{clr|H|H}}/S}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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* Minimum damage is 30*15, 360.
* Minimum damage: 30*15, 360.
* In the air, use {{clr|1|L}}+{{clr|2|M}} to shoot straight forward or H+{{clr|4|S}} to shoot downward.
* In the air, use {{clr|L|L}}+{{clr|M|M}} to shoot straight forward or H+{{clr|S|S}} to shoot downward.
* Always deals set amount of hits and damage.
* Always deals set amount of hits and damage.
* Follow-up can be activated before the 16th hit.
* Follow-up can be activated before the 16th hit.
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===<big>God of Destruction's Judgment</big>===
===<big>God of Destruction's Judgment</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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* Minimum damage: 1824.
* Minimum damage: 1824.
Beerus flicks the opponent with incredible force. Fundamentally similar to Trunks's Heat Dome Attack, being a command grab with very high damage, but also being very easy to avoid (can be evaded by jumping during the superflash).
Beerus flicks the opponent with incredible force. Fundamentally similar to Trunks's Heat Dome Attack, being a command grab with very high damage, but also being very easy to avoid (can be evaded by jumping during the superflash).

Revision as of 21:51, 13 May 2022

Overview

Template:CharaOverview

Cataclysmic Orbs

Beerus can summon purple Ki Blast-property projectiles called Sphere of Destruction (colloquially known as Cataclysmic Orbs or simply Orbs) onto the screen that explode when they collide with the opponent. The orbs don't interact with one another, but can be knocked around with normals and specials (excluding Vanish). When hitting an orb with any normal attack that's not 6M, 5S, j.S, Beerus can cancel it into specials or Supers, even if neither the orb nor the normal made contact with the opponent.

  • Orbs slowly descend and will disappear after 300F (315F if they've been hit), or if they touch the ground, if Beerus blocks, gets hit, tags out, triggers a cinematic with Dragon Rush or Supers
  • Only 3 orbs can be on screen at the same time (except from 236S), spawning a new one will despawn the earliest one
  • While traveling after being hit, orbs have bigger hitbox, higher damage (500 → 700), and will bounce against the ground and walls

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 6 3 12 -3
5LL 700 All 9 3 18 -5
5LLL 1000 High U3+ 32 [5] 2 19 -5

  • 5L is very short range.
  • Sends Cataclysmic Orbs a short distance forward.

Flicks the opponent, good for pressure.


  • 5LL can cancel into 5M or 2M to keep the gatlings going.
  • Sends Cataclysmic Orbs upwards.

The clap of doom. Somewhat useful for up-close pressure, but the clap has ridiculous range and an equally ridiculous hitbox, making 5LL in neutral a great way to poke.


  • 5LLL slides about half screen forward before attacking, crossing the opponent up if they are in range.

Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably.

5M

5H

5S

2L

2M

2H

2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
500 [700] All 15 300 23 -2

  • Beerus sneezes up a Cataclysmic Orb.
  • Contrary to other orb summons, this one sends the orb floating up and forwards in a zigzagging manner.
  • Can cancel into itself two additional times on whiff, creating three orbs.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.

Can be useful during blockstrings, such as to bait Super Dash. Best to use Vanish to cancel the recovery if the enemy is about to throw out a beam. Can be used after 5H in a blockstring to safely leave an orb on the field for Beerus shenanigans.

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Sphere of Destruction

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L 500, 700 All 11, 32 1 13 -2
236M 500, 800 All U1+ 11, 34 1 13 -23*
236H 500×2, 800/900/1000 All U1+ 11, 32 2 10/12/14 -13/+1/+6
j.236L 500, 700 All 11, 27 1 21
j.236M 500, 800 All U1+ 11, 27 1 27
j.236H 500×2, 800/900/1000 All U1+ 11, 28 2 22 -

Either used for neutral or combos because of their launch properities.

  • Cataclysmic Orbs are the same as basic ki-blasts, meaning they will be beaten by superdash.

The L version is used for firing out a quick orb in neutral due to it's aggressive angle both on the ground and air, in combos it has use for being slightly more optimal when sending the opponent back down over 214L for assist extensions.

  • Hitstun on a launched orb is long enough that you can convert off it anywhere on screen.

The M version is used for mix and as a launch in corner combos.

  • On the ground Beerus spikes the orb off the ground back into the air, in the air the bounce depends on the height it's used.
  • *If the orb does not hit the opponent as it's created, when beerus kicks the orb and the opponent blocks he will be plus. This does have a gap and can be superdashed
  • The kick after the orb is summoned will whiff on any character in the game if the orb is blocked
  • The summoned orb will whiff on any croucher or short character in the game.
  • Due to Beerus recovering in the air after this move, he can go for easy mix with an assist covering him.

The H version comes in three forms, 236H[2]/236H/236H[8] and their data is listed as such in the table above.

  • 236H[2] is the most plus version on block and is used for corner carry because of it's launch sending the enemy bouncing across the ground.
  • 236H is +2 if blocked standing, but if blocked crouching becomes +5, can also be converted off like 236H[2] mid-screen but awkward in the corner.
  • 236H[8] deals the most damage and launches the enemy very high upward, like 236M Beerus recovers in the air on block allowing for mix.

Sphere of Destruction (Held)

236[L/M/H] (Air OK)

God of Destruction's Rampage

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 500, 550 All 15 3 18 -5
214M 500, 900 All D1 17 3 18 -5
214H 500, 1250 All D1 17 3 18 -5
j.214L 500, 500 All 14 until landing -5
j.214M 500, 750 All D1 17 until landing -5
j.214H 500, 1000 All D1 14 until landing -5

  • First hit ground bounces. Smash on the splash.
  • Leaves Beerus airborne afterwards, allowing for any air option available.
  • 214X's hitboxes do not match its visuals. Beerus needs to be next to his opponent for the move to connect.

  • Has some uses in corner combos.

L version is a true blockstring from M and H normals; this allows Beerus to do a 50/50 high/low by airdashing afterwards. Best used with an assist to leave it gapless.


  • Smash hit ground bounces into SKD.
  • Air version can be comboed after j.S(1) anywhere on screen.

M version allows SKD oki at the end of every combo.


  • Smash hit big ground bounce into SKD.
  • Aerial version is the same as 214M, but does not track full screen like 214H.
  • You can combo with 214H/j.214H solo if you've saved your air action, making this a pretty good combo tool.

H version can be used as a surprise "in your face" due to its speed; on block, you can get a 50/50 high/low situation with an assist.

Spheres of Destruction

236S

God of Destruction's Wrath

214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214S 400×10 All 9 Total 72 -35 1-13 All, 14-33 Guard All
j.214S 400×10 All 9 Total 68+10L 1-13 All, 14-33 Guard All

  • Invincible during startup. Guard point during active. Can beat beams on reaction.
  • Shoots 5 Ki blasts in front of Beerus and 5 behind him.
  • Doesn't protect Beerus from throws and supers.
  • Covers almost every position except directly above or underneath him.
  • Damage and advantage vary with position.

Among the fastest reversals in the game at 9 frame start-up, but has weaknesses due to losing to options a regular DP would not.

Z Assists

Assist A

Sphere of Destruction

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
500 [700], 600 All 19 42, 4 +50

  • Very fast start-up.
  • Uses something like 236H. First hitbox is 2 ki blasts, second is a kick.
  • Orbs disappear as soon as Beerus leaves or gets hit.

Mostly used to put opponents on block post-superdash on their way down, much like how DP assists are used but doesn't share the anti-air invulnerability they have. Best used this way as the opponent cannot guard cancel/reflect on their way down to the ground. This virtually makes the assist keep the opponent in significantly more blockstun than it actually has, because of its 2 hits with their own individual blockstun. The opponent can always reflect after they block the ki blasts if they're grounded, even if the CPU doesn't GC reflect properly for some reason.

Even though the opponent can reflect out of the ki blasts, you can override this by A) doing any physical hitting move, removing their ability to reflect (eg blockstring > Assist + SD, cannot be reflected) or B) doing a throw in anticipation of their reflect.

With the addition of 2 orbs in season 3.5, some combos become more difficult due to the orbs sometimes sending people in different directions (eg the opponent can be sent straight up, sideways, or even straight downwards).

Not the best tool for neutral, as the orb can be easily bypassed.

Assist B

God of Destruction's Rampage

Assist C

God of Destruction's Wrath

Super Moves

Beerus Ball

236L+M or 236H+S (Air OK)

God of Destruction's Judgment

214L+M or 214H+S

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Minimum damage: 1824.

Beerus flicks the opponent with incredible force. Fundamentally similar to Trunks's Heat Dome Attack, being a command grab with very high damage, but also being very easy to avoid (can be evaded by jumping during the superflash).

If done on Goku Black or Zamasu (Fused), he will try to use Hakai instead. Successful Hakai animation plays out if their health is at 1824 or lower, regardless if it's gonna kill or not (It will, as the minimum damage is indeed 1824). Failed Hakai pushes Beerus further out of the corner, but gives him with 3 whole extra frames of advantage (from +41 to +44).

Note: Training Mode display will show Hakai doing an extra 50000 damage after they're downed, this doesn't affect any actual gameplay, as damage dealt during transitions aren't applied and doesn't give any extra meter.

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

 Beerus
To edit frame data, edit values in DBFZ/Beerus/Data.

DBFZ/Navigation