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{{card|width=4 | {{card|width=4 | ||
|header=Overview | |header=Overview | ||
|content=Avatar Belial consumes his own HP to unleash powerful skills. | |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}} | ||
{{ | {{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. | ||
| | |pickMe= | ||
* | *Good neutral game | ||
* | *Engaging offense | ||
*Strong combo game | |||
* | |avoidMe= | ||
| | *Having to manage your HP during said combos | ||
* | *Being blown up for making mistakes | ||
}} | }} | ||
</div> | </div> | ||
==Normal Moves== | ==Normal Moves== |
Revision as of 07:23, 13 December 2023
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.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 |
|
|
Normal Moves
c.L
- GBVSR Avatar Belial cL Hitbox.png
- +2 on block, excellent for pressure.
- Links into c.M on hit.
Belial's main pressure normal alongside 2L.
c.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 |
---|---|---|---|---|---|---|---|
1100 | Mid | 6 | 3 | 12 | 0 | +4 |
- Links into 2L and c.L on crouching hit.
- Links into c.H on counterhit.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
c.H
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 |
---|---|---|---|---|---|---|---|
1000,600 | Mid | 8 | 2(1)3 | 19 | -3 | +1 |
- Two hits means counterhit links are limited.
- Avatar Belial's highest damage punish starter.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | 3 |
c.XX:
c.XXX:
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
f.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 |
---|---|---|---|---|---|---|---|
300, 600 | Mid | 7 | 1,3 | 18 | -6 | -2 |
Two-hit far medium. Unsafe on block unlike normal Belial's version of the move. Inches Belial forward.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
f.H
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 |
---|---|---|---|---|---|---|---|
1300 | Mid | 9 | 4 | 22 | -9 | -5 |
- Shorter than it looks, but still his longest reaching normal just slightly beating the reach of 2U.
Avatar Belial's longest range poke next to 2U. Always combos into 214L.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
2M
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 |
---|---|---|---|---|---|---|---|
800 | Low | 6 | 5 | 13 | -3 | KD +31 |
- Knocks opponent down on hit.
Avatar Belial's fastest low at 6 frames. Does not combo into anything but special moves due to its knockdown properties and only consistently combos into 214L or 214H.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
2H
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 |
---|---|---|---|---|---|---|---|
1300 | Mid | 11 | 6 | 23 | -12 | -8 |
- Avatar Belial's highest reward anti-air.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Dash Normals
66L
- GBVSR Avatar Belial 66L.png
- GBVSR Avatar Belial 66L Hitbox.png
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 | 8 | 3 | 10 | +2 | +6 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |
66M
- GBVSR Avatar Belial 66M.png
- GBVSR Avatar Belial 66M Hitbox.png
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 |
---|---|---|---|---|---|---|---|
1100 | Low | 18 | 3 | 13 | +1 | +5 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |
66H
- GBVSR Avatar Belial 66H.png
- GBVSR Avatar Belial 66H Hitbox.png
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 |
---|---|---|---|---|---|---|---|
1200 | Mid | 15 | 4 | 23 | -8 | +10 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- |
Air Normals
j.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 | High/Air | 5 | Until L | 0 |
Hits entirely below and in front of Avatar Belial, making it a poor air-to-air option.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
j.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 |
---|---|---|---|---|---|---|---|
700 | High/Air | 7 | 6 | Until L |
- Early active frames can cross up.
Avatar Belial's longest range air normal and the most useful if you don't know which side he'll land on.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
j.H
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 | High/Air | 9 | 6 | Until L |
- Avatar Belial's biggest jump-in.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
j.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 |
---|---|---|---|---|---|---|---|
1000 | All | 20 | Until L+1 | 21 | -4 at best | KD |
- Sends Belial downwards at a 40° angle.
- Bounces off opponent on hit or block.
Avatar Belial's divekick. Higher hits on block are more negative, lower hits are much harder to punish.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U | |||||||||||||||||||||||||||||||||||||||||||||||||||
5[U] |
5U:
5[U]:
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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U Follow-Up | |||||||||||||||||||||||||||||||||||||||||||||||||||
8U Follow-Up |
5U Follow-Up:
8U Follow-Up:
Universal Mechanics
Ground Throw
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 |
---|---|---|---|---|---|---|---|
2500 | Throw | 4 | 3 | 26 | HKD +44 |
- Same animation as Belial's.
Allows for a safejump with j.H anywhere on the screen.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Air Throw
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 |
---|---|---|---|---|---|---|---|
2500 | Throw | 5 | 5 | Until L+1 | HKD |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Raging Strike
- GBVSR Avatar Belial RagingStrike.png
- GBVSR Avatar Belial 5MH Hitbox 1.png; GBVSR Avatar Belial 5MH Hitbox 2.png
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 |
---|---|---|---|---|---|---|---|
1500 | Mid | 28 | 1 | 37 | +8 (Guard Crush) | +15 |
- Requires a Bravery Point.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raging Chain
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 |
---|
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain |
---|
Brave Counter
- GBVSR Avatar Belial BraveCounter.png
- GBVSR Avatar Belial BC Hitbox 1.png;
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 | Mid | 10 | +6 | Air Recovery +21 |
- Requires a Bravery Point
- Requires to be in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Special Moves
Rejected Truth
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | ||||||||||||||||||||||||||||||||||||||||||||||||||||
236H |
236L:
236H:
Destructive Delusions
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.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|---|
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | ||||||||||||||||||||||||||||||||||||||||||||||||||||
623M | ||||||||||||||||||||||||||||||||||||||||||||||||||||
623H |
623L:
623M:
623H:
Carnal Passion
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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | |||||||||||||||||||||||||||||||||||||||||||||||||||
214M | |||||||||||||||||||||||||||||||||||||||||||||||||||
214H | |||||||||||||||||||||||||||||||||||||||||||||||||||
214X > 4X | |||||||||||||||||||||||||||||||||||||||||||||||||||
214X > 4X > 4X |
214L:
214M:
214H:
214X > 4X:
214X > 4X > 4X:
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 | 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
|
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.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beleth
M 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 |
---|---|---|---|---|---|---|---|
600, 100×5 | All | 21 | Until L | 14 | +2 | KD +37 |
- Plus on block.
Belial dives at a shallower angle downwards, allowing him to hit opponents farther away. Hits at about the same angle as his command grab from Wings Bestowed.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22L~H | ||||||||||||||||||||||||||||||||||||||||||||||||||||
22M~H | ||||||||||||||||||||||||||||||||||||||||||||||||||||
22H~H |
22L~H:
22M~H:
22H~H:
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22X~U | ||||||||||||||||||||||||||||||||||||||||||||||||||||
22X~[U] |
22X~U:
22X~[U]:
Ultimate Skills
Ultimate Destructive Delusions
- GBVSR Avatar Belial 236U.png
- GBVSR Avatar Belial 236U Hitbox.png
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 |
---|---|---|---|---|---|---|---|
2300 total | All | 9 | - | Total 49 | +6 | +62 |
Fires two waves of projectiles, making it great for both winning fireball wars and sniping people out of the air. Causes a hard knockdown.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ultimate Blind Devotion
- GBVSR Avatar Belial 623U.png
- GBVSR Avatar Belial 623U Hitbox.png
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 |
---|---|---|---|---|---|---|---|---|
623U | 2000 total | Mid | 8 | 9 | 33 | -27 | HKD +44 |
A reversal that beats safejabs. Follows up with a sharp downwards kick before a final, cinematic stomp and kick. Causes a hard knockdown.
Version | Cooldown | Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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623U |
623U:
Ultimate Carnal Passion
- GBVSR Avatar Belial 214U.png
- GBVSR Avatar Belial 214U Hitbox.png
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 |
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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.
Version | Cooldown | Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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214U |
214U:
Ultimate Wings Bestowed
- GBVSR Avatar Belial 22U.png
- GBVSR Avatar Belial 22U Hitbox.png
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 |
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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.
Version | Cooldown | Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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22U |
22U:
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 |
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236236H | 4000 | Mid | 9+4 | 8 | 31 | HKD +43 | 1~15 All | |
j.236236H | 4000 | Mid | 7+8 | Until L+2 | 31 | HKD +43 |
Belial rises up, followed by a downwards lunge attack. Good for calling out projectiles.
Version | Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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236236H | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.236236H |
236236H:
j.236236H:
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 |
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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.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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4 |
Colors
27% complete | ||
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Page | Completed | To-do | Score |
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Overview |
|
|
10/20 |
Combos |
|
10/10 | |
Strategy |
|
|
7/20 |
Matchups |
|
|
0/20 |
Frame Data | ?/30 |
Click here for the scoring criteria to assess character page completion.