GBVS/Beelzebub: Difference between revisions

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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 {{clr|3|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.
Bub's gravity vortex, most useful in extending anti-air combos and calling out projectiles. This move goes on cooldown for all version for a period of time even if you use the technical input.
*Pulls grounded opponents towards Bubs, and plus if spaced.
*Active frames destroy projectiles, but has to be used pre-emptively because of its slow startup.
*Pulls in aerial opponents in hitstun, so it's good for confirming off of {{clr|3|2H}} or far-distance wallbounces from {{clr|3|214H}}
All versions can be rolled for a heavy punish, so use sparingly in neutral. Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in.
----
----
;{{clr|1|22L}}
;{{clr|1|22L}}
* Hits right in front of Bubs and pulls from about 1/3 of the screen.
* Hits right in front of Bubs and pulls from about 1/3 of the screen.
* Has to hit a little late to be plus.
* Has to hit a little late to be plus.
* About a 5 second cooldown with technical input.
----
----
;{{clr|2|22M}}
;{{clr|2|22M}}
* Pulls from about 2/3 of the screen.
* Pulls from about 2/3 of the screen.
* Has to hit a little late to be plus.
* Has to hit a little late to be plus.
* About a 5 second cooldown with technical input.
* The delay allows it to counterhit immediate roll attempts and punish parries such as {{Character Label|GBVS|Seox|label=Seox's}} {{MMC|chara=Seox|input=623H|label=Thunderflash}} when used in immediate response.
* The delay allows it to counterhit immediate roll attempts and punish parries such as {{Character Label|GBVS|Seox|label=Seox's}} {{MMC|chara=Seox|input=623H|label=Thunderflash}} when used in immediate response.
----
----
;{{clr|3|22H}}
;{{clr|3|22H}}
* Same speed as L version and same range as the M version.
* Same speed as {{clr|1|L}} version and same range as the {{clr|2|M}} version.
* Always plus on block.
* Always plus on block.
* About a 12 second cooldown with technical input.
* Causes the opponent to be in hitstun longer when in the air.
* Causes the opponent to be in hitstun longer when in the air.
* Can be confirmed into off of a counterhit {{clr|3|f.H}} for an extended combo both on the ground and in the air.
{{CloseCard}}
{{CloseCard}}



Revision as of 13:55, 19 August 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.

 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.
  • 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.
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

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
400 Mid 6 3 15 -5 -1

  • Bubs' only light normal that combos into 214L and Black Spear.

Has trouble reaching crouchers, making it a bad poke overall. Best used after confirming a hit with 2L , 2L , f.L or to punish certain spacings on moves such as  Narmaya's Kyokasuigetsu+GBVS Narmaya 236X Kagura.pngGuardMidStartup15 [7]Recovery20Advantage-7 on block.

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 ZephyrGBVS Metera 4U.pngGuardStartup21RecoveryTotal 21Advantage- 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

Bub's gravity vortex, most useful in extending anti-air combos and calling out projectiles. This move goes on cooldown for all version for a period of time even if you use the technical input.

  • Pulls grounded opponents towards Bubs, and plus if spaced.
  • Active frames destroy projectiles, but has to be used pre-emptively because of its slow startup.
  • Pulls in aerial opponents in hitstun, so it's good for confirming off of 2H or far-distance wallbounces from 214H

All versions can be rolled for a heavy punish, so use sparingly in neutral. 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.
  • About a 5 second cooldown with technical input.

22M
  • Pulls from about 2/3 of the screen.
  • Has to hit a little late to be plus.
  • About a 5 second cooldown with technical input.
  • The delay allows it to counterhit immediate roll attempts and punish parries such as  Seox's ThunderflashGBVS Seox 236x6u.pngGuardStartupRecoveryTotal 32Advantage-8 when used in immediate response.

22H
  • Same speed as L version and same range as the M version.
  • Always plus on block.
  • About a 12 second cooldown with technical input.
  • Causes the opponent to be in hitstun longer when in the air.
  • Can be confirmed into off of a counterhit f.H for an extended combo both on the ground and 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 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, 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+GBVS Eustace 46X.pngGuardAllStartup25~45RecoveryTotal 50~70Advantage+7[+18] [hold version] 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

Invulnerable command grab super which happens 0 frames post super flash, meaning it cannot be jumped or reversal'd on reaction. Best done after safejabs, setups and dash 2L or c.L. The opponent is absorbed and carried fullscreen, making Anthem useful both for escaping the corner and bringing people to the corner.

  • Invulnerable on startup, invul ends immediately after super flash.
  • Technical input does 3000 damage instead of 2500 - this damage is not affected by Overdrive.
  • Can be used on your wake-up if your opponent is right next to you, is risky due to an OS existing to escape it.
  • Can connect with close with close opponents in hitstun, for example after 22H and c.H. Does not connect with opponents in aerial hitstun.

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.