Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Belial is a well-rounded offensive character, excelling in whiff punishment and pressure that feels never-ending.
- 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 whiffCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, 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 2MCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, 66MCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, and H GoetiaCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionsare all plus on block. Normal Goetia follow-ups can also be plus once he establishes respect and f.HCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionsis excellent at making his opponents sit still with its reach and conversions.
- Incredible Whiff Punishes: His aforementioned f.HCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionscombined with his above-average backdash give him incredible whiff punishes on top of his already great neutral control.
- Good Defense: On top of his reversalCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, Belial also has a fireball counterCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionsand the longest reaching 5-frame normal in the game with his 2LCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, letting him challenge strings that would otherwise be safe.
- Zoner's Nightmare: Belial's 5UCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionsforces 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 2HCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, c.HCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionsand even L AsmodeusCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connectionsand M AsmodeusCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, 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
- Links into: c.L, f.LCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, 2LCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, c.MCannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections, 2MGuardLowStartup7Recovery11Advantage+1 , f.MGuardMidStartup6Recovery14Advantage-2 .
- Crouching: c.HGuardMidStartup9Recovery19Advantage-5, f.HGuardMidStartup9Recovery18Advantage-3 .
- Counter-hit: 2UGuardLowStartup10Recovery20Advantage-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
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+8 |
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
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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+11 |
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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H | 3 | +32 |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
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 |
Links from 2L much more consistently than f.M, making it a great way to confirm into 214L or 214H when near the corner for a combo extension. Somewhat useful as a poke.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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+7 |
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.
- Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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.
- Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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
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 |
---|---|---|---|---|---|---|---|
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]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
- Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Much longer than the average sweep in exchange for being significantly slower. Useful poke.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
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
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
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]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
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 | 1 |
Fast startup, same utility as basically every other j.L, which comes down to either preventing air throw attempts or to just put out a hitbox on air-to-air interactions.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | L+1 |
- Can crossup
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | 10 | 6 | L+1 |
Despite the animation, this cannot hit crossup. Ridiculously big hitbox, great for air-to-airs and jump-ins.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.MGuardHigh/AirStartup7RecoveryL+1Advantage- or j.HGuardHigh/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.LGuardHigh/AirStartup5Recovery1Advantage- in order to continue the combo after landing with c.LGuardMidStartup5Recovery6Advantage+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
|
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 , or ) +
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 VassagoGuardStartup3Recovery48Advantage-, 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 NotoriaGuardAllStartup6Recovery27Advantage-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.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U | |||||||||||||||||||||||||||||||||||||||||||||||||||
5U Catch |
5U:
5U Catch:
Universal Mechanics
Ground Throw
+ or + or
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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Air Throw
While airborne, + or + or
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.HGuardMidStartup9Recovery19Advantage-5, 2HGuardMidStartup11Recovery23Advantage-12 and all versions of AsmodeusGuardMidStartup15Recovery21Advantage-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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raging Strike
+ 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 |
---|---|---|---|---|---|---|---|
1500 | Guard Crush 45 [52] | 28 | 1 | 37 | +8 [+15] | +15 |
Functions identically to every other Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
- Values in [] denotes the advantage when opponent has no Bravery Points left
Raging Chain
After successful Raging StrikeGuardGuard Crush 45 [52]Startup28Recovery37Advantage+8 [+15], + with at least 25% 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 | Mid | 13 | 5 | 17 | - | +15 |
Functions identically to every other Raging Chain.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Brave Counter
While in blockstun or Guard Crush state on the ground, + 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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | HKD |
- Numbers in [] denotes the situation when countering the Raging Strike
- Hard knockdown on Counter Hit
- Clash level 50
Special Moves
Goetia
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
|
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 + // or +
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
|
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
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
623M | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 600F starting 3F |
623L:
- Airborne 11-34
623M:
- Airborne 5-41
623H:
Asmodeus
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
214M | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
214H | 420F starting 3F |
214L:
214M:
214H:
Vassago
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
|
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
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancel To bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623UGuardMidStartup8Recovery24Advantage-12, which never refunds gauge).
Ultimate Goetia
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 CrookedGuardAllStartup13RecoveryTotal 38Advantage+2 followups, but on hit or block will automatically perform a spin similar to H Everyone's a Little CrookedGuardAllStartup13RecoveryTotal 38Advantage+2 that, on hit, launches for a combo or hard knockdown.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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180F after contact or disappear |
- Counterhit state 1-25
Ultimate Notoria
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.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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300F starting 3F |
- Clean hit only possible on frame 8
Ultimate Asmodeus
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.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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180F starting 3F |
Ultimate Vassago
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
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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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
+ or + or + + or + + + or + + + 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 NotoriaGuardMid×2, AllStartup11Recovery24Advantage-12 or U NotoriaGuardMidStartup8Recovery24Advantage-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.HGuardHigh/AirStartup10RecoveryL+1Advantage- on the way down. This is even safe from ultimate (8-frame) reversals. After the safe jump, Belial is left within c.LGuardMidStartup5Recovery6Advantage+4 distance of the opponent. On non-cinematic hit, the frame advantage varies too much to reliably safe jump.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Clean hit possible 13-16
Super Skybound Art
Anagenesis
+ or + + or + + + or + + + + 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 LemegetonGuardMidStartup8+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 NotoriaGuardMid×2, AllStartup11Recovery24Advantage-12 or U NotoriaGuardMidStartup8Recovery24Advantage-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.HGuardHigh/AirStartup10RecoveryL+1Advantage- on the way down. This is even safe from ultimate (8-frame) reversals. After the safe jump, Belial is left within c.LGuardMidStartup5Recovery6Advantage+4 distance of the opponent.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Clean hit possible frame 13-15
Colors
20% complete | ||
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Overview |
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?/20 | |
Combos |
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4/10 | |
Strategy |
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1/20 |
Matchups |
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0/20 |
Frame Data |
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15/30 |
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