GBVS/Belial

From Dustloop Wiki

Overview

Overview
Former primarch of cunning with a manipulative streak lasting millenia. Belial is a DLC character available in Season Pass 2, whose play-style is to trick his opponents with deceptive attacks such as his Unique counter move and command grab, constantly forcing his opponent into a guessing game. Although he has options both at range or up-close, his mid-range game can be underwhelming due to most other characters having tools that can challenge his normal attacks. Unpredictability is key to succeeding as Belial.
GBVS Belial Nameplate.png
GBVS Belial Portrait.png
Health
10000
Prejump
4f
Backdash
26f
Backshift
High Recovery (30f)

 Belial is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.

Pros
Cons
  • Ambiguous Pressure: Many special attacks has ambiguous startup animation or delayed active frames, great for messing with opponent's decision-making. Excellent at controlling the pace of the match.
  • Good Offensive Pressure: Without the use of hard committing moves like his command grab, non ex fireball pressure, or his command grab, he has good offensive pressure.
  • Great Fireball: Goetia and its follow-ups keep rushing opponents in check.
  • Great Whiff Punishes: With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.
  • Great Conversions: Can convert off of almost anything.
  • Good Defensive Options: A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
  • Mediocre Normal Range: While their frame data is quite good, his normals can be challenged by more specialized characters, requiring him to play somewhat unorthodox in the midrange.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 All 5 3 6 +2 +6

Granblue Fantasy Versus c.L. +2 on block, +6 on hit, links into itself, 2L and c.M on regular hit, and 2M on crouching hit.

Level Attribute

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 All 6 3 12 0 +4

A standard Granblue c.M, frame traps from c.L and 2L. Due to being 0 on block and 6 frame start up, when pressed again, can crush far light normals when spaced correctly. Good for pressure due to this, but otherwise pretty unremarkable.

Level Attribute

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 All 9 5 19 -5 -1

Mostly combo filler, but can function as an anti-air if opponent is above you.

Level Attribute

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 All 9 3 15 -3 +1
c.XXX 350 All 12 3 18 -4 0
Version Level Attribute
c.XX
c.XXX

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 All 6 5 12 -4 0

Links from 2L much more consistently than f.M, making it a great way to confirm into 214H from that normal. Somewhat useful as a poke.

Level Attribute

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
300, 500 All 6 2,3 14 -2 +2
  • Deals 2 Hits if you're close enough

Strong pressure tool, links from 2L and c.L if close enough and frame traps from them no matter the distance. Easy to confirm from due to being 2 hits, which would matter far more if Belial's confirm tools were actually unsafe.

Level Attribute

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
500, 500 All 9 2(13)2 18 -5 -1 (forces crouch)
  • 2 hit natural combo
  • 2nd hit does NOT cancel, only the first hit can

Combos into 236H on first hit, useful in combos to extend into 214X. No longer combos on second hit CH, and you'll lose your turn on regular hit. Otherwise a pretty decent pressure button due to its range and forward momentum. Despite being -5 on block the only character who can actually punish it is Belial himself, using 2L. Still an extremely strong normal in neutral. Allows combos that would otherwise be impossible, thanks to Belial moving forward an absurd distance during its startup.

Level Attribute

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 All 5 3 8 0 +4

Not a low but nonetheless one of Belial's strongest defensive tools. It goes extremely far on its first active frame, significantly further than Lancelot's or either of Narmaya's 5L, allowing it to punish or beat moves that even those normals aren't capable of.

Level Attribute
2

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 7 3 11 +1 +5

Hits low, +1 on block, decent range. The hitbox is extremely close to the ground, which can be exploited, but otherwise one of the most absurd normals in the game. Staple for pressure as it frame traps into 2L, c.L itself, f.M, and f.H depending on spacing and matchup. Also combos into 2L and c.L on normal hit, c.M on crouching hit, and f.M, C.H and f.H on counter hit.

Level Attribute

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 All 10 6 23 -12 -8

Belial's designated anti-air normal, hitbox isn't as bad as it might seem. Combos from this tend to be finicky, and you might want to use c.H instead, but it's still useful to swat people out of the air.

Level Attribute

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 10 6 20 -11 HKD

Much longer than the average sweep in exchange for being significantly slower. Useful poke.

Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
High 5 Until L 0
Level Attribute

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550 High 7 6 Until L
  • can crossup
Level Attribute

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 High 10 6 Until L

Despite the animation, this cannot hit crossup. Ridiculously big hitbox, great for air-to-airs and jump-ins.

Level Attribute

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
900 All 23 Until L+1 18/15 -5
  • NOT an Overhead
  • High recovery on whiff
  • On hit bounces off the opponent. You can direct where he goes by pressing left or right, allowing you to pick up a combo with either jM or jH
  • Can convert from crouching hit
Level Attribute


Unique Action

Give Daddy Some Sugar

5U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
200,800 ALL Total 136 -2 HKD 3~85 Catch

Belial walks forward with his arms spread wide, while taunting the opponent. If attacked by anything other than a throw, he will automatically track the opponent and counterattack them, with a guaranteed hard knockdown after. This move leaves him on counterhit state on frames 1~3, but curiously, he is not on counterhit state during recovery. Although somewhat useful, this move can be blocked and spotdodged after the counter activation on certain situations, leaving Belial on less-than-ideal positions.

Level Attribute


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD
Level Attribute
T

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Airthrow 5 5 Until L+6
Level Attribute
T

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1
Level Attribute
4


Special Moves

Goetia

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 800 All 15 Total 47 -10 -6
236M 800 All 17 Total 49 -10 -6
236H 300×3 All 15 Total 49 +2 +6

Belial's projectile. Overall an extremely versatile tool.


L Fireball

236L goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.


M Fireball

236M goes upward at about a 40 degree angle from Belial. Used to control air space occasionally, and sometimes to reset pressure, but never without the follow-up.


H Fireball

236H follows the same trajectory as 236L, and has three hits instead of one. What makes it unique to the other two versions is its ability to transition into Everyone's A Little Crooked even on hit and block, making it an extremely strong tool for midscreen combos and extending pressure from a frame trap. The H followup only combos on crouching opponents.

Version Level Attribute
236L
236M
236H

236L:
236M:
236H:

Everyone's A Little Crooked

During Goetia > 4X

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236X~4L 250×3 All 13 9×3 Total 38 +1 +5
236X~4M 250×3 All 13 9×3 Total 38 +1 +5
236X~4H 150×5 All 27 9×5 Total 40 +12 +16

Goetia followup which transforms the projectile into a spinning scythe that hits multiple times. The scythe takes a (very short) moment to spin up after transforming, during which the projectile does not have a hitbox. L followup causes the scythe to move forward, M followup causes the scythe to move backward, and H followup causes the scythe to decelerate and eventually spin in place.

In addition to the universal forward/backwards/stop commands, the L and M followups cause the scythe to move vertically up or down depending on which version of Goetia was initially used. For example, the forward moving L Goetia cancelled into L followup will cause the scythe to move up as well as forwards, while M Goetia into L followup will cause the scythe to move down as well as forwards. The specifics are as follows:

  • The L and M followups to L and H Goetia cause the projectile to move forwards & up and backwards & up respectively
  • The L and M followups to M Goetia cause the projectile to move forwards & down and backwards & down respectively
  • The H followups to all versions of Goetia do not affect the scythe's vertical positioning, except for the M version, where the spinning scythe slowly descends after it stops moving forward.

The L and H followups push the opponent slightly on hit and block, while the M followup vacuums opponents towards Belial. The L and M followups hit 3 times, while the H followup hits 5 times.

Version Level Attribute
236X~4L
236X~4M
236X~4H

236X~4L:
236X~4M:
236X~4H:

Notoria

GBVS Parry.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 700, 300 All 9 2(3)9 28 -20 KD 1~13 All
623M 1000, 500 All 38 5 10 +2 KD 11~22 All
623H 600, 300, 500 All 9 2(3)9(18)5 24 -12 HKD 1~22 All

Belial's reversal. One of the best DPs in the game.


L DP

623L is a standard DP with less air time than others, giving characters who thrive on air combos worse punishes.


M DP

623M has no startup invulnerability and only hits on the way down, but is plus on block. Can be used as a fakeout for people expecting the L version, but don't expect a good player to fall for it, as it can quite easily be interrupted with DP or even 2H on reaction. It can also be meatied to be a maximum of +7 on block while having 11 frames of recovery.


H DP

623H reintroduces the invulnerability and adds a follow-up hit for significantly stronger okizeme and damage, making it a strong combo ender in many situations.

Version Level Attribute
623L
623M
623H

623L:
623M:
623H:

Asmodeus

GBVS Strike.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 700, 500 All 15 4 21 -6 KD
214M 700, 700 All 21 4 19 -4 KD
214H 700, 600 All 14 4 19 -4 HKD

An advancing strike. If it hits from close range, it will grab the opponent and do more damage.


L Version

214L is a combo ender that sees usage when you're too far for 236H/623H to hit, or if those specials are on cooldown. Can also be used as a frame trap, but it'll lose you your turn.


M Version

214M is also a combo ender, but can only be comboed into from c.H or full autocombo on crouching hit. Can also connect from certain buttons on Counter Hit, such as 2M, f.H and even f.M


H Version

214H launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-236H nerf it's undoubtedly your best corner combo starter.

Version Level Attribute
214L
214M
214H

214L:
214M:
214H:

Vassago

GBVS Throw.png 632146X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
632146L 2000 Throw 34 3 36 HKD
632146M 2500 Throw 52 3 36 HKD
632146H 2000 Throw 27~82 3 34 HKD

A forward walk that ends in a command throw.


L Version

632146L moves a short distance, but won't activate until Belial has walked its full length.


M Version

632146M moves further. You probably won't use this at all due to its absurd startup.


H Version

632146H will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.

Version Level Attribute
632146L T
632146M T
632146H T

632146L:
632146M:
632146H:


Skybound Art

Legemeton

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500→2500 All 8+5 4(18)9 30 -20 HKD 1~16 All

An invulnerable move that strikes first, then dashes forward with another strike, so it can be used against distant enemies too. The gap between the two hits is just long enough that if they input 4G during the flash, the second hit'll catch its recovery.

Absurdly short range for full damage if you use the simple input, so try not to do that.

Level Attribute


Super Skybound Art

Anagenesis

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4500→3500 All 8+5 3(12)3 45 -29 HKD 1~15 All

Invulnerable on the first hit. Kicks the enemy into the air, then finishes them off with Anagenesis. Useful for close combos, or to interrupt/punish the enemy.

Be mindful of the first kick's hitbox as it may not catch opponents above you.

Level Attribute


Colors

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


Navigation

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


Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information