GBVS/Beelzebub/Strategy: Difference between revisions

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(Removed stuff no longer relevant due to patches.)
(Partial reconstruct. Expanded heavily on the blockstring and okizeme sections. Added in 5U setup oki with video examples. Given examples of how Bub's tools interact with other character's.)
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Because of this Beelzebub’s game plan varies on the match up, but generally goes a bit like this.
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 using far normals and 214L/M.
* Vs. Close-range characters: Mid-range pressure/keepout using far normals and 214{{clr|1|L}}/{{clr|2|M}}.
* Vs. Mid-range characters: Long-range pressure/runaway
* Vs. Mid-range characters: Long-range pressure/runaway
* Vs. Long-range characters: Approach, Mid-range/Corner Pressure  
* Vs. Long-range characters: Approach, Mid-range/Corner Pressure  


'''Versatile Fireball'''  
'''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>
* {{clr|1|236L}}: Standard 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 twice (3 times at partial charge, 5 times when charged fully) and must be superjumped to avoid entirely. With meter, SBA can be used to frametrap punish both spotdodge and cross over at far distances.  
* {{clr|2|236M}}: Slow but at mid and long range can compete with some other projectiles since it hits twice (3 times at partial charge, 5 times when charged fully) and must be superjumped to avoid entirely. With meter, SBA can be used to frametrap punish both spotdodge and roll at far distances.  
* 236H: Optimal juggle starter in the corner, most of his really stable combos come from here.
* {{clr|3|236H}}: Optimal juggle starter in the corner, most of his really stable combos come from here.


'''Space Control'''
'''Space Control'''
* Buttons: Bubs has great buttons at mid range with f.5M, 2M, and f.5H which can all grant combos on hit.  
* 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.
* {{clr|1|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.  
* {{clr|2|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 counterhit.  
* 214H: Also starts low and can be confirmed on just about any button near the corner for a wall bounce combo.
* {{clr|3|214H}}: Starts low and can be confirmed on just about any button near the corner for a wall bounce combo.


'''Unique Movement'''
'''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.  
* Slow Movement: Bubs is really slow on the ground, slow walk speed, slow dash, average backdash. Because of this he has to rely on getting a knockdown from a distance and his 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.
* {{clr|4|5U}} (Teleport): While it appears pretty safe, Bubs usually gives up a turn or outright gets punished if he just throws it out. Good for skipping fireballs, especially the follow-ups to {{Character Label|GBVS|Belial|label=Belial's}} Goetia, or after seeing a big whiff. Can struggle to punish things directly, but it’s a good tool for approaching. {{clr|4|5U}} is integral to Beelzebub's okizeme in both the midscreen and the corner as an option to quickly close the gap and become plus.
* 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.
* Air game: Beelzebub also has a tricky air game with his {{clr|4|j.U}} and j.214x moves. {{clr|4|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 the {{clr|2|M}} and {{clr|3|H}} versions are generally plus.


==Blockstrings==
==Blockstrings==


'''2U'''
'''2U'''
* 2U > 22L: Is a fairly safe poke vacuum, will beat most mashing, loses to exDP
* {{clr|4|2U}} > {{clr|1|22L}}: Is a fairly safe poke vacuum, will beat most mashing. Will easily lose to invincible options, however it loses harder to roll, which allows for a full punish.
* 2U > 214M: On CH it combos and a wallbounce in corner, otherwise it’s a safe double sweep that chips.
* {{clr|4|2U}} > {{clr|2|214M}}: On counterhit it results in a wallbounce in the corner, otherwise it’s a safe double sweep that chips, as well as acting as a frametrap.
'''f.H'''
'''f.H'''
* f.H > 214L: Good midscreen poke that confirms into damage and 236M oki.
* {{clr|3|f.H}} > {{clr|1|214L}}: Good midscreen poke that confirms into damage and {{clr|2|236M}} okizeme.
* f.H > 22H: f.H Counter Hits gives guaranteed combo but sucking in on block is good too, if they block you are +2 for pressure. Can be interrupted so use sparingly.
* {{clr|3|f.H}} > {{clr|3|22H}}: {{clr|3|f.H}} counterhit gives a combo at all but the furthest ranges, but sucking in on block is good too - if they block you are +2 for pressure. Can be interrupted similar to {{clr|4|2U}} > {{clr|1|22L}} so use sparingly, or focus on only using {{clr|3|22H}} on counterhit.
'''XXX, 214L'''
'''xxx, 214H'''
* This is a jailing block string, there are no gaps, which means they can’t DP between the autocombo and 214L. It pushes you out and them away, most characters can’t take their turn back with any light normals so they have to move in or take the turn with disadvantaged medium and heavy far normals. If they use a far medium it usually gives you your turn back and if they try to move in or use a far heavy you can contest with f.M.
* This is a jailing block string, meaning that there is no gaps. Any opponent trying to reversal between the final autocombo hit and {{clr|3|214H}} will be hit low by the first hits of {{clr|3|214H}}. Most characters can’t take their turn back after blocking {{clr|3|214H}} with any light normals, so they have to move in or attempt to contest using far normals. This also leaves them in a suitable range to safely pressure using {{clr|1|214L}}/{{clr|2|M}} and Bub's far normals.
'''2L, c.L, f.L'''
'''2L, c.L, f.L'''
* Standard low poke string. Lots of gaps to catch buttons, worst case it's safe. Can confirm 214H for combo.
* Standard low poke string. Lots of gaps to catch buttons, worst case it's safe. Can confirm {{clr|3|214H}} for a hard knockdown.
'''XX(1 hit), 236L, c.M'''
'''Pressuring with projectiles on block'''
* xx: Hits twice, the timing(and frames) differ slightly, mix it up if they are just waiting a lot hit them with an overhead instead of 2nd hit, etc
*Beelzebub's projectiles are crucial to pushing your advantage on someone's block through careful use and conditioning. For example, using {{clr|1|236L}} in a blockstring gives your opponent 4 options:
* 236L: Gives them 4 Options
# Hit Buttons: Risk getting counterhit by the projectile (+4 for Bubs, which means you get to hit your own buttons again). Being hit by your projectile may cause your opponent to wait the next time the situation comes up.
# Hit Buttons: Get CH by 236L (+4 for you, which means you get to hit your own buttons again.)
# Wait: They just block and wait to take their turn back - this is the option you want the most at first. {{clr|1|236L}} is safe, so you cannot be punished. Next time you can use {{clr|1|236}}[{{clr|1|L}}] to keep your turn going. From here, if your opponent still is respecting your 33 frame startup option, try mixing in both {{clr|2|236M}} and {{clr|3|236}} as well as their [hold] variants to see how far you can extend your turn. On the {{clr|2|M}} and {{clr|3|H}} variants, you can often combo on hit - especially if you're using the [hold] version.
# Wait: They just block and wait to take turn back, this is fine for you, 236L is safe, you can wait. Next time you can use 236[L] to keep your turn going. Get greedy with 236M.
# Spotdodge/Roll: They cannot punish {{clr|1|236L}} with either option, however they will likely take their turn back.
# Spot Dodge/Crossover: They cannot punish 236L with either mechanic, they are still slightly plus but you can sometimes contest.
# Reversal: For characters with a reversal, this is the safest and often correct option. If your opponent is DP'ing your projectile, either play safer and attempt to bait a reversal, or simply use a different string until they've been conditioned to respect close-range projectiles more.
# DP: Sometimes you gotta do it. Just make the reads or use a different string.
* c.M: Use this after establishing 236L. Not 5 frame but has good reach, creates an even scenario by being 0 on block,  gives more pressure/confirm on hit and combo on CH. Fairly good button that gives a lot of options, good for going into more pressure.


==Okizeme==
==Okizeme==
'''Safejump'''
'''Safejump'''
* Typical safejump, safe to DPs, usually get this from a juggled 623H ender or 2U. Hold up forward, jU, follow with more high low.
* Safejumps allow Bubs to close the distance towards his opponent while also remaining safe to reversals. This is performed by getting a hard knockdown through an ender such as {{clr|4|2U}} or {{clr|3|214H}}, holding up and forwards to buffer a jump and coming down with an aerial (because it is active until landing, {{clr|1|j.L}} is easiest) and holding down-back. The aerial will connect with an opponent who is either blocking or not blocking, and recover fast enough to allow you to block a reversal attempt, such as a DP or Skybound Art.
'''Forward/Back throw > 5U > c5L/c5M'''
'''5U setups'''
* You’re plus so if they hit buttons they get CH, good for baiting the DP, throw them or UOH when they lock up, shimmy with a backdash.  
*Certain combo enders will result in a hard knockdown that will allow for Beelzebub's {{clr|4|5U}} teleport to be used to not only close to distance, but often have enough time after recovering to leave you plus.
'''xxx > 214L: 236M'''
*{{clr|3|236H}} and {{clr|3|214H}} allow for a whiff {{clr|1|f.l}} into {{clr|4|5U}} to allow your next button to be more plus at the cost of a sideswitch.
* Bubs can generally throw this out for free, it punishes and interrupts most things people want to do on a wakeup.
*{{clr|4|2U}} can be used in the corner to allow for a direct {{clr|4|5U}} teleport. From here, you can use {{clr|1|2L}} as a safe meaty.
* xxx, 214M: This setup works really similarly with 214M but the timing isn’t as tight so they can move around a little bit after a quick rise. Still worth throwing out after 214M.
*Forward throw and back throw both allow you to directly {{clr|4|5U}} after each. Forward throw allows for a {{clr|1|2L}} safe meaty, but back throw does not.
'''j.214H > 236[M] lv 2'''
*{{clr|3|j.214H}} in the corner allows Bubs to simply just {{clr|4|5U}} twice in succession, but in the midscreen you can roll, {{clr|4|5U}} and get an additional {{clr|1|2L}} safe meaty.
* Same concept as 214L/M, can be done in corner or midscreen.
*[https://www.youtube.com/watch?v=Wa7u8jiAGtM Video examples for each]
* Gran can (with perfect timing) get a single hit on his ex DP in corner, very very low reward for him.
'''xxx > 214L/M , 236M'''
* Bubs can generally throw this out for free, it punishes and interrupts most things people want to do on a wakeup. This includes options such as {{Character Label|GBVS|Lancelot|label=Lancelot's}} Schöner Winterhügel and {{Character Label|GBVS|Seox|label=Seox's}} Empty Hand+, however if the {{clr|2|236M}} is held, these options can still hit you. Incredibly useful when wanting to start or maintain a zoning approach.


==Matchup Information==
==Matchup Information==

Revision as of 01:54, 1 June 2022

 Beelzebub


General Tactics

Beelzebub is a hybrid zoning/pressure-based character.

Bubs likes to apply his safe 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 using far normals and 214L/M.
  • Vs. Mid-range characters: Long-range pressure/runaway
  • Vs. Long-range characters: Approach, Mid-range/Corner Pressure

Versatile Fireball

  • 236L: Standard 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 twice (3 times at partial charge, 5 times when charged fully) and must be superjumped to avoid entirely. With meter, SBA can be used to frametrap punish both spotdodge and roll at far distances.
  • 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 counterhit.
  • 214H: 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 getting a knockdown from a distance and his air game to get around the screen and approach when he needs to.
  • 5U (Teleport): While it appears pretty safe, Bubs usually gives up a turn or outright gets punished if he just throws it out. Good for skipping fireballs, especially the follow-ups to  Belial's Goetia, or after seeing a big whiff. Can struggle to punish things directly, but it’s a good tool for approaching. 5U is integral to Beelzebub's okizeme in both the midscreen and the corner as an option to quickly close the gap and become plus.
  • Air game: Beelzebub 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 the M and H versions are generally plus.

Blockstrings

2U

  • 2U > 22L: Is a fairly safe poke vacuum, will beat most mashing. Will easily lose to invincible options, however it loses harder to roll, which allows for a full punish.
  • 2U > 214M: On counterhit it results in a wallbounce in the corner, otherwise it’s a safe double sweep that chips, as well as acting as a frametrap.

f.H

  • f.H > 214L: Good midscreen poke that confirms into damage and 236M okizeme.
  • f.H > 22H: f.H counterhit gives a combo at all but the furthest ranges, but sucking in on block is good too - if they block you are +2 for pressure. Can be interrupted similar to 2U > 22L so use sparingly, or focus on only using 22H on counterhit.

xxx, 214H

  • This is a jailing block string, meaning that there is no gaps. Any opponent trying to reversal between the final autocombo hit and 214H will be hit low by the first hits of 214H. Most characters can’t take their turn back after blocking 214H with any light normals, so they have to move in or attempt to contest using far normals. This also leaves them in a suitable range to safely pressure using 214L/M and Bub's far normals.

2L, c.L, f.L

  • Standard low poke string. Lots of gaps to catch buttons, worst case it's safe. Can confirm 214H for a hard knockdown.

Pressuring with projectiles on block

  • Beelzebub's projectiles are crucial to pushing your advantage on someone's block through careful use and conditioning. For example, using 236L in a blockstring gives your opponent 4 options:
  1. Hit Buttons: Risk getting counterhit by the projectile (+4 for Bubs, which means you get to hit your own buttons again). Being hit by your projectile may cause your opponent to wait the next time the situation comes up.
  2. Wait: They just block and wait to take their turn back - this is the option you want the most at first. 236L is safe, so you cannot be punished. Next time you can use 236[L] to keep your turn going. From here, if your opponent still is respecting your 33 frame startup option, try mixing in both 236M and 236 as well as their [hold] variants to see how far you can extend your turn. On the M and H variants, you can often combo on hit - especially if you're using the [hold] version.
  3. Spotdodge/Roll: They cannot punish 236L with either option, however they will likely take their turn back.
  4. Reversal: For characters with a reversal, this is the safest and often correct option. If your opponent is DP'ing your projectile, either play safer and attempt to bait a reversal, or simply use a different string until they've been conditioned to respect close-range projectiles more.

Okizeme

Safejump

  • Safejumps allow Bubs to close the distance towards his opponent while also remaining safe to reversals. This is performed by getting a hard knockdown through an ender such as 2U or 214H, holding up and forwards to buffer a jump and coming down with an aerial (because it is active until landing, j.L is easiest) and holding down-back. The aerial will connect with an opponent who is either blocking or not blocking, and recover fast enough to allow you to block a reversal attempt, such as a DP or Skybound Art.

5U setups

  • Certain combo enders will result in a hard knockdown that will allow for Beelzebub's 5U teleport to be used to not only close to distance, but often have enough time after recovering to leave you plus.
  • 236H and 214H allow for a whiff f.l into 5U to allow your next button to be more plus at the cost of a sideswitch.
  • 2U can be used in the corner to allow for a direct 5U teleport. From here, you can use 2L as a safe meaty.
  • Forward throw and back throw both allow you to directly 5U after each. Forward throw allows for a 2L safe meaty, but back throw does not.
  • j.214H in the corner allows Bubs to simply just 5U twice in succession, but in the midscreen you can roll, 5U and get an additional 2L safe meaty.
  • Video examples for each

xxx > 214L/M , 236M

  • Bubs can generally throw this out for free, it punishes and interrupts most things people want to do on a wakeup. This includes options such as  Lancelot's Schöner Winterhügel and  Seox's Empty Hand+, however if the 236M is held, these options can still hit you. Incredibly useful when wanting to start or maintain a zoning approach.

Matchup Information

Further Resources

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 Beelzebub