Pretty decent Belial player here. If you're hoping for pressure, you'll need to get used to pressing Forward M or Forward H as the very last button of your combo sequence for a low or overhead. The opponent usually stops blocking after you hit the overhead and you can usually proceed with your next combo with some frame advantage. If you hit the low, you can usually land an Ultimate Command Throw. You also mix that with the occasional H Command Grab so they don't get comfortable with attempting to block high/low. Also, if you close jab, you'll get a +4 advantage even on block. The knockback is just enough that you can jump over the opponent for a cross up using Jumping M. If you're in the corner, then the Ultimate Asmodeus will guard break the opponent on block, giving you a +4 frame advantage in which you may have a chance to start a combo chain starting with the 6 frame Close M. After every knockdown, you should use your projectile. If the opponent techs then let your projectile fly. However, if they remain grounded you can use the projectile H follow up to plant a meaty and follow up with an H Command Grab (there's only a few frames for the opponent to react, which they usually don't). 66H is also an important gap closer, which is always safe while covering a ton of distance. 66L is your standard pressure + combo starter at mid range. If your opponent jumps, then a Crouching H followed by a Raging Strike combo will usually make the opponent more grounded since it REALLY hurts to get anti-aired this way. The M version of Asmodius actually has a small gap between combo and execution. The only attack that fits in there is an invincible DP, but any other mash will get get punished. Also, at the end of your combo strings, you can mash your parry which will be faster than anything they can mash out, thus punishing them for random mashing at the end of your standard combo string. You can also start with two parts of your Close M combo string, then mash M Projectile twice to launch a projectile that pushes the opponent back towards you while also giving you a 2 Frame Advantage. This should be fast enough for you to either give a quick Close L which will give you a +4 on block. From there you can attempt many things which include a throw (which you'll need a micro step forward), a crouching M for more frame advantage, or close M to start another combo string. You can also throw an Ultimate projectile at the end of your combo string. This will give you +12 frames. If they block it standing, you can Crouch M followed by Raging Strike combo to get some decent damage out of it. At the end of your combo strings, your spot dodge is considered a special cancel. By doing this you can potentially avoid a mashing attack and start your own combo string. If you parry and get blocked you have the following options: Block, Heavy DP, or Spot Dodge. By mixing this up you can condition your opponent to be wary after they block your Parry. --- Not a Belial player myself, but pressure in this game is heavily based around strike/throw. Belial's + on block normals are 66L (+2), c.L (+4), f.L (+1), and 2M (+1), and these are what you'll build the core of your offense on. some basic strings to get you started 66L > 2M: frame trap 66L > 2L>f.L: frame trap c.L>c.L>f.L: if done at the earliest timing, is a true block string, but you can delay the string slightly at any point to make it frame trap c.L>c.H: frame trap, if the opponent tries to press a button you get a heavy counterhit starter c.L>2M>2M: 2M frame traps into itself c.L>throw: tick throw, have to walk forward a bit to be in throw range after the c.L If you want to use Belial's fireball in pressure, the H version is the only one that will true string into plus frames. Other versions need to have your opponent respect your pressure because they leave a gap when you do the followup for plus frames. you'll want to use the h followup, as it leaves you +12 on block and you can go into whatever type of pressure you want to do. You can try and frame trap the opponent or try to throw them/command grab them. You can really do whatever you want here, so it's a scary position to be in. If your opponent is dping out of this every time, take note and bait it and punish the dp when it lands. You also have his command grab, which is a good thing to have if your opponent is blocking everything, makes his pressure much scarier. Belial's M dp is also + on block, although it can be hit if the opponent reacts to it, but it's good to use a bit to see if your opponent is reacting to it or not. If your opponent is blocking everything, use throws or belial's command grab to open them. You can also go for pressure resets. say your opponent blocks 2M>2M and you aren't in range to go for another one, you can try to dash back in with a 66L to reset your pressure, or you can end the string and back off a bit to see how your opponent responds to being in the corner. If they try to jump out, anti air them with 2H or H DP. If they try and go on the ground, use your projectiles and long ranged pokes like 2U to keep they at bay. Going for pressure resets does leave you open to being mashed on, but if you mix up ending strings safely with going for resets, tick throws, and using your command grab, you'll have pretty solid offense. If you have any questions, lmk and I will try to answer as best as I can https://youtube.com/watch?v=drM5pgl_Sfs&si=UqTfafJ3L5l1HuKq