GBVS/Beelzebub: Difference between revisions

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(Formatting for new clr template)
(Removed low damage weakness and expanded on his remaining ones. The character's meta has progressed to where 22x is avoided in corner combos, and only used instead for far-range extensions (which imo makes it a strength, not a weakness).)
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* '''Versatile Fireball:''' 236X fireballs are very versatile, with the medium version forcing a superjump and all versions being chargeable to be plus on block make them great options in pressure and at a range.
* '''Versatile Fireball:''' 236X fireballs are very versatile, with the medium version forcing a superjump and all versions being chargeable to be plus on block make them great options in pressure and at a range.
* '''Air Approach:''' j.214X is an anti-anti-air divekick that can be plus on block if spaced well. {{clr|4|j.U}} hits at an obnoxious angle and can be canceled into j.214X for even more pressure.
* '''Air Approach:''' j.214X is an anti-anti-air divekick that can be plus on block if spaced well. {{clr|4|j.U}} hits at an obnoxious angle and can be canceled into j.214X for even more pressure.
* '''Quality Specials:''' The grounded version of 214X is also useful, {{clr|1|214L}} causes a knockdown at any range, can combo from his main pokes, is safe on block and does a good amount of chip, while {{clr|2|214M}} hits low and wallbounces on counterhit.  
* '''Quality Specials:''' The grounded version of 214X is also useful, {{clr|1|214L}} causes a knockdown at any range, can combo from his main pokes, is safe on block and does a good amount of chip, while {{clr|2|214M}} hits low and wallbounces on counterhit. {{clr|3|22H}} allows for wallbounce combo extensions that wouldn't otherwise be possible.  
* '''Slippery:''' Has an invincible reversal that covers crossup and a teleport, allowing him to slip out of pressure and the corner with relative ease.
* '''Slippery:''' Has an invincible reversal that covers crossup and a teleport, allowing him to slip out of pressure and the corner with relative ease.
* '''Invincible Command Grab:''' Oppressive command grab which beats mash and can be used as a reversal when he has meter.
* '''Invincible Command Grab:''' Oppressive command grab which beats mash and can be used as a reversal when he has meter.
| cons =  
| cons =  
* '''Risky Options:''' Black hole and teleport are extremely risky callout options.
* '''Risky Options:''' Karma and his teleport are extremely risky callout options. Karma can be easily interrupted as an opponent is pulled in, and teleport is very punishable without a setup.
* '''Slow Reversal:''' His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
* '''Slow Reversal:''' His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
* '''Low Combo Damage:''' One of his main juggle tools (22X) takes up a hit of combo count while only doing 100 damage. This results in lower average damage in corner combos.
}}
}}



Revision as of 15:13, 26 May 2022

Overview
Overview

Beelzebub is a character that likes to apply his safe ranged pressure at the long and mid range to make his opponent move around which he can then punish them for doing. Because of slow walk and dash speed he has to rely on his unique movement options, teleport and divekick, to navigate the screen. His win condition is forcing the opponent to respect his ranged pressure game enough to where he can push them into the corner and fish for combos or just chip them with his excellent specials and tools.

 Beelzebub  Beelzebub is a versatile hybrid zoning/pressure-based character who forces mistakes out of the opponent with his special attacks and unique movement.

Pros
Cons
  • Space Control: f.M and 2M along with 214L allow Bubs to control lots of space with ease.
  • Versatile Fireball: 236X fireballs are very versatile, with the medium version forcing a superjump and all versions being chargeable to be plus on block make them great options in pressure and at a range.
  • Air Approach: j.214X is an anti-anti-air divekick that can be plus on block if spaced well. j.U hits at an obnoxious angle and can be canceled into j.214X for even more pressure.
  • Quality Specials: The grounded version of 214X is also useful, 214L causes a knockdown at any range, can combo from his main pokes, is safe on block and does a good amount of chip, while 214M hits low and wallbounces on counterhit. 22H allows for wallbounce combo extensions that wouldn't otherwise be possible.
  • Slippery: Has an invincible reversal that covers crossup and a teleport, allowing him to slip out of pressure and the corner with relative ease.
  • Invincible Command Grab: Oppressive command grab which beats mash and can be used as a reversal when he has meter.
  • Risky Options: Karma and his teleport are extremely risky callout options. Karma can be easily interrupted as an opponent is pulled in, and teleport is very punishable without a setup.
  • Slow Reversal: His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
GBVS Beelzebub Nameplate.png
GBVS Beelzebub Portrait.png
Health
10000
Prejump
4f
Backdash
26f
Backshift
High Recovery (30f)
Unique Movement Options
Shadowstep

Normal Moves

Ground Normals

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

Air Normals

j.L

j.M

j.H

j.U

Unique Action

Shadowstep

5U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Black Flies

GBVS Fireball.png 236X or 5S

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
236L lvl 1 800 All 16 Total 44 -4 0
236L lvl 2 800, 100 All 31 Total 59 +3 +7
236M lvl 1 900,100 All 38 Total 57 +4 +12
236M lvl 2 900,100×2 All 58 Total 77 +11 KD
236M lvl 3 900,100×4 All 83 Total 102 +26 KD
236H lvl 1 500, 500, 100 All 16 Total 57 +2 HKD
236H lvl 2 500, 100, 500, 100×2 All 31 Total 72 +9 HKD
236H lvl 3 500, 100×2, 500, 100×4 All 46 Total 87 +23 HKD

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


L Fireball
  • Fires 1 feather.
  • Can be charged to make it hit twice.

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

H Version
  • Fires 1 feather dealing 1 hit then 7 feathers stacked vertically dealing 2 hits.
  • Can partially charge for 5 hits, and fully charge for 8 hits.

Langelaan Field

GBVS Reversal.png 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 11 6 33 -24 KD 1~16 All
623M 1000 All 19 15 24 -24 KD 1~27 All
623H 1200 Mid 11 6 37 -24 HKD 1~16 All

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


L DP
  • Fastest non-EX version.

M DP
  • Delayed, which has its own upsides and downsides.

H DP
  • As fast as the L version.

Air unblockable, which makes it a guaranteed anti-air depending on the opponent's character. Can lead to a corner safejump if you hit the opponent high enough with it.

Chaoscalibur

GBVS Strike.png 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 200×2, 600 Mid 16 3,2,2 23 -6 KD
214M 250, 300, 700 Low 20 2,2,2 22 -5 KD
214H 200×6 Low×3, Mid×3 14 2×3(3)2×3 20 -3 HKD

Bubs' combo filler special. Good to space with and provides a knockdown anywhere.


L Version
  • Hits mid.
  • Basic combo ender.

Hits in front of Bubs, great for ending combos and controlling space, chips a surprising amount of health and a good pressure ender since it is safe. Can be rolled through if the opponent is far enough. as well if you 5U after and they backtech or don't tech you are plus.


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

A frame trap to be respected thanks to its wallbounce. Safe on block.


H Version
  • Fastest version.
  • Hits low.
  • Wall bounces on hit.

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

Karma

GBVS SpecialProjectile.png 22X or 2S

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
22L 100 All 25 27 14 -2 +22
22M 100 All 40 27 14 -2 +22
22H 100 All 25 27 19 +2 +29

GRAVITY ORB. Pulls grounded opponents towards Bubs, and plus if spaced. Active frames also destroy projectiles, but has to be used preemptively because of its slow startup. Also pulls in aerial opponents in hitstun, so it's good for juggles. This move goes on cooldown for non-EX and EX moves for a period of time as well even if you use the technical inputs. Has about an 5 second cooldown for regular, non-EX input and a 12 second cooldown for EX.


L Version
  • Hits right in front of Bubs and pull from about 1/3 of the screen.
  • Has to hit a little late to be plus.

M Version
  • Pulls from about 2/3 of the screen.
  • Has to hit a little late to be plus.

H Version
  • Same speed as L version and same range as the M version
  • Always plus on block.

Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in. Overall a bad special to throw out, but can turn the tides as a hard callout. Mainly used in combos.

Unisonic

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

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
j.214L 900 All 22 Until L+1 16 -2 KD
j.214M 1200 All 34 Until L+1 16 +4 KD
j.214H 800, 400 All 13 Until L+1 16 +4 HKD

Mid-hitting divekick. Cooldown is also tied to ground 214X.


L Divekick
  • Has to be spaced to leave Bubs at advantage.

Somewhat fast but reactable, has to be blocked at knee level to be plus.


M Divekick
  • Much slower than the L version.
  • Much easier to make plus.

Mostly used to bait 2H anti-airs.


H Divekick
  • Almost always plus.
  • Very fast.

Very solid neutral and combo tool used for whiff punishing and skipping neutral in general. On hit, this dive is automatically Followed with a launching wing slice which can combo into 236236H for big damage in the corner. Can help push opponents into the corner from mid-field.

Skybound Art

Black Spear

236236H or 236S

Anthem

214214H or 214S

Super Skybound Art

Chaos Legion

236236U or 236S+U

Colors

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


External References

Navigation

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