GBVS/Avatar Belial: Difference between revisions

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(Corrected notation, added in notable points for counterhit conversions/extra uses on some moves.)
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* +2 on block, excellent for pressure.
* +2 on block, excellent for pressure.
* Links into c.M on hit.
* Links into {{clr|2|c.M}} on hit.
Belial's main pressure normal alongside 2L.
Belial's main pressure normal alongside {{clr|1|2L}}.
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* Links into 2L and c.L on crouching hit.
* Links into {{clr|1|2L}} and {{clr|1|c.L}} on crouching hit.
* Links into c.H on counterhit.
* Links into {{clr|3|c.H}} on counterhit.
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Belial's fastest button to stop people from running in on him. Always links out of 2L and c.L but should only really be used if no other options work. Also functions as a frame trap, but will lose to 5-frame normals if used after 2L.
Belial's fastest button to stop people from running in on him. Always links out of {{clr|1|2L}} and {{clr|1c.L}} but should only really be used if no other options work. Also functions as a frame trap, but will lose to 5-frame normals if used after {{clr|1|2L}}.
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* Shorter than it looks.
* Shorter than it looks.
Avatar Belial's longest range poke next to 2U. Always combos into 214L.
Avatar Belial's longest range poke next to {{clr|4|2U}}. Always combos into {{clr|1|214L}}.
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* Only 0 on block, use c.L when possible.
* Only 0 on block, use {{clr|1|c.L}} when possible.
Avatar Belial's version of a mid jab. Has some issues frame trapping due to being less plus than average, but it is a 5-frame crouching jab.
Avatar Belial's version of a mid jab. Has some issues frame trapping due to being less plus than average, but it is a 5-frame crouching jab.
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* Knocks opponent down on hit.
* Knocks opponent down on hit.
Avatar Belial's fastest low at 6 frames. Does not combo into anything but special moves due to its knockdown properties and only consistently combos into 214L.
Avatar Belial's fastest low at 6 frames. Does not combo into anything but special moves due to its knockdown properties and only consistently combos into {{clr|1|214L}} or {{clr|3|214H}}.
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* Sends Belial downwards at a 40° angle.
* Sends Belial downwards at a 40° angle.
* Bounces off opponent on hit or block.
* Bounces off opponent on hit or block.
Avatar Belial's divekick.
Avatar Belial's divekick. Higher hits on block are more negative, lower hits are much harder to punish.
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* Whiffs against crouching opponents.
* Whiffs against crouching opponents.
* Charged version knocks down on hit.
* 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.
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.
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* Launches upwards.
* Launches upwards.
* Invincible during startup and active frames.
* Invincible during startup and active frames.
While Belial can't get a combo from this follow-up normally, it links into f.M on counterhit. 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 in most cases.
* Combos into {{clr|2|f.M}} on counterhit.
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.
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;8U Follow-Up
;8U Follow-Up
* Teleports above the opponent and stomps down.
* Teleports above the opponent and stomps down.
* Forces a hard knockdown on hit.
* Forces a hard knockdown on hit.
Avatar Belial's other follow-up makes for an excellent combo ender. It will always give a hard knockdown on hit, allowing for consistent setplay.
* Plus on block.
* Longer startup.
Avatar Belial's other follow-up makes for an excellent combo ender. It will always give a hard knockdown on hit, allowing for consistent setplay. Don't overuse on block, as the longer startup can be reacted to for an anti-air.
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* Same animation as Belial's.
* Same animation as Belial's.
Allows for a safejump with j.H anywhere on the screen.
Allows for a safejump with {{clr|3|j.H}} anywhere on the screen.
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* Projectile travels until it hits the opponent, then turns into a three-hit projectile before de-spawning.
* Projectile travels until it hits the opponent, then turns into a three-hit projectile before de-spawning.
* L Version is unsafe at close range, safe at half max range, and plus at max range.
* {{clr|1|236L}} is unsafe at close range, safe at half max range, and plus at max range.
* H Version costs 500 health upon use.
* {{clr|3|236H}} costs 500 health upon use.
Belial creates an earthquake that travels around half the screen's length. The H version has enough hitstun to start a combo and enough blockstun to be plus at close range.
Belial creates an earthquake that travels around half the screen's length. The {{clr|3|236H}} has enough hitstun to start a combo and enough blockstun to be plus at close range.
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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.
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 {{clr|1|236L}}/{{clr|3|H}} as it covers a massive amount of air space.
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;M Version
;M Version
* First hit is air unblockable.
* First hit is air unblockable.
Pretty good last-minute anti-air, but generally outclassed in reward by his 2H.
Pretty good last-minute anti-air, but generally outclassed in reward by his {{clr|3|2H}}.
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;H Version
;H Version
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;L Starter
;L Starter
* Fast and combos from 2M.
* Fast and combos from {{clr|2|2M}}.
Standard combo ender special. Provides a good enough knockdown, but really shines in its corner carry.
Standard combo ender special. Provides a good enough knockdown, but really shines in its corner carry.
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* Causes follow-up 2 to wallbounce.
* Causes follow-up 2 to wallbounce.
* Costs 500 health upon use.
* Costs 500 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.
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 {{clr|2|623M}} or {{clr|3|623H}}.
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*22H cost 500 health
*{{clr|3|22H}} cost 500 health
Belial begins to float in the air using his wings. His hurtbox is quite large during this move, making it risky to use. Belial can pick between four follow-ups while he floats.
Belial begins to float in the air using his wings. His hurtbox is quite large during this move, making it risky to use. Belial can pick between four follow-ups while he floats.
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* Fast command grab.
* Fast command grab.
Surprise option from Wings Bestowed. Does the most damage from the M version, but 2K from the others is nothing to sneeze at.
* When performed from {{clr|3|22H}}, wallbounces.
Surprise option from Wings Bestowed. Does the most damage from the {{clr|2|M}} version, but 2000 damage from the others is nothing to sneeze at.
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* Uncharged version has a small hitbox.
* Uncharged version has a small hitbox.
* Charged version sweeps the screen.
* Charged version sweeps the screen.
Avatar Belial's long-range option while in Wings Bestowed. Knocks down on hit and deals respectable damage.
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 {{clr|4|5U}} Pact followup.
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Minimum damage: Shortcut: ?, Technical: ?
Belial rises up, followed by a downwards lunge attack. Good for calling out projectiles.
 
Simple input (236S) damage: 3000
 
Belial performs a rising attack, followed by a downwards lunge.
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Minimum damage:
* Grab occurs frame 0 after super flash.
 
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.
Belial's invincible command throw super. Can be combo'd into like a strike and turns into a projectile if the grab portion whiffs.
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Revision as of 14:45, 12 August 2022

Overview
Overview

Avatar Belial consumes his own HP to unleash powerful skills. Time it right, and he'll take his opponents to the very limits of debauchery. On the other hand, his defenses are lacking, making him a feast-or-famine style pick.

Pros
Cons
  • Comeback Factor: Avatar Belial's usage of his own health becomes a non-factor when he comes close to death. He gets all his strongest options with the benefits of low cooldowns and no downsides because hell, he's about to die anyway.
  • Projectiles Galore: Avatar Belial can cover the screen with different types of projectiles, making approaching him difficult. He can also convert them into knockdowns with his Pact follow-ups.
  • Momentum: Pact's Stomp always gives Avatar Belial a hard knockdown, letting him get his game started no matter what special move connected at the cost of some health.
  • Forced Respect: Pact's Kick follow-up is invincible and converts into great damage on counter hit, allowing Avatar Belial to discourage mashing or approaching after his ranged options.
  • Health Management: With only 9K hit-points and heavy skills costing 500 hit-points each, Avatar Belial must manage his health carefully, or else he can get KO'd easily.

Avatar Belial can cancel any special on hit or block (except Blind Devotion) into Pact.

Additionally, Avatar Belial's EX moves have much shorter cooldowns than the rest of the cast at the cost of 500 HP per use.
GBVS Avatar Belial Nameplate.png
GBVS Avatar Belial Portrait.png
Health
9000
Prejump
4f
Backdash
26f
Backshift
High Recovery (30f)
Unique Movement Options
Pact

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U


Unique Action

Habakkuk

5U (Chargeable)

Pact

5U or 8U after Rejected Reality, Destructive Delusions, Carnal Passion, or Wings Bestowed followups

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. On Hit Invuln
5U Follow-Up 1500 -11
8U Follow-Up 700 +2 HKD

  • Usable after any special move connects except for Blind Devotion.
  • Costs 500 health upon use.

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


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

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.


8U Follow-Up
  • Teleports above the opponent and stomps down.
  • Forces a hard knockdown on hit.
  • Plus on block.
  • Longer startup.

Avatar Belial's other follow-up makes for an excellent combo ender. It will always give a hard knockdown on hit, allowing for consistent setplay. Don't overuse on block, as the longer startup can be reacted to for an anti-air.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Rejected Truth

236L/H or 5S + L/H

Destructive Delusions

236M or 5S + M

Blind Devotion

623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. On Hit Invuln
623L 1000 All 9 6 33 -23 KD 1~14 All
623M 700, 200, 100×4 Mid, All×5 9 2,3,3,3,3,4 34 -30 KD 1~13 All
623H 700, 200, 50×4, 800 Mid 9 2,3,3,3,3,3 35 -30 HKD 1~25 All

L Version
  • Air blockable and quite unsafe.

Pray this counterhits, otherwise it's gonna hurt Belial a lot.


M Version
  • First hit is air unblockable.

Pretty good last-minute anti-air, but generally outclassed in reward by his 2H.


H Version
  • Entirely air unblockable.
  • Costs 500 health upon use.

High damage and air unblockable throughout make this Belial's most consistent anti-air. It does not come cheap though, as it costs health and is very unsafe on block.

Carnal Passion

214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. On Hit Invuln
214L 400 Mid 14 4 17 -6 -2
214M 600 Mid 22 6 15 -4 0
214H 500 Mid 16 4 15 -4 0
214X > 4X 400 Mid -8 KD
214X > 4X > 4X 700 Mid -16 KD

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


L Starter
  • Fast and combos from 2M.

Standard combo ender special. Provides a good enough knockdown, but really shines in its corner carry.


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

While this version generally cannot be combo'd into without a counter hit, its extended range and low crush make it a better neutral tool. Avatar Belial can also catch people trying to punish it with Pact.


H Starter
  • Causes follow-up 2 to wallbounce.
  • Costs 500 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

22X or 2S

Stolas

L during Wings Bestowed

Beleth

M during Wings Bestowed

Barbatos

H during Wings Bestowed

Habakkuk (Midair)

U during Wings Bestowed

Skybound Art

Diafthora

236236H or 236S+U (Air OK)

Super Skybound Art

Wild Sin

236236U or 236S+U

External References

Navigation

 Avatar Belial
To edit frame data, edit values in GBVS/Avatar Belial/Data.