GBVSR/Belial

From Dustloop Wiki

Overview

Overview
Former primarch of cunning with a manipulative streak lasting millenia. Belial is an unorthodox take on a shoto style character, with an emphasis on pressure and whiff punishing. While he doesn't have traditionally strong mid range pokes like most other shotos, he has a myriad of options up-close and at range, making him a very versatile character. Once he does score the knockdown, he can force very oppressive pressure on his opponent, with any counter hit leading to big damage. Belial is also quite strong defensively, boasting two reversals, a tracking parry
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, and the best 5 frame button
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in the game that he can use at any time, which is a rare trait to have. Belial has just about any tool you can ask for, even if those tools work differently than you'd might expect.
Belial
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Belial is a well-rounded offensive character, excelling in whiff punishment and pressure that feels never-ending.

Pros
Cons
  • Goetia: Strong contender the best projectile in the game, made better by how well it meshes with his other options. Because Belial can redirect the fireball even on whiff
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    , he can counter standard fireball answers like jumping, rolls, or dodges and quickly vacuum opponents into his range.
  • Plus Frames: Belial has an incredible set of tools for keeping opponents locked down. Alongside universal tools, his 2M
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    , 66M
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    , and H Goetia
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    are all plus on block. Normal Goetia follow-ups can also be plus once he establishes respect and f.H
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    is excellent at making his opponents sit still with its reach and conversions.
  • Incredible Whiff Punishes: His aforementioned f.H
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    combined with his above-average backdash give him incredible whiff punishes on top of his already great neutral control.
  • Good Defense: On top of his reversal
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    , Belial also has a fireball counter
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    and the longest reaching 5-frame normal in the game with his 2L
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    , letting him challenge strings that would otherwise be safe.
  • Zoner's Nightmare: Belial's 5U
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    forces many characters to play neutral differently, as reactable long-range moves with slow recovery can directly lead into Belial's best pressure if punished, even from fullscreen.
  • Anti-air woes: Belial has good anti-air options in his 2H
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    , c.H
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    and even L Asmodeus
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    and M Asmodeus
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    , but outside of the corner his conversions are inconsistent and/or low damage. Because of this unfavourable risk/reward, Belial can struggle to dissuade jump-happy opponents, especially those with tricky jump-in options.

Normal Moves

Ground Normals

c.L

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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
A standard Granblue c.L. that is +4 on block, +8 on hit. Thanks to its fast start-up and frame advantage on block you'll use this normal, along with 2M
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, to start your up-close pressure. c.L has a lot of options to link into. In terms of frame traps, c.L will frame trap into pretty much all of your other normals except for 2H
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. It's also worth noting that a c.L, c.H
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frame trap will lose to throws if done right beside your opponent.
  • Links into: c.L, f.L
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    , 2L
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    , c.M
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    , 2MGBVSR Belial 2M.pngGuardLowStartup7Recovery11Advantage+1 , f.MGBVSR Belial fM.pngGuardMidStartup6Recovery14Advantage-2 .
  • Crouching: c.HGBVSR Belial cH.pngGuardMidStartup9Recovery19Advantage-5, f.HGBVSR Belial fH.pngGuardMidStartup9Recovery18Advantage-3 .
  • Counter-hit: 2UGBVSR Belial 2U.pngGuardLowStartup10Recovery20Advantage-11.

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

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

  • Links into Crouching: c.L, 2L, c.H[ch], f.H[ch], 66L[ch]
  • Counter Hit: f.L, c.M, f.M, 2M

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
1600 Mid 9 5 19 -5 -1

Combo filler, big punish starter, and Belial's hardest hitting normal. c.H can also function as an anti-air if opponent is above you.

  • Links into Counter Hit: c.L, f.L, 2L, c.M, f.M, 2M, c.H, f.H, 2U, 66L

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.XX6M 1000 Low 12 3 16 -4 KD
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.
  • Shares the same animation as 66M

c.XX6H

  • Overhead Triple Attack ender.
  • Hard Knockdown on air hit.

f.L

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 6 2,3 14 -2 +2
  • Deals 2 Hits if you're close enough

Strong pressure tool, links from 2L and c.L if close enough and frame traps from them no matter the distance. Easy to confirm from due to being 2 hits, which would matter far more if Belial's confirm tools were actually unsafe. Due to it's fast startup and having 5 active frames it works rather well as a way to stuff out 66L approaches at times.

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
800, 500 Mid 9 2(13)2 18 -3 +2 (forces crouch)
  • 2 hit natural combo
  • 2nd hit is NOT special cancelable.

Combos into 236H on first hit, useful in combos to extend into 214X, but you'll lose your turn on regular hit. Otherwise a pretty decent pressure button due to its range and forward momentum. This button being -3 on block, which means not even Belial himself can punish this move. An extremely strong normal in neutral. Allows combos that would otherwise be impossible, thanks to Belial moving forward an absurd distance during its startup.

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 8 -4 0

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

Cancels into: c.L, f.L, 2L once in following blockstring

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
900 Low 7 3 11 +1 +5

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

  • Links into: c.L, 2L, 2M[ch], c.H[ch], f.H[ch], 66L[ch]
  • Crouching: f.L, c.M, f.M, 2U[ch]

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

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

2U

Dash Normals

66L

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

Like the rest of the cast this is an easy way for Belial to obtain frame advantage as 66L leaves him +2 on block. On hit Belial can almost always link his 2L into f.L > 214L (at far distances omit the 2L) for a quick combo. If 66L leaves Belial close enough to the opponent however, he link his c.M for a higher damaging combo instead.

Unlike other members of the cast however 66L really shines in combos. Specifically versus crouching opponents. While comboing a crouching opponent Belial is able to do 236H > 4H followed by a 66L to reposition himself right beside the opponent. He than can treat it like a normal close hitting 66L and link c.M to continue the combo further.

  • Links into: c.L, f.L, 2L, c.M, f.M
  • Crouching: 2M
  • Crouching Counterhit: c.H, f.H

66M

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

Belial steps forward and stomps on the opponent's feet...in a rude, but sassy, manner! Though slower than the average low hitting 66M at 18 frames of start-up (most characters are faster at 12 frames start-up) Belial has the luxury of having the only 66M that is actually plus on block at +1. Belial also trades the knockdown state of traditional low hitting 66M's for being able to combo after his on hit.

On standing hit, which is the state you'll catch your opponent in the most with this normal, Belial is able to link 2L into f.L > 214L/214H. In the rare event you hit your opponent crouching however you can instead link c.M for excellent damage.

  • Links into: 2L, 2M[ch], c.H[ch], f.H[ch], 66L[ch]
  • Crouching: f.L, c.M, f.M, 2U[ch]

66H

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 20 8 14 -3 to +4 KD

Though it has a bit of startup 66H is a decent to move to approach with every once in awhile. Like moves similar to it 66H's frame advantage changes the later in it's active frames you make contact with the opponent. Making the move go from -3 to being as much as +4 on block. 66H also has a surprisingly high hit box as well.

Thanks to this high hitbox 66H really shines in combos where Belial is juggling the opponent. Specifically in the corner after moves like 236U or 236H~4H. In these cases Belial can follow-up with 66H to not only take off a chunk of damage but continue said combo even further.

Air Normals

j.L

j.M

j.H

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 26/23 Until L+1 18/19/L+1 -5
  • Not an Overhead
  • Advantage on hit is the same on normal and counterhit.
  • On hit bounces off the opponent. By inputting left or right Belial can bounce toward the opponent (inputting away from the opponent will not change the trajectory).

A niche button that can beat anti-air attempts due to the slight air stall. On crouching hit (which will happen if it hits during the recovery of a 2H) can convert into j.MGBVSR Belial jM.pngGuardHigh/AirStartup7RecoveryL+1Advantage- or j.HGBVSR Belial jH.pngGuardHigh/AirStartup10RecoveryL+1Advantage-. j.M is preferred as Belial will likely cross-up after bouncing, causing j.H to sometimes whiff.

Can also combo on standing hit when it hits as low as possible, giving this move potential as a throw bait, but requires a tight conversion into j.LGBVSR Belial jL.pngGuardHigh/AirStartup5Recovery1Advantage- in order to continue the combo after landing with c.LGBVSR Belial cL.pngGuardMidStartup5Recovery6Advantage+4 . There must be a small gap between Belial's recovery and the input of j.L, meaning it cannot be buffered, and must be manually timed. There are 2 frames that Belial can input the j.L and still combo. This is very difficult to reliably perform, however, even if the j.L is blocked, Belial will still be plus, and if the opponent uses a reversal, Belial will land in time to block it.

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
  • Startup changes to 26 when performed during rising part of the jump
  • When blocked, the recovery is fixed 19f
  • When hit, recovery is L+1
  • When whiff, recovery is 18


Unique Action

Give Daddy Some Sugar

Any direction (except 1, 2 or 3) + 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
5U 3 85 48 3~87 Catch
5U Catch 300, 900 All Jump+11 Until L+2 11 -2 HKD (+47) 1-6 All

Belial walks forward with his arms spread wide. If attacked by anything other than a throw, he will automatically track to the opponent and counterattack them from above, which is safe on block and gives a hard knockdown on hit. Belial takes no damage from whatever triggers the counterattack. The move is in counterhit state during its startup frames, but it is not in counterhit state during recovery. The follow-up attack has the same counterhit properties as other aerial attacks, although it is very difficult to anti-air without an invincible move.

Fast moves like L buttons or long-range projectiles can recover in time to block, evade, or use an invincible reversal before the followup hits. On evade, Belial will still be plus.

If the follow-up is not triggered, Belial will shrug, which is the opponent's cue to begin their highest damage combo.

This move may be accidentality inputted if Belial attempts to perform a U version of his special moves without the required 50% Skybound Gauge.

Due to sharing an animation with U VassagoGBVSR Belial 5U.pngGuardStartup3Recovery48Advantage-, jumping over Belial's approach will safely guarantee a punish, and, if done early enough, allow the opponent to push Belial toward the corner by running into him from behind.

Despite the dangers of whiffing, this move is the cherry on top of Belial's already solid kit, as it can invalidate many characters' best neutral and pressure options on reaction. High-recovery projectiles and reactable long-range normals become a great risk for the opponent to use, as getting punished will result in Belial skipping directly into his optimal range with a hard knockdown. Learning what moves can be punished by 5U is key to playing Belial.

On hit, you can safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. using an immediate super jump A higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession.. This works even against 8-frame U reversals. You cannot safejump if you want to change sides with the opponent, but an immediate whiffed L NotoriaGBVSR Belial 623L.pngGuardAllStartup6Recovery27Advantage-15 will switch sides and set up an autotimed safejab, although this will lose to 8-frame U reversals.

And, before you ask, you can't use this move to punish itself.


Universal Mechanics

Ground Throw

L + M or L + U or 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 31 HKD (+44)

Belial's throw leaves the opponent a decent distance away from him. Holding 9 (Up-Forward) during the throw animation will autotime a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. This works against even 8-frame U reversals. Alternatively, timing an immediate forward super jump A higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession. after recovering will also result in a safejump. The advantage of the super jump version is that Belial will be left closer to his opponent, allowing him to get better conversions on hit, and better pressure on block. Note that, in the corner, there is no difference between the two safejumps.

Air Throw

While airborne, L + M or L + U or 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 Airthrow 5 5 Until L+6 HKD

Air throw is an underwhelming option due to moves like c.HGBVSR Belial cH.pngGuardMidStartup9Recovery19Advantage-5, 2HGBVSR Belial 2H.pngGuardMidStartup11Recovery23Advantage-12 and all versions of AsmodeusGBVSR Belial 214X.pngGuardMidStartup15Recovery21Advantage-5 being air-unblockable while also being safer on whiff and more rewarding on hit. Due to its inconsistent knockdown advantage, there is no way to autotime a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. or meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack.

Raging Strike

M + H with at least 1 Bravery Point

Raging Chain

After successful Raging StrikeGBVSR Belial RagingStrike.pngGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15], M+H with at least 25% Skybound Gauge

Brave Counter

While in blockstun or Guard Crush state on the ground, M+H with at least 1 Bravery Point

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 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 All [1-? All]

Functions identically to every other Brave Counter.


Special Moves

Goetia

GBVS Fireball.png 236 + L/M/H or 5 + Skill

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 800 All 15 Until hit Total 47 -10 -6
236M 800 All 17 Until hit Total 49 -10 -6
236H 400×3 All 15 Until hit Total 49 +2 +6

Belial's projectile. Overall an extremely versatile tool.


236L

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


236M

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


236H

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

Version 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
236L 10F after contact or disappear
236M 10F after contact or disappear
236H 420F after contact or disappear

236L:

  • Cancelable into followups frame 15-42
  • Counterhit state 1-40


236M:

  • Cancelable into followups frame 17-44
  • Counterhit state 1-40


236H:

  • Cancelable into follow-ups frame 21-46
  • Counterhit state 1-40

Everyone's A Little Crooked

During Goetia 4 + L/M/H or 5 + Skill

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
236X~4L 150×3 All 13 9×3 Total 38 +2 +6
236X~4M 150×3 All 13 9×3 Total 38 +2 +6
236X~4H 100×5 All 27 3×15 Total 40 +12 +16

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

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

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

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

Version 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
236X~4L 0
236X~4M 0
236X~4H 0

236X~4L:

  • Can only hit for a maximum of 3 hits
  • Counterhit state for entire move


236X~4M:

  • Can only hit for a maximum of 3 hits
  • Counterhit state for entire move


236X~4H:

  • Can only hit for a maximum of 6 hits
  • Counterhit state for entire move

Notoria

GBVS Parry.png 623 + L/M/H or 6 + Skill

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 700, 300 All 6 2(3)5 27 -15 KD
623M 1000, 500 All 38 5 10 +2 KD 11~22 All
623H 600, 400, 500 Mid×2, All 11 2(3)9(18)5 24 -12 KD 1~24 All

Belial's reversal.


623L

623L has less air time than others, giving characters who thrive on air combos worse punishes. Notably has no invulnerability.


623M

623M only has invulnerability during the air-stall and only hits on the way down, but is plus on block. Can be used as a fakeout for people expecting the L version, but don't expect a good player to fall for it, as it can quite easily be interrupted with DP or even 2H on reaction. It can also be meatied to be a maximum of +7 on block while having 11 frames of recovery.


623H

623H only reversal with invulnerability on startup and combines the rising and falling attacks of 623L and 623M for extra damage, making it a strong combo ender in many situations.

Asmodeus

GBVS Strike.png 214 + L/M/H or 4 + Skill

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 700, 500 Mid 15 4 21 -5 KD
214M 700, 700 Mid 21 4 19 -4 KD
214H 700, 800 Mid 14 4 19 -8 KD

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


214L

214L is a combo ender that sees usage when you're too far for 236H/623H to hit, or if those specials are on cooldown. Can also be used as a frame trap, but it'll lose you your turn. Normally safe on block due to pushback, but still can be punished by moves such as Belial's own 2L.


214M

214M is slower than 214L, but does slightly more damage, is fully safe on block, and can frametrap off some normals (notably the first hit of f.H) that are tight when using 214L. Also has slightly more range and corner-carry than 214L. Can only be comboed into from c.H or full autocombo on crouching hit. Can also connect from certain buttons on Counter Hit, such as 2M, f.H and even f.M.


214H

214H combos from most normals and launches the opponent. Can link into 5M very close to the corner (or f.L/f.M a bit further out) for an extension that leads to massive damage. This move is outclassed as a frametrap by 214L and 214M because it is punishable on block if poorly spaced, despite having higher reward on hit.

Vassago

GBVS Throw.png 632146 + L/M/H or 2 + Skill

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
632146L 500, 1500 Throw 34 3 36 HKD (+19)
632146M 500, 2000 Throw 52 3 36 HKD (+19)
632146H 500, 2000 Throw 27~82 3 34 HKD (+19)

A forward walk that ends in a command throw. Although the startup is lengthy, it still sees some usage due to the ambiguous animation and to contribute to Belial's high mental stack.


632146L

632146L moves a short distance, but won't activate until Belial has walked its full length. Very effective against opponents that rely on the yellow aura of 632146H to identify Vassago and can easily be confused for 5U due to their similar animation. Although, 632146U is generally more ambiguous in this regard.


632146M

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


632146H

632146H will automatically activate once Belial is close, making it the most practical version. Despite the yellow H flash being an additional telegraph, Belial relies on his other H specials in pressure, so it is easy to mistake this move for 236H or 214H.

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
632146L 20F starting 3F
632146M 20F starting 3F
632146H 420F starting 3F

632146L:
632146M:
632146H:

  • Move for a minimum of 20F, throw startup is 7F


Ultimate Skills

Ultimate Goetia

GBVS Fireball.png 236 + U or 5 + Skill + 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
550, 70×15 All 13 Total 47 +14 HKD

Fast projectile that excels at winning fireball wars. Cannot perform Everyone's a Little CrookedGBVSR Belial 236L-4X.pngGuardAllStartup13RecoveryTotal 38Advantage+2 followups, but on hit or block will automatically perform a spin similar to H Everyone's a Little CrookedGBVSR Belial 236L-4X.pngGuardAllStartup13RecoveryTotal 38Advantage+2 that, on hit, launches for a combo or hard knockdown.

Ultimate Notoria

GBVS Parry.png 623 + U or 6 + Skill + 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
700, 300, 0, 500, 400, 100 Mid 8 1(1)5(12)5 24 -12 HKD 1-14 All

Invincible reversal that beats safejabs. On hit, transitions in a cinematic hit where Belial stomps on his opponent before kicking them away for a hard knockdown.

Ultimate Asmodeus

GBVS Strike.png 214 + U or 4 + Skill + 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
1500×2 Guard Crush 22 13 2 16 +4 HKD (+41)
  • Guard Crushes on block. Can be up to +8 when spaced.

Fast, high damage version of Asmodeus. Leads to HKD on hit but also has uses in some unblockable setups due to guard crush.

Ultimate Vassago

GBVS Throw.png 632146 + U or 2 + Skill + 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
632146U 3 85 48 3-87 Catch All
632146U Catch 900×2 Mid Jump+11 Until L+2 11 HKD (+47) 1-5 All
632146U Throw 500, 1000, 1500 Throw 8 4 16 HKD (+48) 1-11 All

A version of Vassago designed to deceive. The startup is identical to 5U, and acts as a parry in the same way that move does. When an opponent is close however, it becomes a highly damaging command throw. The stomp hitting or being blocked will not refund any meter. Belial has 11 frames of full invulnerability when the grab animation starts, allowing him to grab characters out of active attacks.
The meter cost is consumed as soon as the input is performed, so an observant opponent can immediately break the illusion by noticing that meter was spent.

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
632146U 300F starting 3F
632146U Catch
632146U Throw

632146U:

  • Move for a minimum of 34F before throw becomes avaliable


632146U Catch:
632146U Throw:

Skybound Art

Lemegeton

236236 + H or 236 + Skill or 5 + Skill + Throw or 5 + Skill + L + M or 5 + Skill + L + U with 100% Skybound Gauge.

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
1000×2, 500, 2000 [1000, 2500] Mid 8+5 4(18)9 30 -20 HKD (+40) 1~16 All
  • Vulnerable to safejabs and other low-recovery moves when used as a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
  • Recovers 1 Bravery Point for Belial during superflash.
  • Removes 1 Bravery Point from the opponent on cinematic hit.

An invulnerable move consisting of two attacks. If the first hit connects from close enough (slightly closer than max range), a third hit will occur, and a cinematic will play. The second attack moves Belial forward a fair amount, so it can be used against distant enemies (a bit farther than roundstart distance) or as an expensive whiff punish against long recovery moves. The gap between the two hits is just long enough that if they evade (4G) during the flash, the second hit will catch its recovery.

Can serve as a slow but rewarding reversal, although is generally outclassed by H NotoriaGBVSR Belial 623H.pngGuardMid×2, AllStartup11Recovery24Advantage-12 or U NotoriaGBVSR Belial 623U.pngGuardMidStartup8Recovery24Advantage-12 due to their better framedata and lower (or non-existent) meter cost. Lemegeton is only preferable if it will close out a round when his other options would not.

Due to the forward movement of the second hit, the opponent will end up in the corner from a surprising distance. However, Belial will always be left a set distance from the opponent after the cinematic, regardless of where he was beforehand.

From anywhere on the screen after a cinematic hit, by holding 9 (Up-Forward) during the recovery you can auto time a safe jump by falling with an aerial like j.HGBVSR Belial jH.pngGuardHigh/AirStartup10RecoveryL+1Advantage- on the way down. This is even safe from ultimate (8-frame) reversals. After the safe jump, Belial is left within c.LGBVSR Belial cL.pngGuardMidStartup5Recovery6Advantage+4 distance of the opponent. On non-cinematic hit, the frame advantage varies too much to reliably safe jump.


Super Skybound Art

Anagenesis

236236 + U or 236 + Skill + U or 5 + Skill + Throw + U or 5 + Skill + L + M + U with 100% Skybound Gauge and 30% or less HP.

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
3000, 600, 120×10, 120 [2500, 1500] Mid 8+5 3(12)3 45 -29 HKD (+41) 1~15 All
  • Vulnerable to safejabs and other low-recovery moves when used as a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
  • Recovers 1 Bravery Point for Belial during superflash.
  • Removes 2 Bravery Points from the opponent on cinematic hit. The listed damage assumes a 20% increase due to Bravery Penalty.

Belial turns into his Avatar form to deliver two powerful kicks and a barrage of lasers. A generic SSBA with no remarkable qualities, but still useful as a combo ender, or to interrupt/punish the enemy. The first hit has surprisingly good horizontal (and surprisingly bad vertical) range, although a cinematic hit will only occur if the first hit connects close to Belial. This move is deceptively bad at anti-airing, as only the second hit has good vertical reach.

Unlike LemegetonGBVSR Belial 236236H.pngGuardMidStartup8+5Recovery30Advantage-20, this move can be evaded on reaction to the superflash for a better punish. Although, without evading, the move is still completely punishable and will likely leave Belial in very close range.

Can serve as a slow but rewarding reversal, although is generally outclassed by H NotoriaGBVSR Belial 623H.pngGuardMid×2, AllStartup11Recovery24Advantage-12 or U NotoriaGBVSR Belial 623U.pngGuardMidStartup8Recovery24Advantage-12 due to their better framedata and lower (or non-existent) meter cost. Anagenesis is only preferable if it will close out a round when his other options would not. Due to the generally high damage of all SSBAs, this is more often than you might think.

Belial will always be left a set distance from the opponent after the cinematic, regardless of how close he was beforehand. This allows for consistent safejump setups by holding 9 (Up-Forward) during the recovery and falling with an aerial like j.HGBVSR Belial jH.pngGuardHigh/AirStartup10RecoveryL+1Advantage- on the way down. This is even safe from ultimate (8-frame) reversals. After the safe jump, Belial is left within c.LGBVSR Belial cL.pngGuardMidStartup5Recovery6Advantage+4 distance of the opponent.


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Belial
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