GBVS/Beelzebub/Strategy: Difference between revisions

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==General Tactics==
==General Tactics==
Beelzebub is a hybrid zoning/pressure-based character.
Bubs like to apply his ranged pressure to make his opponent move around which he can then punish them for doing.
His end-game is getting them to respect his ranged pressure game enough so he can push them into the corner where he can fish for combos or just chip them with his excellent specials and tools.
Characters that play similarly:
* Justice (GGAC+R)
* Merkava (UNI)
Since he’s a hybrid he doesn’t excel at any one thing.
Because of this Beelzebub’s game plan varies on the match up but generally goes a bit like this.
* Vs. Close-range characters: Mid-range pressure/keepout
* Vs. Mid-range characters: Long-range pressure/runaway<sup>1</sup>
* Vs. Long-range characters: Approach, Mid-range/Corner Pressure
''1: Zeta is unique because of her anti-zoning laser. Patience is key.''
'''Versatile Fireball'''
* 236L: Really average fireball that is decent for canceling out of normals since it’s safe on block. The real highlight is it can be charged to apply plus frames on block which also makes it a decent pressure tool if you can establish respect. <small>(See Blockstrings for more details)</small>
* 236M: Slow but at mid and long range can compete with some other projectiles since it hits 3 times and is difficult to jump.
* 236H: Optimal juggle starter in the corner, most of his really stable combos come from here.
'''Space Control'''
* Buttons: Bubs has great buttons at mid range with f.5M, 2M, and f.5H which can all grant combos on hit.
* 214L: A special that chips a fair amount, is safe on block even at close range, and also confirms his mid-range buttons.
* 214M: Also chips a fair amount, is safe on block even at close range, hits low to catch people standing or walking, and even provides a wall bounce on CH.
* 214H: Also starts low and can be confirmed on just about any button near the corner for a wall bounce combo.
'''Unique Movement'''
* Slow Movement: Bubs is really slow on the ground, slow walk speed, slow dash, average backdash. Because of this he has to rely on his teleport and air game to get around the screen and approach when he needs to.
* 5U (Teleport): While it appears pretty safe he usually gives up a turn if he just throws it out. Good for skipping fireballs or after seeing a big whiff, can struggle to punish things but it’s a good tool for approaching.
* Air game: He also has a tricky air game with his j.U and j.214X moves. j.U is a very long range air button that forces early AAs, can be canceled into j.214X on block and hit and will give a combo if hit deep enough. His j.214X series can be used to approach after a jumped fireball, stall in the air after a high jump, and M and H versions are generally plus.


==Blockstrings==
==Blockstrings==

Revision as of 08:18, 10 March 2020


General Tactics

Beelzebub is a hybrid zoning/pressure-based character.

Bubs like to apply his ranged pressure to make his opponent move around which he can then punish them for doing. His end-game is getting them to respect his ranged pressure game enough so he can push them into the corner where he can fish for combos or just chip them with his excellent specials and tools.

Characters that play similarly:

  • Justice (GGAC+R)
  • Merkava (UNI)

Since he’s a hybrid he doesn’t excel at any one thing. Because of this Beelzebub’s game plan varies on the match up but generally goes a bit like this.

  • Vs. Close-range characters: Mid-range pressure/keepout
  • Vs. Mid-range characters: Long-range pressure/runaway1
  • Vs. Long-range characters: Approach, Mid-range/Corner Pressure

1: Zeta is unique because of her anti-zoning laser. Patience is key.

Versatile Fireball

  • 236L: Really average fireball that is decent for canceling out of normals since it’s safe on block. The real highlight is it can be charged to apply plus frames on block which also makes it a decent pressure tool if you can establish respect. (See Blockstrings for more details)
  • 236M: Slow but at mid and long range can compete with some other projectiles since it hits 3 times and is difficult to jump.
  • 236H: Optimal juggle starter in the corner, most of his really stable combos come from here.

Space Control

  • Buttons: Bubs has great buttons at mid range with f.5M, 2M, and f.5H which can all grant combos on hit.
  • 214L: A special that chips a fair amount, is safe on block even at close range, and also confirms his mid-range buttons.
  • 214M: Also chips a fair amount, is safe on block even at close range, hits low to catch people standing or walking, and even provides a wall bounce on CH.
  • 214H: Also starts low and can be confirmed on just about any button near the corner for a wall bounce combo.

Unique Movement

  • Slow Movement: Bubs is really slow on the ground, slow walk speed, slow dash, average backdash. Because of this he has to rely on his teleport and air game to get around the screen and approach when he needs to.
  • 5U (Teleport): While it appears pretty safe he usually gives up a turn if he just throws it out. Good for skipping fireballs or after seeing a big whiff, can struggle to punish things but it’s a good tool for approaching.
  • Air game: He also has a tricky air game with his j.U and j.214X moves. j.U is a very long range air button that forces early AAs, can be canceled into j.214X on block and hit and will give a combo if hit deep enough. His j.214X series can be used to approach after a jumped fireball, stall in the air after a high jump, and M and H versions are generally plus.

Blockstrings

Okizeme

Matchup Information

Further Resources

Navigation