Difference between revisions of "GBVS/Beelzebub"

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(overview change to reflect current patch)
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* Average {{clr|1|c.L}}, good for pressure.
 
* Average {{clr|1|c.L}}, good for pressure.
 
Very solid jab, plus on block, combos into itself, {{clr|1|2L}}, and also {{clr|2|c.M}} on crouchers. {{clr|1|c.L}} > walk throw and {{clr|1|c.L}} > walk {{clr|1|c.L}} are strong options on block.
 
Very solid jab, plus on block, combos into itself, {{clr|1|2L}}, and also {{clr|2|c.M}} on crouchers. {{clr|1|c.L}} > walk throw and {{clr|1|c.L}} > walk {{clr|1|c.L}} are strong options on block.
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===<big>{{clr|2|c.M}}</big>===
 
===<big>{{clr|2|c.M}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* Very short reach horizontally and vertically.
 
* Very short reach horizontally and vertically.
 
Better starter with higher rewards than {{clr|1|c.L}} but with worse frame advantage, being exactly 0 on block. Combos into {{clr|1|c.L}} on crouchers, and on counterhit will combo into itself and {{clr|2|2M}} for conversions.
 
Better starter with higher rewards than {{clr|1|c.L}} but with worse frame advantage, being exactly 0 on block. Combos into {{clr|1|c.L}} on crouchers, and on counterhit will combo into itself and {{clr|2|2M}} for conversions.
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===<big>{{clr|3|c.H}}</big>===
 
===<big>{{clr|3|c.H}}</big>===
 
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<div class="attack-container">
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* High damage juggle filler.
 
* High damage juggle filler.
 
Mostly used for punishes and combos. Decent frame advantage but worse than {{clr|1|c.L}} or even {{clr|2|c.M}}. Have to delay a button or cancel for each of {{clr|3|c.H}}'s 3 hits to connect.
 
Mostly used for punishes and combos. Decent frame advantage but worse than {{clr|1|c.L}} or even {{clr|2|c.M}}. Have to delay a button or cancel for each of {{clr|3|c.H}}'s 3 hits to connect.
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===<big>Auto Combo</big>===
 
===<big>Auto Combo</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* xx(2) > {{clr|2|214M}} is a frame trap with high reward in the corner.
 
* xx(2) > {{clr|2|214M}} is a frame trap with high reward in the corner.
 
It's an autocombo. c.xx is notable for being one frame better on block than average, but other than that it's pretty standard.
 
It's an autocombo. c.xx is notable for being one frame better on block than average, but other than that it's pretty standard.
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===<big>{{clr|1|f.L}}</big>===
 
===<big>{{clr|1|f.L}}</big>===
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* Bubs' only light normal that combos into {{clr|1|214L}} and SBA.
 
* Bubs' only light normal that combos into {{clr|1|214L}} and SBA.
 
Has trouble reaching crouchers, making it a bad poke overall. Best used after confirming a hit with {{clr|1|2L}} , {{clr|1|2L}} , {{clr|1|f.L}} or to punish certain spacings on moves such as {{Character Label|GBVS|Narmaya|label=Narmaya's}} Kyokasuigetsu+ on block.
 
Has trouble reaching crouchers, making it a bad poke overall. Best used after confirming a hit with {{clr|1|2L}} , {{clr|1|2L}} , {{clr|1|f.L}} or to punish certain spacings on moves such as {{Character Label|GBVS|Narmaya|label=Narmaya's}} Kyokasuigetsu+ on block.
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===<big>{{clr|2|f.M}}</big>===
 
===<big>{{clr|2|f.M}}</big>===
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* Pretty much as good as it looks.
 
* Pretty much as good as it looks.
 
Solid poke from further ranges. Always combos into {{clr|3|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
 
Solid poke from further ranges. Always combos into {{clr|3|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
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===<big>{{clr|3|f.H}}</big>===
 
===<big>{{clr|3|f.H}}</big>===
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* Susceptible to being whiff punished.
 
* Susceptible to being whiff punished.
 
Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool. Has 3 points it can hit. point blank 10 frame startup, midrange 12 frame startup, and the most common range it will be hit or blocked will be 14 frame startup. because of this more often than not it will be -12 on block and -8 on hit
 
Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool. Has 3 points it can hit. point blank 10 frame startup, midrange 12 frame startup, and the most common range it will be hit or blocked will be 14 frame startup. because of this more often than not it will be -12 on block and -8 on hit
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===<big>{{clr|1|2L}}</big>===
 
===<big>{{clr|1|2L}}</big>===
 
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<div class="attack-container">
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* Strong pressure and confirm tool.
 
* Strong pressure and confirm tool.
 
{{clr|1|2L}} > {{clr|1|2L}}, {{clr|1|2L}} > {{clr|1|c.L}} and {{clr|1|2L}} > {{clr|2|2M}} are frame traps. {{clr|1|2L}} > {{clr|2|2M}} and {{clr|1|2L}} > {{clr|2|c.M}} combo on crouchers, making it a good confirm if you're not in range for {{clr|1|c.L}} anymore.
 
{{clr|1|2L}} > {{clr|1|2L}}, {{clr|1|2L}} > {{clr|1|c.L}} and {{clr|1|2L}} > {{clr|2|2M}} are frame traps. {{clr|1|2L}} > {{clr|2|2M}} and {{clr|1|2L}} > {{clr|2|c.M}} combo on crouchers, making it a good confirm if you're not in range for {{clr|1|c.L}} anymore.
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===<big>{{clr|2|2M}}</big>===
 
===<big>{{clr|2|2M}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* Lots of active frames and disjointed towards the later parts of the move.
 
* Lots of active frames and disjointed towards the later parts of the move.
 
Great poke, but slightly lower range than {{clr|2|f.M}}. Ending a blockstring with {{clr|2|2M}} leaves you safe and in a good position to special cancel. Always combos into {{clr|3|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
 
Great poke, but slightly lower range than {{clr|2|f.M}}. Ending a blockstring with {{clr|2|2M}} leaves you safe and in a good position to special cancel. Always combos into {{clr|3|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
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===<big>{{clr|3|2H}}</big>===
 
===<big>{{clr|3|2H}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* Incredible vertical reach but poor horizontal reach, the latter being better covered by {{clr|3|f.H}}.
 
* Incredible vertical reach but poor horizontal reach, the latter being better covered by {{clr|3|f.H}}.
 
Bubs' primary anti-air with a massive hitbox, combos into {{clr|1|22L}}/{{clr|3|H}} on counter hit, and without counter hit at very low heights. Used to combo into {{clr|1|22L}}/{{clr|3|H}} during ideally far-distance corner juggles.
 
Bubs' primary anti-air with a massive hitbox, combos into {{clr|1|22L}}/{{clr|3|H}} on counter hit, and without counter hit at very low heights. Used to combo into {{clr|1|22L}}/{{clr|3|H}} during ideally far-distance corner juggles.
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===<big>{{clr|4|2U}}</big>===
 
===<big>{{clr|4|2U}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* Sets up for a safejump: on a grounded opponent {{clr|4|2U}} > regular jump forward + button/ during juggles {{clr|4|2U}} > super jump forward + button.
 
* Sets up for a safejump: on a grounded opponent {{clr|4|2U}} > regular jump forward + button/ during juggles {{clr|4|2U}} > super jump forward + button.
 
* Sets up for {{clr|4|5U}} okizeme. {{clr|4|5U}} , {{clr|1|2L}} is a teleport in plus a safe meaty in the corner.
 
* Sets up for {{clr|4|5U}} okizeme. {{clr|4|5U}} , {{clr|1|2L}} is a teleport in plus a safe meaty in the corner.
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===Air Normals===
 
===Air Normals===
 
===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|1|j.L}}</big>===
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* Useful during air-to-air scrambles.
 
* Useful during air-to-air scrambles.
 
* Shrinks Bubs' hurtbox pretty well.
 
* Shrinks Bubs' hurtbox pretty well.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|2|j.M}}</big>===
 
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* Does not cross up.
 
* Does not cross up.
 
Very good horizontal reach and active frames, making it your go-to air-to-air poke.
 
Very good horizontal reach and active frames, making it your go-to air-to-air poke.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|3|j.H}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* Better than {{clr|2|j.M}} as a long range jump-in.
 
* Better than {{clr|2|j.M}} as a long range jump-in.
 
Easy to confirm into {{clr|3|j.214H}} thanks to the multi hit.
 
Easy to confirm into {{clr|3|j.214H}} thanks to the multi hit.
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===<big>{{clr|4|j.U}}</big>===
 
===<big>{{clr|4|j.U}}</big>===
 
<div class="attack-container">
 
<div class="attack-container">
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* Competent as an air-to-air sometimes, but less horizontal reach than {{clr|2|j.M}}/{{clr|3|H}}.
 
* Competent as an air-to-air sometimes, but less horizontal reach than {{clr|2|j.M}}/{{clr|3|H}}.
 
By far Bubs' best jump-in. Amazing vertical reach and active frames, making it extremely hard to anti-air. Won't be plus if used at the very crest of its range, requiring a cancel into j.214x to keep being plus.
 
By far Bubs' best jump-in. Amazing vertical reach and active frames, making it extremely hard to anti-air. Won't be plus if used at the very crest of its range, requiring a cancel into j.214x to keep being plus.
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== Unique Action ==
 
== Unique Action ==
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* Cornerstone of Beelzebub's setup okizeme. See [[GBVS/Beelzebub/Strategy|Strategy/Okizeme]] for specfics.
 
* Cornerstone of Beelzebub's setup okizeme. See [[GBVS/Beelzebub/Strategy|Strategy/Okizeme]] for specfics.
 
Bubs does a teleport forwards. The distance travelled is fixed, but it's fast enough to be plus after landing a throw or an EX move. A good escape tool out of the corner when properly spaced. Can be punished when reappearing by {{clr|1|5L}} auto-combo if opponent is at its travelled distance.
 
Bubs does a teleport forwards. The distance travelled is fixed, but it's fast enough to be plus after landing a throw or an EX move. A good escape tool out of the corner when properly spaced. Can be punished when reappearing by {{clr|1|5L}} auto-combo if opponent is at its travelled distance.
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==Universal Mechanics==
 
==Universal Mechanics==
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;Back Throw
 
;Back Throw
 
Back throw has less frame advantage than forward throw so you can't safejump after that one. Can still use {{clr|4|5U}} to close the distance, but you won't have time for the safe meaty.
 
Back throw has less frame advantage than forward throw so you can't safejump after that one. Can still use {{clr|4|5U}} to close the distance, but you won't have time for the safe meaty.
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===<big>Air Throw</big>===
 
===<big>Air Throw</big>===
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==== ====
 
==== ====
 
Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty. Go-to option when opponent aims to superjump past {{clr|3|22H}}.
 
Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty. Go-to option when opponent aims to superjump past {{clr|3|22H}}.
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===<big>Overhead Attack</big>===
 
===<big>Overhead Attack</big>===
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* Positive if blocked late enough into the active frames.
 
* Positive if blocked late enough into the active frames.
 
One of the better universal overheads. Extremely high reward on counter hit with {{clr|3|c.H}}. Also useful to counter hit opponents anticipating a throw thanks to its airborne property. You can even combo into it after {{clr|3|22H}}, or whiff it after a {{clr|1|22L}} for a mixup.
 
One of the better universal overheads. Extremely high reward on counter hit with {{clr|3|c.H}}. Also useful to counter hit opponents anticipating a throw thanks to its airborne property. You can even combo into it after {{clr|3|22H}}, or whiff it after a {{clr|1|22L}} for a mixup.
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==Special Moves==
 
==Special Moves==
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* Can partially charge for 5 hits, and fully charge for 8 hits.
 
* Can partially charge for 5 hits, and fully charge for 8 hits.
 
* Sets up for {{clr|4|5U}} okizeme: {{clr|1|f.L}} (whiff) , {{clr|4|5U}}.
 
* Sets up for {{clr|4|5U}} okizeme: {{clr|1|f.L}} (whiff) , {{clr|4|5U}}.
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===<big>Langelaan Field</big>===
 
===<big>Langelaan Field</big>===
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* As fast as the {{clr|1|L}} version.
 
* As fast as the {{clr|1|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. Safer option for dealing with low, horizontal air approaches such as {{Character Label|GBVS|Metera|label=Metera's}} Zephyr and {{Character Label|GBVS|Charlotta|label=Charlotta's}} Noble Strategy as opposed to {{clr|3|2H}}.
 
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. Safer option for dealing with low, horizontal air approaches such as {{Character Label|GBVS|Metera|label=Metera's}} Zephyr and {{Character Label|GBVS|Charlotta|label=Charlotta's}} Noble Strategy as opposed to {{clr|3|2H}}.
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===<big>Chaoscalibur</big>===
 
===<big>Chaoscalibur</big>===
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* Sets up for {{clr|4|5U}} okizeme: {{clr|1|f.L}} (whiff) , {{clr|4|5U}}.
 
* Sets up for {{clr|4|5U}} okizeme: {{clr|1|f.L}} (whiff) , {{clr|4|5U}}.
 
Safe on block and a combo extender to boot. Bear in mind that using this will also make your divekick go into cooldown.
 
Safe on block and a combo extender to boot. Bear in mind that using this will also make your divekick go into cooldown.
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===<big>Karma</big>===
 
===<big>Karma</big>===
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* Always plus on block.
 
* Always plus on block.
 
* Causes the opponent to be in hitstun longer when in the air.
 
* Causes the opponent to be in hitstun longer when in the air.
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===<big>Unisonic</big>===
 
===<big>Unisonic</big>===
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* Very fast.
 
* Very fast.
 
Very solid neutral and combo tool used for whiff punishing, punishing fireballs and skipping neutral in general. On hit, this dive is automatically followed with a launching wing slice which can combo into {{clr|3|236236H}} for big damage in the corner. Can help push opponents into the corner from mid-field.
 
Very solid neutral and combo tool used for whiff punishing, punishing fireballs and skipping neutral in general. On hit, this dive is automatically followed with a launching wing slice which can combo into {{clr|3|236236H}} for big damage in the corner. Can help push opponents into the corner from mid-field.
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==Skybound Art==
 
==Skybound Art==
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* Can anti-air and catch a jumping opponent, in range of the super being held.
 
* Can anti-air and catch a jumping opponent, in range of the super being held.
 
* The projectile destroys other projectiles, making it an excellent response to close to mid-range fireballs. Piercing projectiles such as {{Character Label|GBVS|Eustace|label=Eustace's}} Flamek Thunder+ [hold] will destroy Black Spear however.
 
* The projectile destroys other projectiles, making it an excellent response to close to mid-range fireballs. Piercing projectiles such as {{Character Label|GBVS|Eustace|label=Eustace's}} Flamek Thunder+ [hold] will destroy Black Spear however.
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===<big>Anthem</big>===
 
===<big>Anthem</big>===
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* Anthem can connect with close range opponents in hitstun, for example after {{clr|3|22H}} (grounded) and {{clr|3|c.H}}. Does not connect with opponents in aerial hitstun.
 
* Anthem can connect with close range opponents in hitstun, for example after {{clr|3|22H}} (grounded) and {{clr|3|c.H}}. Does not connect with opponents in aerial hitstun.
 
* Anthem can hit it's full 3000 damage when performed using the skill button in Overdrive.
 
* Anthem can hit it's full 3000 damage when performed using the skill button in Overdrive.
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==Super Skybound Art==
 
==Super Skybound Art==
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* Slow and can be dodged, making it a bad reversal.
 
* Slow and can be dodged, making it a bad reversal.
 
* On cinematic hit, leads into okizeme. This okizeme is extended by using the technical input.
 
* On cinematic hit, leads into okizeme. This okizeme is extended by using the technical input.
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==Colors==
 
==Colors==

Revision as of 22:32, 19 June 2022

Overview

Overview

Beelzebub is a character that likes to apply his safe ranged pressure at the long and mid range and respond accordingly to the options his opponent makes to deal with them. 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, as well as running threatening okizeme with his teleport.
"Do you not realize your own frailty?"
Lore:One of the Astrals who invaded the Sky Realm thousands of years ago, long before the War broke out. He was sealed away in Pandemonium until the fallen angel Belial released him from his forced slumber. Obsessed with becoming the supreme being, he wields a substance capable of slaying immortals—chaos matter. And at his beck and call is Avatar, the manifestation of destruction. Sky Realm, Astral Realm, Crimson Horizon—his hands will mold these realms into one so that he may stand above all in creation.
Voice:English: Adin Rudd/Japanese: Katsuyuki Konishi
Playstyle
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.
  • Slow Walk Speed: Has to rely on more committal options such as running and j.214x if he wants to approach without getting a hard knockdown from a distance.

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

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
1500 Throw 7 3 31 HKD HKD -

You can run after both throws and meaty the opponent with a 2L.


Forward Throw

Forward throw > 5U , 2L leaves you at an advantage right next to the opponent with an additional safe meaty at the cost of a sideswitch. Forward throw also leads into a safejump with regular jump + button in the corner.


Back Throw

Back throw has less frame advantage than forward throw so you can't safejump after that one. Can still use 5U to close the distance, but you won't have time for the safe meaty.

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 f.M and f.H while fishing for counterhits.


236L
  • Fires 1 feather.
  • Can be charged to make it hit twice and be +3 on block.

236M
  • Fires 7 feathers stacked vertically dealing 2 hits.
  • Can partially charge for 3 hits and fully charge for 5 hits.

236H
  • 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.
  • Sets up for 5U okizeme: f.L (whiff) , 5U.

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 can throw the opponent over and in front of him.


623L
  • Fastest non-EX version.

623M
  • Delayed, which has its own upsides and downsides. Can catch a few setups and option selects.

623H
  • 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. Safer option for dealing with low, horizontal air approaches such as Metera's Zephyr and Charlotta's Noble Strategy as opposed to 2H.

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 and safe neutral option. Good to space with and provides a knockdown anywhere. Susceptible to being jumped over.


214L
  • Hits mid.
  • Basic combo ender.
  • Slightly disjointed, making it incredible for poking in neutral.

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. If Bubs performs 5U after and they backtech or don't tech you are plus.


214M
  • Hits low.
  • Wall bounces on counterhit.

A frame trap to be respected thanks to its wallbounce. Safe on block. Start throwing this out if your opponent is rolling through 214L.


214H
  • Fastest version.
  • Hits low at first, then mid.
  • Wall bounces on hit.
  • Sets up for 5U okizeme: f.L (whiff) , 5U.

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 -

Pulls grounded opponents towards Bubs, and plus if spaced. Active frames also destroy projectiles, but has to be used pre-emptively because of its slow startup. Also pulls in aerial opponents in hitstun, so it's good for confirming off of 2H or far-distance wallbounces. 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. All versions can be rolled for a heavy punish, so use sparingly in neutral. Also be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in.


22L
  • Hits right in front of Bubs and pulls from about 1/3 of the screen.
  • Has to hit a little late to be plus.

22M
  • Pulls from about 2/3 of the screen.
  • Has to hit a little late to be plus.
  • The delay allows it to counterhit immediate roll attempts and punish parries such as Seox's Thunderflash when used in immediate response.

22H
  • Same speed as L version and same range as the M version.
  • Always plus on block.
  • Causes the opponent to be in hitstun longer when in the air.

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

Mid-hitting, fast divekick. Cooldown is also tied to ground 214x.


j.214L
  • Has to be spaced to leave Bubs at advantage.

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


j.214M
  • Much slower than the L version.
  • Much easier to make plus.

Mostly used to bait 2H anti-airs. Can combo off a counterhit in the corner.


j.214H
  • Almost always plus.
  • Very fast.

Very solid neutral and combo tool used for whiff punishing, punishing fireballs 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

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
236236H 2500→2000 All 7+4 - Total 98 -39 HKD -
236236[H] 100×1~11, 2500→2000 Mid*1~11, All 7+4 6*10,1 86 -39 HKD -

  • Can be held for increased damage at close range. This increased damage window extends with technical input.
  • Leads into okizeme in the corner.
  • Can anti-air and catch a jumping opponent, in range of the super being held.
  • The projectile destroys other projectiles, making it an excellent response to close to mid-range fireballs. Piercing projectiles such as Eustace's Flamek Thunder+ [hold] will destroy Black Spear however.

Anthem

214214H or 214S

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
3000→2500 Throw 13+0 2 71 HKD HKD -

  • Technical input does additional damage (3000 instead of 2500).
  • Command grab super which happens 0 frames post super flash, meaning the opponent cannot jump it on reaction.
  • Opponent is absorbed and then carried across the screen.
  • Best done after safejumps and dash 2L/c.L.
  • Invulnerable and can be used as a very short range reversal the opponent cannot escape post super flash.
  • Can be used on your wake-up if opponent is right next to you, is risky due to an OS existing to escape it.
  • Anthem can connect with close range opponents in hitstun, for example after 22H (grounded) and c.H. Does not connect with opponents in aerial hitstun.
  • Anthem can hit it's full 3000 damage when performed using the skill button in Overdrive.

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