Skullgirls/Beowulf

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SG beo.jpg

Beowulf

Voiced by: Kai Kennedy
Age: 37
Birthday: March 31
Bloodtype: O
Height: 6'7"
Weight: 287lbs
Measurements: 55-38-42
Likes: Hunting, working snug, sweaters, tour buses, boots, ladders, fluorescent light tubes, guaranteed money contracts, microbrews, the sound of an excited crowd, merchandise, chamomile tea
Dislikes: Professional writing staff, refined sugar, Allen keys, snakes, disqualifications, taking vacation time, spray on tans, indoor voices, being told what to do, being told what to wear, potatoes
SG Beowulf icon.png

Skullgirls main page


Story

Known world-wide for felling the Gigan warrior Grendel and for his illustrious career in the ring, Beowulf had secured himself a spot in the history books as a champion. But a mediocre acting career after leaving the ring tarnished his legacy.

Now, as the Canopy Kingdom faces a new threat, Beowulf enters the ring once more, determined to relive the glory, and in doing so stumbles upon the truth about his past... Will Beowulf be able to overcome this new threat to the city and his legacy? Or is this his final taste of the spotlight?

Basics

Beowulf is a resource-based rush-down character with tremendous damage, given he has those resources. He is best at close range utilizing his fast hop-dash overheads to force his opponent to guess between a high/low/throw. He also performs well in the mid range thanks to his trusty folding chair, The Hurting.

  • With The Hurting equipped, Beowulf has access to huge disjointed normals, special move "Hurting Hurl", a pseudo double jump, and his only meterless reversal.
    • Without The Hurting, Beowulf is granted access to massive armored moves using Grendel's severed arm, hitgrabs that enter Grab Stance on hit, will take chip damage from all normals, and slamming onto the chair with a Grab Stance ender/finisher will do increased damage and give him a level of Hype.
  • Grab Stance lets Beowulf pummel his opponent and position himself with a variety of pro-wrestling moves.
  • His hop-dash mechanic allows him to open up his opponent with quick overheads at close to mid range, and to create links in combos.
  • Hype augments Beowulf's Grab Stance enders/finishers, giving him increased utility and damage.


Important moves:

  • c.LK - A fast low with good reach that can be used for pressure, mixups, and restands.
  • j.LP - Beowulf's fastest overhead when used with his hop-dash and a quick air-to-air button.
  • j.HP - For horizontal air control (with The Hurting equipped) or a jump-in attack that beats armor (without The Hurting equipped).
  • L Hurting Hurl - Sweeping projectile that pops the opponent upwards on hit and easy to convert from.
  • H Hurting Hurl - Hit invulnerable reversal that can anti-air against jump-ins and be converted from meterlessly.


Movement
Walk: Very fast
Jump: Single jump
Dash or Run: Beowulf has a very short, fast forward and backward dash. If he attacks while dashing forward, a hopping aerial normal is produced. While hop attacking, he is considered airborne. Only light and medium air normals will connect with an attack; heavy normals will produce an animation, but no hitbox will come out.
Air Dash: No air dash
Weight: Medium
Chains
Standing: 4 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 4 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png


Grab Stance and Hype

Beowulf's throw is different from the rest of the cast because, rather than throwing his opponent, he enters Grab Stance where he is freely able to pummel his opponent and position himself. A mechanic similar to older beat'em up arcade games.

When in Grab Stance, Beowulf is fully invulnerable and allowed to do a number of actions within a time frame of entering Grab Stance or until he runs out of actions.

  • Beowulf gains 4 actions when he enters Grab Stance with a throw, air throw, and using two levels of Hype after Three Wulf Moonsault.
  • 5 actions when he enters Grab Stance with Wulf Shoot and Wulfamania!.
  • 2 actions when he enters Grab Stance with c.MK and (Chairless) s.HP.
  • and 1 action when he enters Grab Stance with (Chairless) j.HP and Airwulf.


Beowulf leaves Grab Stance when he has no actions left, when the timer runs out, or when he uses an ender/finisher.

  • Using Berserker Headbutt or Naegling Knee Lift will consume one action.
  • Using an ender/finisher will end Grab Stance.
    • Using EX Wulf Press Slam or Diving Wulfdog will consume a Grab Stance action except IF they're used as the final Grab Stance action.

So it is best to use as many Berserker Headbutts or Naegling Knee Lifts before your final action.


Upon entering Grab Stance, Beowulf has X frames to input an action, otherwise he will default to ending Grab Stance with Wulf Press Slam if on the ground, except in Wulfamania! where he will end with Da Grendel Killa, or Canis Major Press if in the air. The timers for Grab Stance is as follows:

  • 23f via Airwulf.
  • 45f via s.HP and (OTG) c.MK.
  • 75f via a ground throw and spending 2 levels of Hype after Three Wulf Moonsault
  • 115f with Wulf Shoot and Wulfamania!
    • 42f after Bersker Headbutt(during Wulfamania!).
    • 43f after Naegling Knee Lift(during Wulfamania!).
  • The opponent will automatically tech if you do not input an action 17f after Berserker Headbutt or Naegling Knee Lift (except during Airwulf and Wulfamania).

Beowulf is able to enter Grab Stance up to two times normally, three times with EX Da Grendel Kila, and even more with clever use of Hype and assists. After the second or third Beowulf leaves Grab Stance, his opponent will become fully invulnerable and be able to use a ground recovery as soon as they touch the ground.


Hype is Beowulf's other resource aside from The Hurting that greatly benefits him. Hype augments Beowulf's ender/finishers and increases his utility by extending his time in Grab Stance.

Beowulf gains Hype by (to a max of 3 levels of Hype):

  • Using any Grab Stance ender/finisher when at 0 levels of Hype.
  • Slamming onto The Hurting with a Grab Stance ender/finisher (does not stack with the 0 Hype bonus).
    • Also applies when Beowulf is an assist.
  • Every 45f s.LP is held.
  • Every 4th mic drop (only the first mic drop from s.MP counts in a combo).
  • Taunting.

Beowulf can spend Hype during Grab Stance by inputting SG p.png+SG p.png or SG k.png+SG k.png after the moves respective motion. When Beowulf does so, his enders/finishers will gain a property at the cost of some damage (except Canis Major Press and Geatish Trepak). (What each EX ender/finisher does is listed with their respective move.)

Assists

Default Assists
  • H Hurting Hurl - An invulnerable DP assist that is also a projectile. Good hitbox and trajectory, but has a slow startup and can be avoided fairly easily. Also, Beowulf will only do the chair throw if The Hurting is not on cooldown. Otherwise he will enter the screen, do nothing, and then leave.
  • c.HP - Nosebleed Seat / Grendel Flex - A launcher with a good hitbox in front of Beowulf that becomes an armored assist that hits twice when he does not have The Hurting equipped.
Noteworthy Custom Assists
  • L Hurting Hurl (236 LP) - Unlike the invulnerable H Hurting Hurl, this version produces a sweeping projectile that must be blocked low. Useful for mixups and has easy confirms. Like H Hurting Hurl, The Hurting must not be on cooldown for Beowulf to perform the assist.
  • c.HK - A fast sweep with The Hurting equipped or a slow, long reaching, armored sweep without it.
  • Wulf Shoot (236 LP+LK) - A command grab with a slow startup that travels fast and always ends with Da Grendel Killa.

Move List

Normals

Standing Normals

SG beo slp.png


View hitbox

(?)
s.LP
Cheap Pop
SG lp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% +2 +5
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 2 13 16 19 7


  • A jab resembling a Hulk Hogan's signature ear taunt. Holding the button holds recovery indefinitely, building a level of Hype every 45f held.



SG beo smp.png


View hitbox

(?)
s.MP
Pipe Bomb
SG mp.png (standing)
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid - 475 7.5% +4 -2
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 3 20 26 20 9
[ SG mp.png ] Guard Properties Damage Meter On Hit On Block
High Projectile 200 2.5% +4 -1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
9 (Until Ground) 11 22 17 10


  • Beowulf delivers a staight punch while holding a microphone. Holding the button will drop the mic for a second, overhead hit. Depending on how long the button is held, the mic drop can combo from the punch or un-combo to function as an overhead reset. The mic drop can always be comboed out of, and builds 1/4 of a level of Hype.
  • When combined with a cancel into L Hurting Hurl, this move can effectively be used for high/low mixups.



SG beo shp.png


View hitbox

(?)
s.HP
Hurting Hammer
With Chair SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 925 10% +1 OR
KD (vs air)
-12
Start Up Active Recovery Hit Stun Block Stun Hit Stop
21 1 26 31 18 11


  • Professional Wrestling 112A: The Basic Chair Shot.
  • The disjoint of this move can allow Beowulf to anti-air or space his opponent, although due to its single active frame, timing is key when using it as such.
  • Cancel immediately into L Wulf Blitzer to confirm off stray hits in neutral.



SG beo shp cl.png


View hitbox

(?)
s.HP (Chairless)
Alpha Clinch
Chairless SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid Hit Grab 0 0% Grab Stance -11
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 3 28 N/A 19 N/A (11 on block)


  • Beowulf grabs at the opponent with one arm, which starts Grab Stance as a throw on hit. Using this move lets Beowulf start a Grab Stance with 2 actions from any ground chain.
  • A staple of beowulfs combos, usually the ones without the chair. Has limited use.
  • Can be used to catch moves that leave their extended hurtbox out like Brass Knuckles or Titan Knuckle.



SG beo slk.png


View hitbox

(?)
s.LK
Low Town
SG lk.png (standing)
Guard Properties Damage Meter On Hit On Block
Low - 325 2.5% ±0 -1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 2 17 18 17 7


  • Beowulf delivers a quick stomp for a standing attack that hits low.



SG beo smk.png


View hitbox

(?)
s.MK
Wulf Kick
SG mk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 475 7.5% -1 -8
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 4 24 26 19 9


  • A standard drop kick that moves Beowulf forward, can be used for kara cancelling.



SG beo shk.png


View hitbox

(?)
s.HK
Lone Boot
SG hk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 975 10% -1 OR Stagger OR Wall Bounce (vs air) -11
Start Up Active Recovery Hit Stun Block Stun Hit Stop
20 5 28 31 21 12


  • A super kick, which causes stagger when used outside of a chain combo. Luckily, Beowulf has several ways to combo into this move with a link. For example, the easiest link would be L Hurting Hurl, hop j.MP into s.HK.



Crouching Normals

SG beo clp.png


View hitbox

(?)
c.LP
Wulf Paw
SG lp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 250 2.5% +1 +4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 2 14 16 19 7


  • Beowulf's fastest ground normal.
  • c.LP's hitbox can be used to anti-air against low airdashers.
  • Can buffer it into chair on c.HP for a conversion that launches your opponent.



SG beo cmp.png


View hitbox

(?)
c.MP
Potato
SG mp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 525 7.5% +3 -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 3 21 26 17 10


  • Beowulf's go-to medium in a blockstring due to its good range. It can be used as a semi-safe poke.



SG beo chp.png


View hitbox

(?)
c.HP
Nosebleed Seat
With Chair SG hp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 775 10% -1 -16
Start Up Active Recovery Hit Stun Block Stun Hit Stop
15 2 33 33 18 14


  • Beowulf's only standard launcher requires The Hurting.
  • It's excellent hitbox and good startup allows Beowulf to anti-air opponents, it can be cancelled H Hurting Hurl to cover a lot of space safely and score conversions if he hits them.



SG beo chp cl.png


View hitbox

(?)
c.HP (Chairless)
Grendel Flex
Chairless SG hp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Armor (1 hit),

No Cancel (Specials)

625, 725 10%, 10% KD -31
Start Up Active Recovery Hit Stun Block Stun Hit Stop
25 4, (9), 4 46 26, 36 18, 18 12, 15


  • Beowulf uses Grendel's arm for a 2 hit uppercut, replacing his only launcher with the Hurting. Although it sends the opponent on a similar trajectory to a launcher, it is not a true launcher; Beowulf can't jump cancel this attack. If Beowulf uses the move more then once in the same combo, it will send the opponent up to only half of the regular height.
  • If Beowulf has a level of Hype and is close to The Hurting, you can push SG k.png+SG k.png to do an "EX" Take a Seat to special cancel this move.
  • Beowulf can super cancel this move to counter his opponent's potential punish depending on the situation.
  • Beowulf can super cancel into Airwulf on block to make an escape form a bad situation. Although using this too much will make you predictable and get punished.



SG beo clk.png


View hitbox

(?)
c.LK
Trepak Attack
SG lk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 250 2.5% +2 +4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 12 16 18 7


  • Beowulf’s fastest low. Its range allows for decent poke in conjuction with his c.MP.
  • Can also be used to keep Beowulf on his opponent if they Pushblock.



SG beo cmk.png


View hitbox

(?)
c.MK
Ankle Lace
SG mk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 425 7.5% +1 OR Grab Stance (on OTG hit) -2
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 2 24 26 23 9


  • Beowulf swipes at the opponent's ankles with for low attack. Although mediocre on its own, hitting the attack as an OTG triggers a throw on hit where Beowulf picks the opponent up and starts Grab Stance with 2 actions.
  • Can be used in a blockstring instead of c.MP for a second low that's only -2 on block.



SG beo chk.png


View hitbox

(?)
c.HK
Geatish Leg Sweep
With Chair SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low Sweep 1000 10% Soft KD (Invuln.) -14
Start Up Active Recovery Hit Stun Block Stun Hit Stop
19 3 29 14 17 10


  • Beowulf's standard sweep using The Hurting.
  • Has good range and is a disjointed sweep, making it surprisingly useful on many unsuspecting opponents



SG beo chk cl.png


View hitbox

(?)
c.HK (Chairless)
Gigan Arm Sweep
Chairless SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low Armor (3 hits),
Sweep,
No Cancel (Specials)
1400 10% Soft KD (Invuln.) -19
Start Up Active Recovery Hit Stun Block Stun Hit Stop
25 2 90, 35* Knockdown.png 14 17 16


  • Without the Hurting, Beowulf brings out Grendel's arm for an armored, long range sweep. This is significantly slower than Beowulf's other c.HK and will not chain from any of his ground normals. The recovery knocks Beowulf down, allowing him to use a ground recovery.
  • * If Beowulf has a level of Hype and is close to The Hurting, you can push SG k.png+SG k.png to do an "EX" Take a Seat to special cancel this move.
  • Recovery time listed is without using a ground recovery.
* Recovery time before you're able to use a ground recovery.



Jumping Normals

SG beo jlp.png


View hitbox

(?)
j.LP
Wild Rake
SG lp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 200 2.5% +8 +1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 3 14 24 17 7


  • An eye rake attack. This is Beowulf's fastest option for an air to air move or an overhead when combined with his forward dash.
  • Good button to press after blocking in the air if the opponent is still in front of you, its great hitstun allows him to convert if the move hits.



SG beo jmp.png


View hitbox

(?)
j.MP
Fang Edge Chop
SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 575 7.5% +11 +3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 3 15 28 20 10


  • A knife edge chop to the opponent's chest. This attack's generous hit stun allows Beowulf to use this attack out of a forward dash and link some of his slower ground normals.



SG beo jhp.png


View hitbox

(?)
j.HP
Alpha Maul
With Chair SG hp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 775 10% -5 -7
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 (Until ground) (Until ground) 28 19 11


  • Beowulf extends The Hurting out horizontally in front of him for a body splash attack. Like typical body splash moves from other fighting games, the attack stays active for the duration of his jump. Unlike those other attacks, Beowulf's chair gives his version a significantly larger, mostly-disjointed hit box.
  • Dash-jump j.HP will cover almost the entire screen horizontally. On hit it can lead to conversions depending on how close you are to the opponent. A smart opponent will attempt to predict you pressing this then block and land cancel to put you at a frame disadvantage, so watch out.



SG beo jhp cl.png


View hitbox

(?)
j.HP (Chairless)
Danger Position
Chairless SG hp.png (in air)
Guard Properties Damage Meter On Hit On Block
High Hit Grab 0 0% Grab Stance -7
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 (Until ground) (Until ground) N/A 19 N/A (11 on block)


  • Beowulf performs a body splash without The Hurting, attacking with a smaller hit box than the chair assisted version of j.HP. The move's true utility is transitioning to Grab Stance on hit, which Beowulf can do both from an air chain or air to ground as a jump in attack.
  • Beowulf is free to use any ender/finisher on the way down, otherwise defaults to Canis Major Press on hit.



SG beo jlk.png


View hitbox

(?)
j.LK
Naegling Knee Drop
SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 275 2.5% -6 -3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
9 24 7 24 18 7


  • Beowulf does a knee drop attack that is active for a long time, his main cross up tool.
  • Only a frame slower than his j.LP, it is Beowulf's other option for a hop overhead attack that is slightly ambiguous.



SG beo jmk.png


View hitbox

(?)
j.MK
Missile Wulf Kick
SG mk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 625 7.5% -11 -4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 (Until ground) 2 26 19 9


  • A dropkick with a visually similar animation to Beowulf's s.MK. Using this attack out of a forward dash means it will have a slower start up than a s.MK, but may confuse an opponent because it actually hits high. Has very slight landing lag.
  • Has less hitstun than j.MP, making it harder to combo into s.HK.



SG beo jhk.png


View hitbox

(?)
j.HK
Heorot Family Roundhouse
SG hk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 750 10% KD (vs air) -6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 3 29 28 31 14


  • With or without the Hurting, Beowulf kicks directly below himself with both feet.
  • The amount of blockstun this move has allows Beowulf to use move instead of j.HP if his opponent is in the corner, due to the latter not being able to cross up.



Command Normals

j.2HK
Chair Stampede
With Chair D.png + SG hk.png (in air)
Guard Properties Damage Meter On Hit On Block
High Projectile 750 10% N/A OR KD (vs air) N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
16 (Until ground) 7 28 20 8


  • Beowulf kicks directly below himself, exactly like his usual j.HK, but instead adds The Hurting to attack as a projectile. Because he sets the chair down, he needs to have it equipped to use this version of the move.
  • Gives Beowulf a pseudo double jump, being able to convert on the way down if the move hits.



Throws

SG beo throw.png


View hitbox

(?)
Throw
Clinch Up
SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0 5% Grab Stance N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 Throw.png N/A N/A


  • Beowulf's normal throw is his most direct way to start Grab Stance. It has the same rules for a throw tech as any other normal throw even though it doesn't do any damage as an individual move.



SG beo airthrow.png


View hitbox

(?)
Air Throw
Clinch Up
SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0 5% Grab Stance N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 Airthrow.png N/A N/A


  • Like with his ground throw, Beowulf's normal air throw starts a Grab Stance.
  • Beowulf is free to take any action on the way down or wait so he can continue Grab Stance on the ground. If he is too high in the air, he will default to Canis Major Press.



Team Moves

Tag
Hot Tag
SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 4.5% KD -20
Start Up Active Recovery Hit Stun Block Stun Hit Stop
31 to 46 1 33 10 13 13


  • During his tag in attack Beowulf enters the screen from behind the opponent, forcing a change in block direction.



SG beo snap.png


View hitbox

(?)
Snapback
Striker Kick
With Chair
Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0, 0 -100% N/A -16, -32
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3, (45), 5 37, 45 45, 14 17, 17 (9) 14, 13 (9 on block)


  • Beowulf's snapback is unique since it has 2 hits. He will only do the kick to send the opponent off screen if he connects with the first hit from The Hurting.
    • Failing to connect with the opponent will set The Hurting down.
  • If a SG p.png button is held; Beowulf stays in his chair until the button is released.
  • Beowulf has a second snapback while in grab stance (see the Grab Stance Moves section).



Specials

Hurting Hurl With Chair Qcf.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Low Sweep,
Projectile
600 (100) (2.5%) 7.5% Soft KD -1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
21 12 30 16 19 12 (9 on block)
SG mp.png Guard Properties Damage Meter On Hit On Block
High (2nd hit) 85% Damage Scaling (2nd hit),
Projectile
250, 350 (100, 100) (2.5%) 4.5%, 3.825% +3 OR KD (vs air) -7, N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
22 48, 16 34 28, 28 18, 17 8, 8
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike),
90% Damage Scaling,
Projectile
600 (100) (2.5%) 4.05% KD +1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
25 50 28 17 20 8


  • Beowulf's uses The Hurting to attack his opponent, putting it on cooldown when it reaches its destination.
  • Without The Hurting, Beowulf takes 50 points of chip damage per hit from all normals.
  • SG lp.png
    • Beowulf kicks The Hurting for a single hitting projectile that hits low, sweeps, and has good height to it.
    • A staple move in Beowulf's combos and is easy to convert from with hop j.MP if at a distance.
    • Puts The Hurting on the shortest cooldown.
  • SG mp.png
    • Beowulf tosses The Hurting in the air for a projectile that hits twice with the second hit must be blocked high and leaves the chair in front of him.
    • Leaves Beowulf plus on hit and leaves him the position to reset his opponent with a high/low/throw. He can also choose not to and have the chair come down for a potential counterhit to punish his opponent.
    • This position also allows the opponent to reversal so use with caution.
  • SG hp.png
    • Beowulf's only meterless reversal.
    • Beowulf hurls The Hurting for a single hitting projectile that travels fullscreen in a parabolic arc, leaves him +1 on block, and can use OTG to confirm with c.HK into Gigantic Arm or Wulf Blitzer.
    • The 30f of hit-invul this move has allows Beowulf to safely dodge through a plethora of moves and then counter with a super of his choice.
    • Due to the lengthy startup this allows his opponent to either startup a reversal of their own, grab him, safejump, meaty, or plain move out of the way. Use with care.
    • Puts The Hurting on the longest cooldown.



Wulf Blitzer Qcf.png + SG k.png Airok.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 375 (100) (2.5%) 3% KD -24
Start Up Active Recovery Hit Stun Block Stun Hit Stop
20 28 (Until ground),

12 after landing

15 18 8
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 475 (100) (2.5%) 3% KD -57
Start Up Active Recovery Hit Stun Block Stun Hit Stop
20 28 (Until ground),

12 after landing

15 18 8
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 575 (100) (2.5%) 3% KD -65
Start Up Active Recovery Hit Stun Block Stun Hit Stop
20 28 (Until ground),

12 after landing

15 18 8
x2 Guard Properties Damage Meter On Hit On Block
Mid - 375 (100) (2.5%) 3% KD -24
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 28 (Until ground),

12 after landing

15 18 8
x3 Guard Properties Damage Meter On Hit On Block
Mid - 775 (100) (2.5%) 3% KD -24
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 28 (Until ground),

12 after landing

15 18 8
air SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 375 (100) (2.5%) 3% KD -27 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 28 (Until ground),

12 after landing

15 18 8
air SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 275 (100) (2.5%) 3% KD -2 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 28 (Until ground),

12 after landing

15 18 8
air SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 475 (100) (2.5%) 3% KD -57 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 28 (Until ground),

12 after landing

15 18 8
air x2 Guard Properties Damage Meter On Hit On Block
Mid - 575 (100) (2.5%) 3% KD -8 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 28 (Until ground),

12 after landing

15 18 8


  • Beowulf borrows a page from Darkstalkers' Jon Talbain and charges at the opponent up to 3 times on the ground or 2 times in the air.
  • SG lk.png
    • Beowulf charges straight forward at the opponent when used on the ground and used in the air.
  • SG mk.png
    • Beowulf charges upwards at a 45 degree angle when used on the ground or downward at a 45 degree angle when used in the air.
  • SG hk.png
    • Beowulf charges straight upwards when used on the ground or upwards at a 45 degree angle when used in the air.
  • Beowulf gets an extra 1.1111% meter when blitzing towards his opponent.
  • Wulf Blitzer's damage varies on the direction he is traveling (shown below). Temporary format.
475, 575, 475 > 475, 575, 475 > 875, 975, 875
375, N/A, 375 > 375, N/A, 375 > 775, N/A, 775
N/A, N/A, N/A > 275, 275, 275 > 675, 575, 675



SG beo qcfthrow.png


View hitbox

(?)
Wulf Shoot Qcf.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Throw) 0 0.025% Grab Stance N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
24 18 24 Throw.png N/A N/A


  • This throw is visually similar to a Wulf Blitzer on start up. Beowulf can use this confuse a blocking opponent and start a Grab Stance with 5 actions on hit.
  • This command grab has invulnerability to throw for the entire startup and active period travels quite far.
  • Can be used as a reversal against throws and command grabs like Ultimate Showstopper and Diamond Drop, it can also beat Daisy Pusher and Diamonds are Forever with correct spacing.
  • Best used after your opponent is staggered to optimize your damage.



SG beo kk.png


View hitbox

(?)
Take a Seat No Chair SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A - 0 0% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 13 N/A N/A N/A


  • When standing near the Hurting, Beowulf can re-equip his chair with this command. Beowulf can cancel the recovery of his normal moves with this quick special if he's close enough to the Hurting.
  • Beowulf can cancel Grendel Flex and Gigan Arm Sweep if he is close to The Hurting and has a level of Hype.
  • Important for combos, can be used to cancel unsafe moves on block, and can be used to cancel in the middle of a string to setup a reset on your opponent. You can ever super cancel it to look extra fancy!



Grab Stance Moves

Berserker Headbutt Grab Stance, then
SG p.png
Guard Properties Damage Meter On Hit On Block
N/A - 200 OR 250, 300** 5% KD* N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
9 OR 11 10 OR 16* OR 9, (3), 9** 0 45 (vs assists) N/A 10 (vs assists)


  • Beowulf headbutts the opponent to do extra damage in Grab Stance. While it doesn't do much damage, it builds meter quickly, and allows you to easily follow up if you end Grab Stance with this action.
  • If this action hits both the point and assist character, and the point dies while Beowulf has one or more Grab Stance actions left, you will be able to happy birthday the assist character.
* When used as the final Grab Stance action.
** When used as an action after an EX ender/finisher from Airwulf or during Wulfamania!



Naegling Knee Lift Grab Stance, then
SG k.png
Guard Properties Damage Meter On Hit On Block
N/A - 400 OR 500** 0.5% KD* N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
9 10 OR 16* 0 45 (vs assists) N/A 10 (vs assists)


  • Beowulf hits the opponent with a rather spam-friendly knee attack in Grab Stance. The inversion of Berserker Headbutt; it does more damage, it doesn't build nearly as much meter for you, and is harder to follow up if you end Grab Stance with this action.
  • If this action hits both the point and assist character, and the point dies while Beowulf has one or more Grab Stance actions left, you will be able to happy birthday the assist character.
* When used as the final Grab Stance action.
** When used as an action after an EX ender/finisher from Airwulf or during Wulfamania!



SG beo stancefp.png


View hitbox

(?)
Wulf Press Slam Grab Stance, then
F.png OR B.png + SG p.png
Normal Guard Properties Damage Meter On Hit On Block
N/A - 1500 5% Soft KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
38 3 20 25 (vs assists) N/A 6 (vs assists)
EX Guard Properties Damage Meter On Hit On Block
N/A - 1500 5% Grab Stance,

Soft KD (vs assists)

N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
38 3 24 25 (vs assists) N/A 6 (vs assists)


  • Beowulf throws the opponent down with a scoop slam, ending the Grab Stance. This move is analogous to the simpler normal throws used by some other characters. If no other attacks are used during a Grab Stance that then expires on the ground, this move is performed automatically.
  • The second best ender/finisher for the corner as it doesn’t let them get away too easily. You can also combine this with an assist to convert afterwards.



SG beo stancefk.png


View hitbox

(?)
Diving Wulfdog Grab Stance, then
F.png + SG k.png Airok.png
Normal Guard Properties Damage Meter On Hit On Block
N/A - 1700 5% Soft KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 4, (20), 1 77, 26*Knockdown.png 25 x2 (vs assists) N/A 2, 16 (vs assists)
EX Guard Properties Damage Meter On Hit On Block
N/A - 1500 5% Grab Stance,

Soft KD (vs assists)

N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 4, (20), 1 36 25 x2 (vs assists) N/A 2, 16 (vs assists)
Air Guard Properties Damage Meter On Hit On Block
N/A - 1500 5% Soft KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 (Until ground), 1 77, 26*Knockdown.png 25 (vs assists) N/A 12 (vs assists)
EX Air Guard Properties Damage Meter On Hit On Block
N/A - 1200 5% Grab Stance, Soft KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 (Until ground), 1 36 25 (vs assists) N/A 12 (vs assists)


  • Beowulf performs a running (or flying) bulldog to end a Grab Stance. If Beowulf slams his own deployed chair using this move, it deals 250 bonus points of damage, generates 1 level of Hype, and automatically re-equips the chair.
  • The recovery of this move knocks Beowulf down, allowing him to use a ground recovery.
  • Recovery time listed is without using a ground recovery.
* Recovery time before you're able to use a ground recovery.



SG beo stancebk.png


View hitbox

(?)
Da Grendel Killa Grab Stance, then
B.png + SG k.png Airok.png
Normal Guard Properties Damage Meter On Hit On Block
N/A - 2100 2% Stagger (vs assists), Soft KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
19 3, (47), 1 59 35, 25 (vs assists) N/A 24 (vs assists)
EX Guard Properties Damage Meter On Hit On Block
N/A - 1700 2% Stagger (vs assists), Soft KD (vs assists), Ground Bounce N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
19 3, (47), 1 51 35, 25 (vs assists) N/A 24 (vs assists)
Air Guard Properties Damage Meter On Hit On Block
N/A - 1900 2% Soft KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 (Until ground), 1 59 25 (vs assists) N/A 12 (vs assists)
EX Air Guard Properties Damage Meter On Hit On Block
N/A - 1700 2% Ground Bounce,

Soft KD (vs assists)

N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 (Until ground), 1 51 25 (vs assists) N/A 12 (vs assists)


  • Jobbers beware! Beowulf performs a rather unsafe looking behind-the-back brainbuster suplex. If Beowulf slams his own deployed chair using this move, it deals 250 bonus points of damage, generates 1 level of Hype, and automatically re-equips the chair.



SG beo stancedk.png


View hitbox

(?)
Geatish Trepak Grab Stance, then
With Chair D.png + SG k.png
Normal Guard Properties Damage Meter On Hit On Block
Mid - [325, 250] x3, 1000 1.8% x6, 1.98% KD -28
Start Up Active Recovery Hit Stun Block Stun Hit Stop
15 3, (10), 3,... 58 25 x7 28 x7 4 x6, 14
EX Guard Properties Damage Meter On Hit On Block
Mid - [325, 250] x3, 1000 1.8% x6, 1.98% Wall Splat +6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
15 3, (10), 3,... 89 25 x7 28 x7 4 x6, 80


  • With the Hurting equipped, Beowulf jumps on his chair to end his Grab stance with a series of dancing kicks.
  • A good ender/finisher to keep the corner that also does good scaled damage when done at the end of a combo.
  • Gains an extra 1% meter per kick regardless of it hitting or whiffing.
  • If you get a grab and you’re pummeling the point character and their assist, you can do EX Geatish Trepak close to or in the corner, then you can OTG both for a double snap.
  • Also known as "chair dance".



SG beo stancejdp.png


View hitbox

(?)
Canis Major Press Grab Stance, then
Aironly.png D.png + SG p.png
Normal Guard Properties Damage Meter On Hit On Block
N/A - 1000 7% Hard Knockdown N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A (Until ground) 58 25 (vs assists) N/A 12 (vs assists)
EX Guard Properties Damage Meter On Hit On Block
N/A - 1250 7% Hard Knockdown N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A (Until ground) 50 25 (vs assists) N/A 12 (vs assists)


  • Beowulf ends an air Grab Stance with a body press, landing on top of the opponent. If Beowulf slams his own deployed chair using this move, it deals 250 bonus points of damage, generates 1 level of Hype, and automatically re-equips the chair.
  • If no other attacks are used during a Grab Stance that then expires in midair, this move is performed automatically.
  • Beowulf is unable to use this ender/finsiher if he does either Berserker Headbutt or Naegling Knee Lift as a Grab Stance action.
  • A key move in Beowulf's okizeme, allowing him to force his opponent guess between a high/low/throw on their wakeup and can bait out reversals. But if you spend a level of Hype, it increases the amount of time it takes for the opponent to wake up, which allows Beowulf to add the ability safejump/meaty slower reversals and cross up with j.LK or j.HP.
  • Will trigger IPS when the move that enters Grab Stance is not chained into.
    • A simple example would be:
s.LK > c.MP > s.HP xx Canis Major Press
VS.
c.LP > s.LK > c.MP > (Chairless) c.HP
(OTG) c.MK xx Canis Major Press



Snapback
Into the Trash
Grab Stance, then
Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
N/A Snapback 0, 0 (675 vs assists) -100% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 26 4, (26), 2 54 25 x2 (vs assists) N/A 6, 7 (vs assists)


  • Beowulf's alternate snapback from Grab Stance. Stuff 'em in a trash can and kick it!
  • Will always force the opponent off screen, even against solo opponents, in which case the same character comes back into an incoming mixup.



Supers

Gigantic Arm
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 2250 (350) -100% Wall Splat -46
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 + 4 13 58 21 24 (5) 32 (20 on block)


  • Beowulf charges forward with a massive swing of Grendel's arm.
  • A good reversal super when in a pinch and for converting off of stray hits in neutral. Carries them near fullscreen and can you can use OTG to convert.



Airwulf
Level 1
Qcb.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Anti-Air Grab Invuln. (Full) 0 (250) -100% Grab Stance -11
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 + 2 22 14 N/A 24 (3) N/A (11 on block)


  • An anti air grab were Beowulf leaps at an upward angle and starts a Grab Stance on hit. All of the typical anti air grab rules apply! On whiff, Beowulf is free to take any action on the way down. Augments Beowulf's Berserker Headbutt, and increases damage to both Berserker Headbutt and Naegling Knee Lift.
  • +250 damage to all Non-EX enders/finishers (Except Geatish Trepak) and EX Canis Major Press.
    • +400 damage to all Non-EX enders/finishers and EX Canis Major Press when landing on The Hurting.



Three Wulf Moonsault
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 750, 1000, 1500, 2750 (100, 100, 100) -300% KD -30
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 + 2 3, (18), 3, (21), 7 44 32, 32, 18 35, 35, 21 (5) 24x 2, 19, (10 x3 On Block)


  • A majestic level 3 super.
  • +500 damage for landing on The Hurting.
  • Beowulf can convert into Grab Stance if he has 2 levels of Hype by pressing down + SG p.png SG p.png at the end, doing so used your OTG.
  • Will combo both point and assist character if you hit them both. Becomes fully invulerable and plays a cinematic on a successful third hit if it hits the point character.



Wulfamania
Level 3
360.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Full) 0 -300% Grab Stance N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 0 5 37 Throw.png N/A (1) N/A


  • A Grab Stance-based custom combo super that instantly builds three levels of Hype when it lands, augments Beowulf's Berserker Headbutt, and increases damage to both Berserker Headbutt and Naegling Knee Lift.
  • +250 damage to all Non-EX enders/finishers (except Trepak) and EX Canis Major.
    • +400 damage to all Non-EX enders/finishers and EX Canis Major Press when landing on The Hurting.
  • An expensive reversal if you use it as such, best used after you stagger your opponent. Best route is 4x Berserker Headbutts, 2x Wulf Press Slam or Diving Wulfdog, then EX Da Grendel Killa into your combo.



Taunt

SG beo taunt.png
Aroo Ready? SG lp.png , SG mp.png , F.png , SG lk.png , SG mk.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 87 N/A N/A N/A


  • Beowulf crouches down on all fours and howls for the crowd, instantly building three levels of Hype.


Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.

c.LK > c.MP > c.HK

2.

c.LK > c.MP > s.HK xx L Wulf Blitzer, 9, 2
(OTG) c.MK > Berserker Headbutt OR Naegling Knee Lift xx Da Grendel Killa OR Canis Major Press

3.

c.LK > c.MP > c.HP xx H Hurting Hurl
(OTG) c.HK xx Gigantic Arm

4.

c.LK > c.MP > c.HP
j.MK > (slight delay) j.HP
c.MP > c.HP xx H Hurting Hurl xx (wait) Gigantic Arm
c.LK > c.MP > s.HP > Berserker Headbutt OR Naegling Knee Lift xx Da Grendel Killa OR Canis Major Press

Da Grendel Killa is listed for damage and Canis Major Press for a Hard Knockdown, but you should try every ender/finisher and experiment!

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.

Moves noted with a * are common reset points.


Universal - 5634 dmg (Video)

A Wulf Blitzer combo that is beginner friendly and a good first combo.

c.LK > c.MP > s.HK xx L Wulf Blitzer, 9K, 2K,
c.LK > s.MP > s.HK xx L Wulf Blitzer, 9K, 2K,
c.LP* > s.LK > s.MP (Mic drop) > s.HK xx L Wulf Blitzer, 8K, 2K,
(OTG) c.MK > Naegling Knee Lift, Geatish Trepak (Da Grendel Killa if chairless).

Against Big Band and Double you can use either of these instead of L Blitzer, 9K, 2K

L Blitzer > 6K > 2K

OR

M Blizter > 3K > 3K


Universal - 6950 dmg

Reliable combo that doesn't use OTG, corner carries, and utilizes Beowulf's hop dash and Take a Seat mechanics.

c.LK > c.MP > s.HK xx L Hurting Hurl
hop j.MP
s.HK
(Walk forward) c.MP > s.HK xx Take a Seat*
s.MK > S.HK xx L Huting Hurl
s.LK > c.MP > c.HP
c.LP > s.LK > s.MP (Mic drop) > s.HK xx L Wulf Blitzer, 8K, 2K
Take a Seat > (OTG) c.MK, Naegling Knee Lift, Geatish Trepak


Midscreen - 7319 dmg

A hypeless Wulf Shoot combo that requires a bit of timing.

c.LK > c.MP > s.HK xx L Hurting Hurl
hop j.MP
s.HK xx Wulf Shoot (Walk backwards)> Naegling Knee Lift x4 > Berserker Headbutt
c.MP > s.HK xx Take a Seat*
s.MK > s.HK xx L Hurting Hurl
(Walk forward) c.LP > s.LK > s.MP (Mic drop) > s.HK xx L Wulf Blitzer 8K > 2K
(OTG) c.MK > Naegling Knee Lift xx Da Grendel Killa


Midscreen - 7609 dmg (Video)

A somewhat simple corner carry combo that utilizes Beowulf's Gigantic Arm.

c.LK > c.MP > c.HP
j.MK > j.HP
Gigantic Arm
c.MP > s.HK xx L/H Hurting Hurl**
s.MK, c.HP,
s.lLK > s.MP (Mic drop) > s.HK xx Take a Seat*
s.LP > s.LK > s.MP (Mic drop) > s.HK xx L Hurting Hurl
s.HP > Naegling Knee Lift > Da Grendel Killa

**The video uses c.MP > c.HP xx H Hurting Hurl instead, but either route works.


Double Snap combo
(OTG) c.LK > c.HP
(uncombo) j.HK
repeat


Midscreen assist kill combo (Video)
c.LK > c.HP xx L Blitzer
repeat


Chairless assist kill combo
c.LP > c.MP > c.HP
(repeat)

Strategy

Beowulf's goals:

  • To use his straightforward yet strong neutral tools to space out or close in on his opponent.
  • Pressure them with a high/low/throw mixup using his hop-dash once he's in.
  • Use Grab Stance finishers to set up his oki-game or tech chase.


Beowulf is a character that has decent mobility, good disjointed buttons, high damage, strong frame traps, with a good oki-game and tech chase potential that struggles at getting in on his own. He is very strong on the ground and weak in the air due to his lack of an air super and air mobility.

Beowulf's mobility lies in his fast walk speed (fastest in the game) and his short hop-dash that, when repeatedly used, can cover a lot of ground. Although Wulf Blitzer gives him a surprising amount of mobility, he leaves himself vulnerable for the entire duration and has to recover when he lands, it's better to dash jump at them if you need to close the distance.

Despite his neutral being strong and straightforward, it leaves him predictable with his main neutral tools being j.HP, Wulf Blitzer, and his hop normals. His heavy normals that use The Hurting also allow him to play in the mid-range effectively.

  • j.HP allows Beowulf to space himself in the air with it's disjointed hitbox or allow him to advance as a jump in. Landing a counterhit with this move typically leads to a lot of damage and possibly a dead character with the correct spacing.
  • Wulf Blitzer gives Beowulf quick mobility and the ability to challenge character's buttons that will either beat them or trade.
  • Hop normals help Beowulf in the mid-range and catch any overextending button from his opponent.
  • s.HP's, c.HP's, and c.HK's disjointed hitboxes allow Beowulf to score hits and play in the mid-range with relative safety.

Once Beowulf is close-range, this is where he shines with his quick hop-dash overheads like j.LP and j.LK to add with his low/throw threat. His main tools at this range are c.LK, throw, and his hop-dash.

  • c.LK is his fastest grounded low and an all around good button.
    • s.LK is a standing low that can catch people off guard.
  • His hop-dash gives him fast and, sometimes, ambiguous overheads that leave him at a frame advantage on block. Standard hop-overhead will use either j.LP or j.LK due to how fast they are.
    • j.MP or j.MK are good options due to their amount of hitstun and blockstun, while j.MK can deceive some due to its very similar animation to s.MK. Although both are much slower than their light counterparts.
  • His throw allows him to restart the high/low/throw threat after Grab Stance if he restands or to begin his oki-game or tech chase.

Beowulf's Grab Stance enders/finishers allow him to position himself and his opponent for either an oki setup or a tech chase. Canis Major Press is oki tool while the rest of his enders/finishers let him tech chase when they're in the corner and try to tech out.

  • Canis Major Press is important if you choose to play heavily with oki as it will force a Hard Knockdown, even if you have used OTG prior, and spending a level of Hype will give you more oki/setup options.
    • Being unpredictable after you use this move will increase the potency of Beowulf's already strong oki game.
  • His other Grab Stance enders/finishers allow him to tech chase when done in the corner, although Diving Wulfdog will allow him to do it even midscreen on a read.
  • Wulf Press Slam to throw them into the corner will allow a tech chase when if they decide to tech away from it.

Keep these in mind to get a basic understanding of Beowulf's gameplay and his goals. Make sure to practice and experiment to see what works for you!

Resources

Colors

SG beo color1.png SG beo color2.png SG beo color3.png SG beo color4.png SG beo color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette based on a "sexy firefighter".
Color 4
SGColor4.png
Based on Dudley's HP palette from Street Fighter 3: Third Strike.
Color 5
SGColor5.png
Original alternate color palette.

SG beo color6.png SG beo color7.png SG beo color8.png SG beo color9.png SG beo color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original alternate color palette based on Beowulf's story mode ending. Crowdfunding request.
Color 8
SGColor8.png
Original color palette based on Grendel, also used for the mirror match in Beowulf's story mode. Crowdfunding request.
Color 9
SGColor9.png
Based on El Santo, the legendary Mexican wrestler.
Color 10
SGColor10.png
Based on Alex from Street Fighter 3. Crowdfunding request.

SG beo color11.png SG beo color12.png SG beo color13.png SG beo color14.png SG beo color15.png
Color 11
SGColor11.png
Original alternate color palette based on early 1990s neon color schemes.
Color 12
SGColor12.png
Based on Wolverine from Marvel Comics.
Color 13
SGColor13.png
Based on Jackson "Jax" Briggs from Mortal Kombat.
Color 14
SGColor14.png
Based on Kanji from Persona 4.
Color 15
SGColor15.png

SG beo color16.png SG beo color17.png SG beo color18.png SG beo color19.png SG beo color20.png
Color 16
SGColor16.png
Based on Yamcha from Dragon Ball.
Color 17
SGColor17.png
Based on John Talbain from the Darkstalkers / Vampire series.
Color 18
SGColor18.png
Based on Naked Snake AKA Big Boss from Metal Gear Solid 3: Snake Eater. Crowdfunding request.
Color 19
SGColor19.png
Original alternate color palette based on Silent Storm, a M.U.G.E.N character. Crowdfunding request.
Color 20
SGColor20.png
Based on William Riker from Star Trek: The Next Generation.

SG beo color21.png SG beo color22.png SG beo color23.png SG beo color24.png SG beo color25.png
Color 21
SGColor21.png
Based on the The Ultimate Warrior from the WWE.
Color 22
SGColor22.png
Original alternate color palette.
Color 23
SGColor23.png
Based on Batman from DC comics.
Color 24
SGColor24.png
Based on Zubaz AKA The Baz from rejected Street Fighter 2 concept art and Divekick.
Color 25
SGColor25.png
Based on Captain America from Marvel vs. Capcom 2.


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