"Surely you knew what would happen if you challenged a God of Destruction."
Beerus is the God of Destruction for Universe 7, whose duty is to destroy planets so new ones can be forged. After having a vision showcasing a being known as the "Super Saiyan God", he traveled to Earth, home of the few remaining Saiyans, to find this being that could rival his power. In travelling to Earth, Beerus met Goku and, in so doing, engaged in a duel of epic proportions with the promise that his victory would spell the end of Earth. Even after defeating Goku, however, he had spared the planet, for he had come to enjoy the cuisine and, whether he will admit it or not, had grown attached to the mortals of Planet Earth. (Name trivia: Comes from English word "Beer", an alcoholic beverage. This name scheme is common with Angels and Gods of Destruction.)
In Dragon Ball FighterZ, misdirection is Beerus's strongest asset. He can create Orbs of Destruction that he can move around with his attacks, striking his opponents from multiple angles to penetrate their defenses. Despite this, his orbs should not be spammed willy-nilly as they can be easily destroyed by most other energy-based moves or can be Super Dashed through, as Beerus's orbs are all about timing and opportunistic application to make the use of his far-range and neutral game.
Cataclysmic Orbs
Beerus has a unique mechanic where he can summons purple orbs onto the screen. When the orbs collide with an opponent, they'll explode. The orbs can be knocked around by hitting them with Beerus normals and specials. After hitting an orb with a normal attack, Beerus can cancel immediately into a special move or a Super Dash, even if the orb and normal have not hit the opponent.
Only 3 orbs can be set at the same time, except when using 236S.
When sent away with a normal or 236X, will bounce on screen walls and corner walls.
Low durability. Ki blasts and Super Dash can destroy them and beams will clear them out entirely.
Go away on hit, on block and after a certain amount of time passes.
Great air normals, including a j.2H that's useful on offense and defense alike.
Versatile supers with high damage that can also be comboed into.
Consistent, fancy and highly damaging combos, all of which can be ended in a sliding knockdown by using 214M.
Stifling offense with set orbs.
214S is a decent meterless reversal.
2M is a solid punishing tool, covering nearly 75% of the screen.
214H is a strong gapcloser with meter.
Assist C is one of the best of its kind.
You're a cat.
Unorthodox ground normals with severe flaws. They either lack range (5L, 5H, 2H) or have extremely slow startup (5LLL, 5M, 2M). As a result, Beerus's basic ground game is among the worst.
Assists A and B are both subpar and situational.
Requires meter to function at his best, but is terrible at generating it.
214X's hitboxes do not match its visuals. Beerus needs to be next to his opponent for the move to connect.
Inconsistent combos when orbs are involved. Depending on the opponent's height, the amount of orbs that connect each time changes.
The clap of doom. Somewhat useful for up-close pressure, but this clap has ridiculous range and an equally ridiculous hitbox, making 5LL in neutral a great way to poke.
Cancel into 5M or 2M to keep the gatlings going.
Sends Cataclysmic Orbs upwards.
5LLL
Beerus 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. It's also unsafe on block.
Headbutt, good for pressure and can be jump-cancelled on hit.
Sends Cataclysmic Orbs down and forwards, making them groundbounce. Due to the short dash before the hitbox comes out, hitting orbs with it can be awkward.
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 dmg to 700 and increase size for just an instant.
As with normal buttons, can be Vanish-cancelled even on whiff. Very strong to use Vanish to cancel the recovery if the enemy is about to throw some sort of beam at you. Can be used after 5H in a blockstring to safely leave an orb on the field for Beerus shenanigans.
Leaves Beerus airborne afterwards, allowing for any air option available.
Ground L
Air L
Has some uses in corner combos.
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.
Ground M
Air M
Ground Smash ground bounces into SKD. Air Smash SKD only.
Air version can be comboed after j.S(1) anywhere on screen.
Allows SKD oki at the end of every combo.
Ground H
Air H
Both Smash versions big ground bounce into SKD.
Ground version is the same as 214M with very good horizontal tracking. No vertical tracking.
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.
Typical C assist. Use it in combos and do cool stuff, or in neutral to surprise opponents. Better than most C assists due to Beerus's indiscriminate firing.
Beerus flicks the opponent with incredible force. Fundamentally similar to Trunks's Heat Dome Attack, being a command grab with extremely high damage (surpassing even Neo Tri-Beam), but also being very easy to avoid if not doing anything (can be evaded by jumping during the superflash).
If done on Goku Black or fused Zamasu, 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...
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