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{{MFlag}} | {{MFlag}} | ||
===== | ==Overview== | ||
{{Overview | {{GBVS/CharacterLinks}} | ||
| | <div id="home-content" class="home-grid"> | ||
{{card|width=4 | |||
|header=Overview | |||
|content=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/Infobox}} | |||
{{ProsAndCons | |||
|intro=is a versatile pressure-based character who tricks the opponent with ambiguous special attacks. | |||
| pros = | | pros = | ||
* '''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. | * '''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. | ||
Line 18: | Line 20: | ||
| cons = | | cons = | ||
* '''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. | * '''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. | ||
}} | }} | ||
</div> | |||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|c.L}}</big>=== | ===<big>{{clr|1|c.L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.L | |||
|description= | |||
Granblue Fantasy Versus c.L. +2 on block, +6 on hit, links into itself, {{clr|1|2L}} and {{clr|2|c.M}} on regular hit, and {{clr|2|2M}} on crouching hit. | |||
{| | |||
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}} | }} | ||
===<big>{{clr|2|c.M}}</big>=== | ===<big>{{clr|2|c.M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.M | |||
|description= | |||
A standard Granblue c.M, frame traps from {{clr|1|c.L}} and {{clr|1|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. | |||
{{ | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|3|c.H}}</big>=== | ===<big>{{clr|3|c.H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.H | |||
|description= | |||
Mostly combo filler, but can function as an anti-air if opponent is above you. | |||
{ | |||
{ | |||
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}} | }} | ||
===<big>Auto Combo</big>=== | ===<big>Auto Combo</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=c.XX,c.XXX | |||
|versioned=input | |||
|description= | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|1|f.L}}</big>=== | ===<big>{{clr|1|f.L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=f.L | |||
|description= | |||
Links from {{clr|1|2L}} much more consistently than {{clr|2|f.M}}, making it a great way to confirm into {{clr|3|214H}} from that normal. Somewhat useful as a poke. | |||
{{ | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|2|f.M}}</big>=== | ===<big>{{clr|2|f.M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=f.M | |||
|description= | |||
{{ | |||
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*Deals 2 Hits if you're close enough | *Deals 2 Hits if you're close enough | ||
Strong pressure tool, links from {{clr|1|2L}} and {{clr|1|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. | Strong pressure tool, links from {{clr|1|2L}} and {{clr|1|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. | ||
}} | |||
===<big>{{clr|3|f.H}}</big>=== | ===<big>{{clr|3|f.H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=f.H | |||
|description= | |||
{{ | |||
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* 2 hit natural combo | * 2 hit natural combo | ||
* 2nd hit does NOT cancel, only the first hit can | * 2nd hit does NOT cancel, only the first hit can | ||
Combos into {{clr|3|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 {{clr|1|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. | Combos into {{clr|3|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 {{clr|1|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. | ||
}} | |||
===<big>{{clr|1|2L}}</big>=== | ===<big>{{clr|1|2L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2L | |||
|description= | |||
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 {{clr|1|5L}}, allowing it to punish or beat moves that even those normals aren't capable of. | |||
{| | |||
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}} | }} | ||
===<big>{{clr|2|2M}}</big>=== | ===<big>{{clr|2|2M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2M | |||
|description= | |||
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 {{clr|1|2L}}, {{clr|1|c.L}} itself, {{clr|2|f.M}}, and {{clr|3|f.H}} depending on spacing and matchup. Also combos into {{clr|1|2L}} and {{clr|1|c.L}} on normal hit, {{clr|2|c.M}} on crouching hit, and {{clr|2|f.M}}, {{clr|3|C.H}} and {{clr|3|f.H}} on counter hit. | |||
{| | |||
{{ | |||
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{{ | |||
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}} | }} | ||
===<big>{{clr|3|2H}}</big>=== | ===<big>{{clr|3|2H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2H | |||
|description= | |||
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 {{clr|3|c.H}} instead, but it's still useful to swat people out of the air. | |||
{| | |||
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}} | }} | ||
===<big>{{clr|4|2U}}</big>=== | ===<big>{{clr|4|2U}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=2U | |||
|description= | |||
Much longer than the average sweep in exchange for being significantly slower. Useful poke. | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|1|j.L}}</big>=== | ===<big>{{clr|1|j.L}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.L | |||
|description= | |||
{ | |||
{ | |||
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}} | }} | ||
===<big>{{clr|2|j.M}}</big>=== | ===<big>{{clr|2|j.M}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.M | |||
|description= | |||
* can crossup | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|3|j.H}}</big>=== | ===<big>{{clr|3|j.H}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.H | |||
|description= | |||
Despite the animation, this cannot hit crossup. Ridiculously big hitbox, great for air-to-airs and jump-ins. | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|4|j.U}}</big>=== | ===<big>{{clr|4|j.U}}</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.U | |||
|description= | |||
{{ | |||
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*NOT an Overhead | *NOT an Overhead | ||
*High recovery on whiff | *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 {{clr|2|jM}} or {{clr|3|jH}} | *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 {{clr|2|jM}} or {{clr|3|jH}} | ||
*Can convert from crouching hit | |||
}} | |||
<br style="clear:both;"/> | |||
==Unique Action== | ==Unique Action== | ||
===<big>Give Daddy Some Sugar</big>=== | ===<big>Give Daddy Some Sugar</big>=== | ||
{{InputBadge|{{clr|4|5U}}}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=5U | |||
|description= | |||
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. | |||
{| | |||
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}} | }} | ||
<br style="clear:both;"/> | |||
= | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=LU | |||
|description= | |||
{{ | |||
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}} | }} | ||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=j.LU | |||
|description= | |||
{ | |||
{ | |||
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}} | }} | ||
===<big>Overhead Attack</big>=== | ===<big>Overhead Attack</big>=== | ||
{{GBVS Move Card|game=GBVS | |||
|input=MH | |||
|description= | |||
{{ | |||
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}} | }} | ||
<br style="clear:both;"/> | |||
< | |||
==Special Moves== | ==Special Moves== | ||
===<big>Goetia</big>=== | ===<big>Goetia</big>=== | ||
{{Micon|1}} | {{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=236L,236M,236H | |||
|versioned=input | |||
|description= | |||
{ | |||
{ | |||
{{ | |||
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Belial's projectile. Overall an extremely versatile tool. | Belial's projectile. Overall an extremely versatile tool. | ||
---- | ---- | ||
Line 464: | Line 187: | ||
;H Fireball | ;H Fireball | ||
{{clr|3|236H}} follows the same trajectory as {{clr|1|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. | {{clr|3|236H}} follows the same trajectory as {{clr|1|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. | ||
}} | |||
===<big>Everyone's A Little Crooked</big>=== | ===<big>Everyone's A Little Crooked</big>=== | ||
{{InputBadge|During Goetia > 4X}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=236X~4L,236X~4M,236X~4H | |||
|versioned=input | |||
|description= | |||
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. {{clr|1|L}} followup causes the scythe to move forward, {{clr|2|M}} followup causes the scythe to move backward, and {{clr|3|H}} followup causes the scythe to decelerate and eventually spin in place. | |||
{{ | |||
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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: | In addition to the universal forward/backwards/stop commands, the {{clr|1|L}} and {{clr|2|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 {{clr|1|L}} Goetia cancelled into {{clr|1|L}} followup will cause the scythe to move up as well as forwards, while {{clr|2|M}} Goetia into {{clr|1|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 {{clr|1|L}} and {{clr|2|M}} followups to {{clr|1|L}} and {{clr|3|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 {{clr|1|L}} and {{clr|2|M}} followups to {{clr|2|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 | * The {{clr|3|H}} followups to all versions of Goetia do not affect the scythe's vertical positioning, except for the {{clr|2|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 {{clr|1|L}} and {{clr|3|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. | The {{clr|1|L}} and {{clr|2|M}} followups hit 3 times, while the {{clr|3|H}} followup hits 5 times. | ||
}} | |||
===<big>Notoria</big>=== | ===<big>Notoria</big>=== | ||
{{Micon|5}} | {{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=623L,623M,623H | |||
|versioned=input | |||
|description= | |||
{{ | |||
{{ | |||
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Belial's reversal. One of the best DPs in the game. | Belial's reversal. One of the best DPs in the game. | ||
---- | ---- | ||
Line 525: | Line 218: | ||
---- | ---- | ||
;M DP | ;M DP | ||
{{clr|2|623M}} has no 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. | {{clr|2|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 | ;H DP | ||
{{clr|3|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. | {{clr|3|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. | ||
}} | |||
===<big>Asmodeus</big>=== | ===<big>Asmodeus</big>=== | ||
{{Micon|9}} | {{Micon|9}} {{InputBadge|214X}} or {{InputBadge|4S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=214L,214M,214H | |||
|versioned=input | |||
|description= | |||
{{ | |||
{{ | |||
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An advancing strike. If it hits from close range, it will grab the opponent and do more damage. | An advancing strike. If it hits from close range, it will grab the opponent and do more damage. | ||
---- | ---- | ||
Line 558: | Line 236: | ||
---- | ---- | ||
;M Version | ;M Version | ||
{{clr|2|214M}} is also a combo ender, but can only be comboed into from {{clr|3|c.H}} or full autocombo on crouching hit. | {{clr|2|214M}} is also a combo ender, but can only be comboed into from {{clr|3|c.H}} or full autocombo on crouching hit. Can also connect from certain buttons on Counter Hit, such as {{clr|2|2M}}, {{clr|3|f.H}} and even {{clr|2|f.M}} | ||
---- | ---- | ||
;H Version | ;H Version | ||
{{clr|3|214H}} launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-{{clr|3|236H}} nerf it's undoubtedly your best corner combo starter. | {{clr|3|214H}} launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-{{clr|3|236H}} nerf it's undoubtedly your best corner combo starter. | ||
}} | |||
===<big>Vassago</big>=== | ===<big>Vassago</big>=== | ||
{{Micon|12}} | {{Micon|12}} {{InputBadge|632146X}} or {{InputBadge|2S}} | ||
{{GBVS Move Card|game=GBVS | |||
|input=632146L,632146M,632146H | |||
|versioned=input | |||
|description= | |||
{{ | |||
{{ | |||
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A forward walk that ends in a command throw. | A forward walk that ends in a command throw. | ||
---- | ---- | ||
Line 596: | Line 259: | ||
;H Version | ;H Version | ||
{{clr|3|632146H}} will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph. | {{clr|3|632146H}} will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph. | ||
}} | |||
<br style="clear:both;"/> | |||
==Skybound Art== | ==Skybound Art== | ||
===<big>Legemeton</big>=== | ===<big>Legemeton</big>=== | ||
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=236236H | |||
|description= | |||
{| | |||
{{ | |||
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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. | 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. | Absurdly short range for full damage if you use the simple input, so try not to do that. | ||
}} | |||
<br style="clear:both;"/> | |||
==Super Skybound Art== | ==Super Skybound Art== | ||
===<big>Anagenesis</big>=== | ===<big>Anagenesis</big>=== | ||
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} | |||
{{GBVS Move Card|game=GBVS | |||
|input=236236U | |||
|description= | |||
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. | |||
{| | |||
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}} | }} | ||
<br style="clear:both;"/> | |||
= | |||
==Colors== | ==Colors== | ||
Line 655: | Line 291: | ||
{{GBVSweapons|Size=120|Character=Belial}} | {{GBVSweapons|Size=120|Character=Belial}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GBVS|Belial|58px}}</center> | <center>{{Character Label|GBVS|Belial|size=58px}}</center> | ||
{{ | {{GBVS/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{GBVS/Navigation}} | ||
[[category:GBVS Characters]] | [[category:GBVS Characters]] |
Latest revision as of 14:42, 1 March 2024
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Belial is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.
- 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
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
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
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
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
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