GBVSR/Avatar Belial: Difference between revisions

From Dustloop Wiki
m (→‎Navigation: clean up, replaced: | → |size=)
mNo edit summary
Line 4: Line 4:
{{card|width=4
{{card|width=4
|header=Overview
|header=Overview
|content=Avatar Belial consumes his own HP to unleash powerful skills. Time it right, and he'll take his opponents to the very limits of debauchery. On the other hand, his defenses are lacking, making him a feast-or-famine style pick.
|content=Avatar Belial is a glass cannon that consumes his own HP to unleash powerful skills and devastating combos. Avatar Belial can cancel any special on hit or block (except {{clr|2|M}} and {{clr|3|H}} [[#Blind Devotion|Blind Devotion]]) into [[#Pact|Pact]]. In addition, Avatar Belial's EX moves have much shorter cooldowns than the rest of the cast at the cost of HP per use.
 
Avatar boasts plenty of tools to start his offense, from fireballs to divekicks and even a {{keyword|rekka}} and command grabs. He also has great frame data, borrowing some moves from the regular Belial, which secures him a favorable neutral game.
 
Avatar's greatest failing however, are his glass bones and paper skin: in addition to the health cost of his Ex specials, Avatar has the lowest health total in the game and as such, mistakes on him are more punishing than usual.
 
If you favor a character with a strong comeback factor and enjoy having varied options for offense, Avatar Belial may be the one to help take your opponents to the very limits of debauchery.
| quote = I'm gonna rip out your beating heart!
| quote = I'm gonna rip out your beating heart!
}}
}}
{{GBVSR/Infobox}}
{{GBVSR/Infobox}}
{{ProsAndCons
{{ReasonsToPick
|intro=is a high-risk, high-reward character who spends his own health to commit to an oppressive offense.
|intro= {{Character Label|GBVSR|Avatar Belial|label=Avatar Belial}} is a high-risk, high-reward character who spends his own health to commit to an oppressive offense.
| pros =  
|pickMe=
* '''Comeback Factor:''' Avatar Belial's usage of his own health becomes a non-factor when he comes close to death. He gets all his strongest options with the benefits of low cooldowns and no downsides because hell, he's about to die anyway.
*Good neutral game
* '''Projectiles Galore:''' Avatar Belial can cover the screen with different types of projectiles, making approaching him difficult. He can also convert them into knockdowns with his Pact follow-ups.
*Engaging offense
* '''Momentum:''' Pact allows Avatar Belial to effectively skip neutral, allowing him to close the distance and begin pressure off any of his several projectile attacks, as well as excellent corner carry with his rekka.
*Strong combo game
* '''Forced Respect:''' Pact's Kick follow-up is invincible and converts into great damage on counter hit, allowing Avatar Belial to discourage mashing or approaching after his ranged options.
|avoidMe=
| cons =  
*Having to manage your HP during said combos
* '''Health Management:''' With only 9K hit-points and heavy skills costing 500 hit-points each, Avatar Belial must manage his health carefully, or else he can get KO'd easily.
*Being blown up for making mistakes
}}
}}
</div>
</div>
{{card|width=4
|header=Unique Mechanic: Pact
|content= Avatar Belial can cancel any special on hit or block (except {{clr|2|M}} and {{clr|3|H}} [[#Blind Devotion|Blind Devotion]]) into [[#Pact|Pact]].
Additionally, Avatar Belial's EX moves have much shorter cooldowns than the rest of the cast at the cost of 500 HP per use.
}}


==Normal Moves==
==Normal Moves==

Revision as of 07:23, 13 December 2023

Overview

Overview

Avatar Belial is a glass cannon that consumes his own HP to unleash powerful skills and devastating combos. Avatar Belial can cancel any special on hit or block (except M and H Blind Devotion) into Pact. In addition, Avatar Belial's EX moves have much shorter cooldowns than the rest of the cast at the cost of HP per use.

Avatar boasts plenty of tools to start his offense, from fireballs to divekicks and even a rekka A series of special attacks that are only available after the first one is performed. and command grabs. He also has great frame data, borrowing some moves from the regular Belial, which secures him a favorable neutral game.

Avatar's greatest failing however, are his glass bones and paper skin: in addition to the health cost of his Ex specials, Avatar has the lowest health total in the game and as such, mistakes on him are more punishing than usual.

If you favor a character with a strong comeback factor and enjoy having varied options for offense, Avatar Belial may be the one to help take your opponents to the very limits of debauchery.
Avatar Belial
GBVSR Avatar Belial Portrait.png
Health
14000
Prejump
4f
Backdash
18f
Unique Movement Options
Pact
Avatar Belial is a high-risk, high-reward character who spends his own health to commit to an oppressive offense.
Pick if you like Avoid if you dislike
  • Good neutral game
  • Engaging offense
  • Strong combo game
  • Having to manage your HP during said combos
  • Being blown up for making mistakes

Normal Moves

c.L

c.M

c.H

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 5 7 +1 +5

Belial's fastest button to stop people from running in on him. Always links out of 2L and c.L but should only really be used if no other options work. Also functions as a frame trap, but will lose to 5-frame normals if used after 2L.

f.M

f.H

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Mid 5 3 12 -4 0
  • Only 0 on block, if you are attempting to apply pressure use c.L instead.
  • Is deceptively long reaching for a 2L allowing it to punish several moves in various matchups other characters would be unable to.
  • Is used in some specific combo routes because of its speed and reach.

2M

2H

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 10 6 20 -11 HKD +44
  • His second farthest reaching normal after f.H
  • Strong footsies tool that has an initial disjointed hitbox at tip range and is difficult to whiff punish.
  • Is cancelable on hit or block.
  • Hard knockdown on hit.

Dash Normals

66L

66M

66H

Air Normals

j.L

j.M

j.H

j.U


Unique Action

Habakkuk

5U (Chargeable)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 1300 All 28 2 26 +4 +8
5[U] 1300 All 49 2 15 +10 KD +49
  • Whiffs against crouching opponents.
  • Charged version knocks down on hit.

The first of Avatar Belial's three projectiles. Stops opponents from counterzoning due to the beam having negligable travel time. Charging the beam can also catch rolls during their recovery.

Pact

5U or 8U after all specials but M and H Blind Devotion.

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U Follow-Up 1500 Mid 20[1] 3 27 -11 Air Recovery +18 11-19
8U Follow-Up 700 All 37[1] 7 11 +2 +2 11-23
  • Costs 500 health upon use.

Avatar Belial's unique special move follow-ups. They both have different uses but complement his gameplan equally well.


5U Follow-Up
  • Teleports in front of the opponent.
  • Launches upwards.
  • Invincible during startup and active frames.
  • Combos into f.M on counterhit midscreen and into c.H in the corner.

The invincibility allows him to call out mashing and force respect after his special moves, but the health cost also adds to the potential punish if it is blocked. Better to threaten with than to use on block in most cases, but still great as a combo ender. A counterhit 5U Pact is Avatar's single strongest combo starter.


8U Follow-Up
  • Teleports above the opponent and stomps down.
  • Plus on block.
  • Longer startup.

Avatar Belial's other follow-up. Due to being plus on block, it is a good option alongside 5U, but use with caution as the longer startup can be reacted to for an anti-air.

When used on a crouching opponent, 8U Pact keeps them in a crouching state, allowing for more followups.

Universal Mechanics

Ground Throw

Air Throw

Raging Strike

Raging Chain

Brave Counter

Special Moves

Rejected Truth

GBVS Fireball.png 236L/H or 5S + L/H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 500, 100×3 All 13 Total 53 -6 -2
236H 800, 100×4 All 16 Total 55 +2 +6
  • Projectile travels until it hits the opponent, then turns into a three-hit projectile before de-spawning.
  • 236L is unsafe at close range, safe at half max range, and plus at max range.
  • 236H costs 500 health upon use.

Belial creates an earthquake that travels around half the screen's length. The 236H has enough hitstun to start a combo and enough blockstun to be plus at close range.

Destructive Delusions

GBVS Fireball.png 236M or 5S + M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500, 200, 100×3 All 20 Total 53 -6 -2

Belial flings five Goetia projectiles in an arc. The bottom projectile does the most damage, followed by the second lowest, then the rest deal 100. Excellent complement to 236L/H as it covers a massive amount of air space.

Blind Devotion

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 All 6 6 31 -20 KD +30
623M 600, 100×5 Mid, All×5 9 2,3,3,3,3,4 34 -24 [-30] Air Recovery +19 1~13 All
623H 700, 100, 50×4, 700 Mid 11 2,3,3,3,3,3 35 -24 [-30] KD +31 1~25 All
623L
  • Air blockable and quite unsafe.

The only version of Blind Devotion that can be cancelled into Pact. Cancelling into Pact allows for a quick, high-damage anti-air, but will always be risky due to this version being air blockable.


623M
  • First hit is air unblockable.

Pretty good last-minute anti-air, but generally outclassed in reward by his 2H.


623H
  • Entirely air unblockable.
  • Costs 500 health upon use.

High damage and air unblockable throughout make this Belial's most consistent anti-air. It does not come cheap though, as it costs health and is very unsafe on block.

Carnal Passion

GBVS Strike.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 400 Mid 13 4 15 -4 0
214M 600 Mid 21 6 15 -4 0
214H 600 Mid 16 4 17 -6 -2
214X > 4X 400 Mid 9 4 21 -8 Air Recovery +21
214X > 4X > 4X 700 Mid 13 6 21 -16 Air Recovery +23

Belial's rekka series. The follow-ups are all the same and combo into Pact enders.

Worth noting that each followup rekka becomes more punishable on block. Only the first hits of 214M/H are truly safe on block although 214L can be made safe if spaced.


214L
  • Fast and combos from 2M.

Standard combo ender special. Provides a good enough knockdown, but really shines in its corner carry.


214M
  • Much larger range at the cost of speed.
  • Low crushes.

While this version generally cannot be combo'd into without a counter hit, its extended range and low crush make it a better neutral tool. Avatar Belial can also catch people trying to punish it with Pact.


214H
  • Causes follow-up 2 to wallbounce.
  • Costs 500 health upon use.

Corner combo launcher. It's generally a better idea to use other specials first but Belial can still get basic knockdowns without this special using 623M or 623H.

Wings Bestowed

GBVS Leap.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L Total 62
22M Total 75
22H Total 105
  • 22H cost 500 health

Belial begins to float in the air using his wings. His hurtbox is quite large during this move, making it risky to use. Belial can pick between four follow-ups while he floats.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22L
22M
22H

22L:

  • Cancellable into followups from frame 17~39


22M:

  • Cancellable into followups from frame 23~55


22H:

  • Cancellable into followups from frame 14~82

Stolas

L during Wings Bestowed

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 All 15 Until L+1 11 +2/+4(crouch) +3
  • Plus on block.

Only hits the area directly below Belial, limiting its use beyond a quick cancel out of Wings Bestowed. On hit, it can still be cancelled into Pact for some extra damage.

Beleth

M during Wings Bestowed

Barbatos

H during Wings Bestowed

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L~H 2000 Throw 31 Until L 34 HKD +39
22M~H 2500 Throw 29~33 Until L 34 HKD +39
22H~H 2000 Throw 30~35 Until L 34 HKD +39
  • Fast command grab.
  • When performed from 22H, wallbounces.

Surprise option from Wings Bestowed. Does the most damage from the M version, but 2000 damage from the others is nothing to sneeze at.

Habakkuk (Midair)

U during Wings Bestowed

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22X~U 1000 All 27 5 Until L+10 -1~-7 KD
22X~[U] 1100 All 27 3,3,3,3 Until L+13 -5~-11 KD
  • Uncharged version has a small hitbox.
  • Charged version sweeps the screen.

Avatar Belial's long-range option while in Wings Bestowed. Knocks down on hit and deals respectable damage. High air blocked hits can lead to an unblockable 5U Pact followup.

Ultimate Skills

Ultimate Destructive Delusions

GBVS Fireball.png 236U or 5S+U

Ultimate Blind Devotion

GBVS Parry.png 623U or 6S+U

Ultimate Carnal Passion

GBVS Strike.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 2600 total Mid 13 [20] 4(11)4(16)6 9[29] +2 HKD +50

After a short startup, teleports Belial forward to perform all hits of his 214X rekka series. The teleport allows him to bypass projectiles, making this and 22U excellent at responding to your opponent from fullscreen. Also leads to a wallbounce in the corner, making it an incredibly potent starter.

Ultimate Wings Bestowed

GBVS Leap.png 22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 3500 Mid 9 3(19)17 [3(21)17] 12 +4 HKD +37 [13-18]

After a short startup, teleports Belial forward to perform a divekick into a powerful hitgrab followup. The teleport allows him to bypass projectiles, making this and 214U excellent at responding to your opponent from fullscreen.

Skybound Art

Diafthora

236236H or 236S+U (Air OK)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236H 4000 Mid 9+4 8 31 HKD +43 1~15 All
j.236236H 4000 Mid 7+8 Until L+2 31 HKD +43

Super Skybound Art

Wild Sin

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
6000[4000] Grab[All] 13+0 2 Total 116 -32 HKD +41 [+35] 1~18 All
  • Grab occurs frame 0 after super flash.

Belial's invincible command throw super. Can be combo'd into like a strike and turns into a projectile that hits full screen if the grab portion whiffs.

Colors

Navigation

Avatar Belial
To edit frame data, edit values in GBVSR/Avatar Belial/Data.


27% complete
Page Completed To-do Score
Overview
  • Move descriptions written and updated
  • Create starter guide
  • Add images to moves
10/20
Combos
  • Finished
10/10
Strategy
  • Basics written
  • Expand on everything
  • Add defense section
  • Add health management section
7/20
Matchups
  • Page created
  • Fill in page
0/20
Frame Data ?/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.


System Pages
Mechanics
Application & Advanced Information
Archived Information