Difference between revisions of "Skullgirls/Beowulf"

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{{SGEssentials‎
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<span style="font-size:300%">'''[http://wiki.mizuumi.net/w/Skullgirls The Skullgirls wiki has moved!]'''</span>
| [[File:SG_beo.jpg|link=https://www.flickr.com/photos/playstationblog/16954410849/in/album-72157649624605013/]] | Beowulf | Kai Kennedy | 37 | March 31 | O | 6'7" | 287lbs | 55-38-42 | Hunting, working snug, sweaters, tour buses, boots, ladders, fluorescent light tubes, guaranteed money contracts, microbrews, the sound of an excited crowd, merchandise, chamomile tea | 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}}
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{{SGMain}}
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<br><br>
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__TOC__
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<br>
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=Story=
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+
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 beat-em-up styled character with strong mix-ups and 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 and [[Skullgirls/Mechanics/Attacks#Hit_Grab| hitgrabs]] that enter '''Grab Stance''' on hit. Also, he 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, but linking is required to continue the combo.
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* '''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).
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* L Hurting Hurl (236LP) - Sweeping projectile that pops the opponent upwards on hit and easy to convert from.
+
* M Hurting Hurl (236MP) - A two-hitting projectile that sets up an overhead, making for easy-to-do and effective mix-ups anywhere on the screen.
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* H Hurting Hurl (236HP) - Hit invulnerable reversal that can anti-air against jump-ins and be converted from meterlessly.
+
 
+
 
+
{{SGBasicSystems‎
+
|Very fast
+
|Single jump
+
|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.
+
|No air dash
+
|Medium
+
|4 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
+
|4 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
+
|5 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} --- {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
+
|}}
+
 
+
==The Hurting (Chair)==
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+
[[Image:SG_beo_chair.png|frame]]
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+
Beowulf can remove his chair, The Hurting, by using Hurting Hurl (236P) or j2HK. The normals that would have used the chair are changed when Beowulf doesn't have the chair, and he no longer has access to using Hurting Hurl, Geatish Trepak, and Striker Kick. For a period of time after the chair is let go, it stays on the ground and is dimmed. After some time, it lights up, indicating that Beowulf can interact with the chair as soon as it starts flashing. Beowulf can pick the chair back up by:
+
 
+
* Using the Take a Seat special move (standing near the chair and pressing {{SG_K}} + {{SG_K}})
+
* Landing on it with a grab stance finisher or Three Wulf Moonsault
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* Tagging in, regardless if the chair is lit up or not.
+
<br clear=all/>
+
 
+
==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 himsel, 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!'''.
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* 2 actions when he enters '''Grab Stance''' with c.MK and (Chairless) s.HP.
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* 1 action when he enters '''Grab Stance''' with (Chairless) j.HP and '''Airwulf'''.
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* Using EX '''Wulf Press Slam''' or '''Diving Wulfdog''' before the last action will force you to input another action. In practice, this allows for Hype moves to be inserted without using an action, for a theoretical total of 5 actions off of a normal throw with Hype instead of 4.
+
 
+
Beowulf leaves '''Grab Stance''' when he has no actions left, when the timer runs out, or when he uses an ender/finisher.
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* Using '''Berserker Headbutt''' or '''Naegling Knee Lift''' will consume one action.
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* 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.
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* 45f via s.HP and (OTG) c.MK.
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* 75f via a ground throw and spending 2 levels of '''Hype''' after '''Three Wulf Moonsault'''
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* 115f with '''Wulf Shoot''' and '''Wulfamania!'''
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** 42f after '''Bersker Headbutt'''(during '''Wulfamania!''').
+
** 43f after '''Naegling Knee Lift'''(during '''Wulfamania!''').
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* 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''' amplifies Beowulf's ender/finishers and increases his utility by granting additional moves 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'''.
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* 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}}+{{SG_P}} or {{SG_K}}+{{SG_K}} 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
+
 
+
* <b>H Hurting Hurl</b> - An [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories| invulnerable DP assist]] that is also a projectile. It has a 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 leave.
+
 
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* <b>c.HP - Nosebleed Seat / Grendel Flex</b> - A launcher with a good hitbox in front of Beowulf that becomes an [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories| armored assist]] that hits twice when he does not have The Hurting equipped.
+
 
+
;Noteworthy Custom Assists
+
 
+
* '''L Hurting Hurl''' (236LP) - A forward traveling [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|low projectile assist]] that is also a sweep. 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, [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|armored]] sweep without it.
+
* '''Wulf Shoot''' (236LP+LK) - A command grab with a slow startup that travels fast and always ends with '''Da Grendel Killa'''.
+
 
+
=Move List=
+
 
+
==Normals==
+
 
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===Standing Normals===
+
 
+
 
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{{SGMove
+
| pic=[[File:SG_beo_slp.png]]
+
| caption=Cheap Pop
+
|hitbox=[http://wiki.shoryuken.com/images/7/74/SG_beo_slp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.LP
+
| input='''Standing''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=250
+
| meter=2.5%
+
| startup=7
+
| active=2
+
| recovery=13
+
| hitstop=7
+
| hitstun=16
+
| blockstun=19
+
| onhit=+2
+
| onblock=+5
+
| framedata=[[File:SG_beo_slp_fd.png|left]]}}
+
|
+
<br>
+
* A jab resembling a Hulk Hogan's signature ear taunt. Holding the button extends recovery indefinitely, building a level of '''Hype''' for every 45f held.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_smp.png]]
+
| caption=Pipe Bomb
+
|hitbox=[http://wiki.shoryuken.com/images/b/b8/SG_beo_smp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.MP
+
| input='''Standing''' {{SG_MP}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MP}}}}
+
| guard=Mid
+
| properties=-
+
| dmg=475
+
| meter=7.5%
+
| startup=13
+
| active=3
+
| recovery=20
+
| hitstop=9
+
| hitstun=26
+
| blockstun=20
+
| onhit=+4
+
| onblock=-2
+
| framedata=[[File:SG_beo_smp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: [ {{SG_MP}} ]}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=200
+
| meter=2.5%
+
| startup=9
+
| active=(Until Ground)
+
| recovery=11
+
| hitstop=10
+
| hitstun=22
+
| blockstun=17
+
| onhit=+4
+
| onblock=-1
+
| framedata=[[File:SG_beo_smp2_fd.png|left]]}}
+
|
+
<br>
+
* 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 be effectively used for high/low mixups.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_shp.png]]
+
| caption=Hurting Hammer
+
|hitbox=[http://wiki.shoryuken.com/images/6/60/SG_beo_shp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.HP
+
| input='''With Chair''' '''Standing''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=925
+
| meter=10%
+
| startup=21
+
| active=1
+
| recovery=26
+
| hitstop=11
+
| hitstun=31
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| blockstun=18
+
| onhit=+1 OR <br>[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=-12
+
| framedata=[[File:SG_beo_shp_fd.png|left]]}}
+
|
+
<br>
+
* Professional Wrestling 112A: The Basic Chair Shot.
+
* The disjoint of this move allows Beowulf to anti-air or space his opponent, although due to its single active frame, timing is key when using it as such.
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* Cancel immediately into L Wulf Blitzer or L Hurting Hurl after s.HP hits to confirm in neutral.
+
 
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_shp_cl.png]]
+
| caption=Alpha Clinch
+
|hitbox=[http://wiki.shoryuken.com/images/0/01/SG_beo_shp_cl_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.HP (Chairless)
+
| input='''Chairless''' '''Standing''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']]
+
| dmg=0
+
| meter=0%
+
| startup=18
+
| active=3
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| recovery=28
+
| hitstop=N/A (11 on block)
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| hitstun=N/A
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| blockstun=19
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| onhit='''Grab Stance'''
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| onblock=-11
+
| framedata=[[File:SG_beo_shp_cl_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf grabs at the opponent with one arm, which starts '''Grab Stance''' as a hit grab. Using this move lets Beowulf start a '''Grab Stance''' with 2 actions from any ground chain.
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* A staple of beowulfs combos, usually the ones without the chair. Has limited use.
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* Can be used to catch moves that leave their extended hurtbox out like Brass Knuckles or Titan Knuckle.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_slk.png]]
+
| caption=Low Town
+
|hitbox=[http://wiki.shoryuken.com/images/1/1e/SG_beo_slk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.LK
+
| input='''Standing''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=325
+
| meter=2.5%
+
| startup=11
+
| active=2
+
| recovery=17
+
| hitstop=7
+
| hitstun=18
+
| blockstun=17
+
| onhit=±0
+
| onblock=-1
+
| framedata=[[File:SG_beo_slk_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf delivers a quick stomp for a standing attack that hits low. Useful as a restand in some of Beowulf's combos.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_smk.png]]
+
| caption=Wulf Kick
+
|hitbox=[http://wiki.shoryuken.com/images/e/e4/SG_beo_smk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.MK
+
| input='''Standing''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=475
+
| meter=7.5%
+
| startup=14
+
| active=4
+
| recovery=24
+
| hitstop=9
+
| hitstun=26
+
| blockstun=19
+
| onhit=-1
+
| onblock=-8
+
| framedata=[[File:SG_beo_smk_fd.png|left]]}}
+
|
+
<br>
+
* A standard drop kick that moves Beowulf forward, can be used for kara cancelling.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_shk.png]]
+
| caption=Lone Boot
+
|hitbox=[http://wiki.shoryuken.com/images/d/d4/SG_beo_shk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.HK
+
| input='''Standing''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=975
+
| meter=10%
+
| startup=20
+
| active=5
+
| recovery=28
+
| hitstop=12
+
| hitstun=31
+
| blockstun=21
+
| onhit=-1 OR [[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (+32) OR [[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]] (vs air)
+
| onblock=-11
+
| framedata=[[File:SG_beo_shk_fd.png|left]]}}
+
|
+
<br>
+
* 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, s.HK.
+
* Moves Beowulf forward much further than s.MK, but is also slower, can also be used to kara cancel.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Crouching Normals===
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_clp.png]]
+
| caption=Wulf Paw
+
|hitbox=[http://wiki.shoryuken.com/images/c/c3/SG_beo_clp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LP
+
| input='''Crouching''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=250
+
| meter=2.5%
+
| startup=6
+
| active=2
+
| recovery=14
+
| hitstop=7
+
| hitstun=16
+
| blockstun=19
+
| onhit=+1
+
| onblock=+4
+
| framedata=[[File:SG_beo_clp_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf's fastest ground normal.
+
* c.LP's hitbox can be used to anti-air against low airdashers and checking the opponent.
+
* Can buffer it into chair on c.HP for a conversion that launches your opponent.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_cmp.png]]
+
| caption=Potato
+
|hitbox=[http://wiki.shoryuken.com/images/0/0c/SG_beo_cmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MP
+
| input='''Crouching''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=525
+
| meter=7.5%
+
| startup=13
+
| active=3
+
| recovery=21
+
| hitstop=10
+
| hitstun=26
+
| blockstun=17
+
| onhit=+3
+
| onblock=-6
+
| framedata=[[File:SG_beo_cmp_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf's go-to medium in a blockstring due to its good range and can be used as a semi-safe poke.
+
* Moves Beowulf's collision hurtbox forward and may whiff when used as a confirm from certain hits.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_chp.png]]
+
| caption=Nosebleed Seat
+
|hitbox=[http://wiki.shoryuken.com/images/6/6f/SG_beo_chp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HP
+
| input='''With Chair''' '''Crouching''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']]
+
| dmg=775
+
| meter=10%
+
| startup=15
+
| active=2
+
| recovery=33
+
| hitstop=14
+
| hitstun=33
+
| blockstun=18
+
| onhit=-1
+
| onblock=-16
+
| framedata=[[File:SG_beo_chp_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf's only standard launcher requires The Hurting.
+
* Its 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_chp_cl.png]]
+
| caption=Grendel Flex
+
|hitbox=[http://wiki.shoryuken.com/images/c/c5/SG_beo_chp_cl_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HP (Chairless)
+
| input='''Chairless''' '''Crouching''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (1 hit),
+
[[Skullgirls/Mechanics/Attacks#No_Cancel| '''No Cancel''']] (Specials)
+
| dmg=625, 725
+
| meter=10%, 10%
+
| startup=25
+
| active=4, (9), 4
+
| recovery=46
+
| hitstop=12, 15
+
| hitstun=26, 36
+
| blockstun=18, 18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-31
+
| framedata=[[File:SG_beo_chp_cl_fd.png|left]]}}
+
|
+
<br>
+
* 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}}+{{SG_K}} 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 from a bad situation (Although using this too much will make you predictable and get punished), into Gigantic Arm to punish them for pushing a button, or into Wulfamania! if they're expecting the first two.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_clk.png]]
+
| caption=Trepak Attack
+
|hitbox=[http://wiki.shoryuken.com/images/a/ab/SG_beo_clk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LK
+
| input='''Crouching''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=250
+
| meter=2.5%
+
| startup=7
+
| active=3
+
| recovery=12
+
| hitstop=7
+
| hitstun=16
+
| blockstun=18
+
| onhit=+2
+
| onblock=+4
+
| framedata=[[File:SG_beo_clk_fd.png|left]]}}
+
|
+
<br>
+
* 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 [[Skullgirls/Game_Systems/Basic_Defense#Push_Block|Pushblock]].
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_cmk.png]]
+
| caption=Ankle Lace
+
|hitbox=[http://wiki.shoryuken.com/images/c/c2/SG_beo_cmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MK
+
| input='''Crouching''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=425
+
| meter=7.5%
+
| startup=14
+
| active=2
+
| recovery=24
+
| hitstop=9
+
| hitstun=26
+
| blockstun=23
+
| onhit=+1 OR '''Grab Stance''' (on OTG hit)
+
| onblock=-2
+
| framedata=[[File:SG_beo_cmk_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf swipes at the opponent's ankles with a low attack. Although mediocre on its own, hitting the attack as an OTG triggers a hit grab 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.
+
* It's longer blockstun over c.MP allows [c.MK, s.HK] to be a true blockstring.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_chk.png]]
+
| caption=Geatish Leg Sweep
+
|hitbox=[http://wiki.shoryuken.com/images/c/c7/SG_beo_chk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HK
+
| input='''With Chair''' '''Crouching''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']]
+
| dmg=1000
+
| meter=10%
+
| startup=19
+
| active=3
+
| recovery=29
+
| hitstop=10
+
| hitstun=14
+
| blockstun=17
+
| onhit=[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-14
+
| framedata=[[File:SG_beo_chk_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf's standard sweep using The Hurting.
+
* Has good range, decent speed, and is a disjointed sweep, making it surprisingly useful on many unsuspecting opponents
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_chk_cl.png]]
+
| caption=Gigan Arm Sweep
+
|hitbox=[http://wiki.shoryuken.com/images/4/47/SG_beo_chk_cl_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HK (Chairless)
+
| input='''Chairless''' '''Crouching''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (3 hits),<br>[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']],<br>[[Skullgirls/Mechanics/Attacks#No_Cancel| '''No Cancel''']] (Specials)
+
| dmg=1400
+
| meter=10%
+
| startup=25
+
| active=2
+
| recovery=35, KD OR 90*
+
| hitstop=16
+
| hitstun=14
+
| blockstun=17
+
| onhit=[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-19
+
| framedata=[[File:SG_beo_chk_cl_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
* Due to it's 3 hits of armor and being able to super cancel while your opponent hits the armor, this can be used as a meterless reversal or a punish (albeit risky).
+
* If Beowulf has a level of '''Hype''' and is close to The Hurting, you can push {{SG_K}}+{{SG_K}} to do an "EX" Take a Seat to special cancel this move.
+
:<nowiki>*</nowiki> 90 is the recovery time without a ground tech, while 35 is the recovery time with a ground tech.
+
 
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Jumping Normals===
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jlp.png]]
+
| caption=Wild Rake
+
|hitbox=[http://wiki.shoryuken.com/images/1/15/SG_beo_jlp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LP
+
| input='''Jumping''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=200
+
| meter=2.5%
+
| startup=8
+
| active=3
+
| recovery=14
+
| hitstop=7
+
| hitstun=24
+
| blockstun=17
+
| onhit=+8
+
| onblock=+1
+
| framedata=[[File:SG_beo_jlp_fd.png|left]]}}
+
|
+
<br>
+
* 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 allowing him to convert if the move hits.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jmp.png]]
+
| caption=Fang Edge Chop
+
|hitbox=[http://wiki.shoryuken.com/images/6/68/SG_beo_jmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MP
+
| input='''Jumping''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=575
+
| meter=7.5%
+
| startup=14
+
| active=3
+
| recovery=15
+
| hitstop=10
+
| hitstun=28
+
| blockstun=20
+
| onhit=+11
+
| onblock=+3
+
| framedata=[[File:SG_beo_jmp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jhp.png]]
+
| caption=Alpha Maul
+
|hitbox=[http://wiki.shoryuken.com/images/3/30/SG_beo_jhp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HP
+
| input='''With Chair''' '''Jumping''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=775
+
| meter=10%
+
| startup=16
+
| active=(Until ground)
+
| recovery=(Until ground)
+
| hitstop=11
+
| hitstun=28
+
| blockstun=19
+
| onhit=-5
+
| onblock=-7
+
| framedata=[[File:SG_beo_jhp_fd.png|left]]}}
+
|
+
<br>
+
* 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 [[Skullgirls/Mechanics/Advanced_Mechanics#Land_Cancel| land cancel]] to put you at a frame disadvantage, so watch out.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jhp_cl.png]]
+
| caption=Danger Position
+
|hitbox=[http://wiki.shoryuken.com/images/7/73/SG_beo_jhp_cl_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HP (Chairless)
+
| input='''Chairless''' '''Jumping''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']]
+
| dmg=0
+
| meter=0%
+
| startup=16
+
| active=(Until ground)
+
| recovery=(Until ground)
+
| hitstop=N/A (11 on block)
+
| hitstun=N/A
+
| blockstun=19
+
| onhit='''Grab Stance'''
+
| onblock=-7
+
| framedata=[[File:SG_beo_jhp_cl_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jlk.png]]
+
| caption=Naegling Knee Drop
+
|hitbox=[http://wiki.shoryuken.com/images/4/40/SG_beo_jlk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LK
+
| input='''Jumping''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=275
+
| meter=2.5%
+
| startup=9
+
| active=24
+
| recovery=7
+
| hitstop=7
+
| hitstun=24
+
| blockstun=18
+
| onhit=-6
+
| onblock=-3
+
| framedata=[[File:SG_beo_jlk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jmk.png]]
+
| caption=Missile Wulf Kick
+
|hitbox=[http://wiki.shoryuken.com/images/e/e4/SG_beo_jmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MK
+
| input='''Jumping''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=625
+
| meter=7.5%
+
| startup=14
+
| active=(Until ground)
+
| recovery=2
+
| hitstop=9
+
| hitstun=26
+
| blockstun=19
+
| onhit=-11
+
| onblock=-4
+
| framedata=[[File:SG_beo_jmk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jhk.png]]
+
| caption=Heorot Family Roundhouse
+
|hitbox=[http://wiki.shoryuken.com/images/2/23/SG_beo_jhk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HK
+
| input='''Jumping''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=750
+
| meter=10%
+
| startup=16
+
| active=3
+
| recovery=29
+
| hitstop=14
+
| hitstun=28
+
| blockstun=31
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=-6
+
| framedata=[[File:SG_beo_jhk_fd.png|left]]}}
+
|
+
<br>
+
* 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 to keep his opponent in blockstun longer than with j.HP or if his opponent is in the corner, due to the latter not being able to cross up.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Command Normals==
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_jdhk.png]]
+
| caption=Chair Stampede
+
|hitbox=[http://wiki.shoryuken.com/images/archive/6/6b/20180717040528%21SG_beo_jdhk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.2HK
+
| input='''With Chair''' '''Jumping''' d + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=750
+
| meter=10%
+
| startup=19
+
| active=(Until ground)
+
| recovery=4
+
| hitstop=8
+
| hitstun=28
+
| blockstun=20
+
| onhit=N/A OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=N/A
+
| framedata=[[File:SG_beo_jdhk_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf kicks directly below himself, exactly like his usual j.HK, but instead uses 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, allowing him to use it to bypass careless zoning, as an offensive approach, or to avoid your opponents wake up options, all while being able to either convert on the way down if it hits, or block if it doesn't.
+
* The in-game frame data for this move is incorrect (it will only display 16 frames of startup)
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Throws==
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_throw.png]]
+
| caption=Clinch Up
+
|hitbox=[http://wiki.shoryuken.com/images/4/47/SG_beo_throw_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Throw
+
| input={{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0
+
| meter=5%
+
| startup=7
+
| active=1
+
| recovery=28
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit='''Grab Stance'''
+
| onblock=N/A
+
| framedata=[[File:SG_beo_throw_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf's normal throw has above average range and 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_airthrow.png]]
+
| caption=Clinch Up
+
|hitbox=[http://wiki.shoryuken.com/images/6/6e/SG_beo_airthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Air Throw
+
| input={{SG_LP}} + {{SG_LK}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Air Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0
+
| meter=5%
+
| startup=7
+
| active=3
+
| recovery=18
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit='''Grab Stance'''
+
| onblock=N/A
+
| framedata=[[File:SG_beo_airthrow_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Team Moves==
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_tag.png]]
+
| caption=Hot Tag
+
|hitbox=[http://wiki.shoryuken.com/images/3/3e/SG_beo_tag_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Tag
+
| input={{SG_MP}} + {{SG_MK}} '''/''' {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Tagging | '''Tag''']]
+
| dmg=500
+
| meter=4.5%
+
| startup=31 to 46
+
| active=1
+
| recovery=33
+
| hitstop=13
+
| hitstun=10
+
| blockstun=13
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-20
+
| framedata=[[File:SG_beo_tag_fd.png|left]]}}
+
|
+
<br>
+
* During his tag in attack Beowulf enters the screen from behind the opponent, forcing a change in block direction.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_snap.png]]
+
| caption=Striker Kick
+
|hitbox=[http://wiki.shoryuken.com/images/6/69/SG_beo_snap_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Snapback
+
| input=<b>With Chair</b><br/> qcf + {{SG_MP}} + {{SG_MK}} '''/''' qcf + {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Snapbacks | '''Snapback''']]
+
| dmg=0, 0
+
| meter=-100%
+
| startup=12 + 3
+
| active=3, *(45), 5
+
| recovery=37, 45
+
| hitstop=(9) 14, 13 (9 on block)
+
| hitstun=45, 14
+
| blockstun=17, 17
+
| onhit=N/A
+
| onblock=-16, -32
+
| framedata=[[File:SG_beo_snap_fd.png|left]]}}
+
|
+
<br>
+
* 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}} button is held; Beowulf stays in his chair until the button is released or if he gets hit.
+
* Beowulf has a second snapback while in grab stance (see the Grab Stance Moves section).
+
:<nowiki>*</nowiki>  Upon successful first hit.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Specials==
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_qcfp.png]]
+
| caption="All's chair!" / "Hey, catch!" (L)<br>"Chair we go!" / "Have a seat!" (M)<br>"Take a load off!" / "Hold this for me!" (H)
+
|hitbox=[https://i.imgur.com/rKXAfuC.jpg View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Hurting Hurl
+
| input=<b>With Chair</b> qcf + {{SG_P}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LP}}}}
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']],<br>[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=600 (100)
+
| meter=(2.5%) 7.5%
+
| startup=21
+
| active=12
+
| recovery=30
+
| hitstop=12 (9 on block)
+
| hitstun=16
+
| blockstun=19
+
| onhit=[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=-1
+
| framedata=[[File:SG_beo_qcflp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MP}}}}
+
| guard=<span style="color:#3acceb">'''High'''</span> (2nd hit)
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''85% Damage Scaling''']] (2nd hit), <br>[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=250, 350 (100, 100)
+
| meter=(2.5%) 4.5%, 3.825%
+
| startup=22
+
| active=48, 16
+
| recovery=34
+
| hitstop=8, 8
+
| hitstun=28, 28
+
| blockstun=18, 17
+
| onhit=+3 OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=-7, N/A
+
| framedata=[[File:SG_beo_qcfmp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HP}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Strike_Invulnerable | <span style="color:#00ffff">'''Invuln. (Strike)'''</span>]],<br>[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''90% Damage Scaling''']],<br>[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=600 (100)
+
| meter=(2.5%) 4.05%
+
| startup=25
+
| active=50
+
| recovery=28
+
| hitstop=8
+
| hitstun=17
+
| blockstun=20
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=+1
+
| framedata=[[File:SG_beo_qcfhp_fd.png|left]]}}
+
|
+
<br>
+
* Beowulf's uses The Hurting to attack his opponent, putting it on cooldown when it reaches its destination.
+
* Without The Hurting, Beowulf takes 50 bonus points of chip damage per hit from all sources except from projectiles.
+
 
+
 
+
* {{SG_LP}}
+
** 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}}
+
** 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}}
+
** 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.
+
*** Although, 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 as well. Use with care.
+
** Puts The Hurting on the longest cooldown.
+
* Sometimes referred to as "chair toss".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_qcfk.png]]
+
| caption="Ow, ow, awoo!"
+
|hitbox=[https://i.imgur.com/cH0yJYJ.jpg View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Wulf Blitzer
+
| input=qcf + {{SG_K}} '''(Air OK)'''}}
+
|{{SGMoveData_2 |
+
| version={{#motion: '''Ground'''}}
+
| guard=Mid
+
| properties=-
+
| dmg=See description (100)
+
| meter=(2.5%) 3%
+
| startup=20
+
| active=28
+
| recovery=(Until ground), 12 after landing
+
| hitstop=8
+
| hitstun=15
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-24 (L), -57 (M), -65 (H)
+
| framedata=[[File:SG_beo_qcflk_fd.png|left]]}}
+
|{{SGMoveData_2_NoFD |
+
| version=x2, x3
+
| guard=Mid
+
| properties=-
+
| dmg=See description (100)
+
| meter=(2.5%) 3%
+
| startup=8
+
| active=28
+
| recovery=(Until ground), 12 after landing
+
| hitstop=8
+
| hitstun=15
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-24}}
+
|{{SGMoveData_2 |
+
| version={{#motion: '''Air'''}}
+
| guard=Mid
+
| properties=-
+
| dmg=See description (100)
+
| meter=(2.5%) 3%
+
| startup=18
+
| active=28
+
| recovery=(Until ground), 12 after landing
+
| hitstop=8
+
| hitstun=15
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-27 (At best) (L), -2 (At best) (M), -57 (At best) (H)
+
| framedata=[[File:SG_beo_jqcflk_fd.png|left]]}}
+
|{{SGMoveData_2_NoFD |
+
| version={{#motion: '''Air''' x2}}
+
| guard=Mid
+
| properties=-
+
| dmg=See description (100)
+
| meter=(2.5%) 3%
+
| startup=8
+
| active=28
+
| recovery=(Until ground),12 after landing
+
| hitstop=8
+
| hitstun=15
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-8 (At best)}}
+
|
+
<br>
+
* Beowulf charges at the opponent up to 3 times on the ground or 2 times in the air. The first button press determines the trajectory, then subsequent hits can choose a direction by pressing a button and holding any direction.
+
 
+
* {{SG_LK}}
+
** Beowulf charges straight forward at the opponent when used on the ground and used in the air.
+
* {{SG_MK}}
+
** 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}}
+
** Beowulf charges straight upwards when used on the ground or upwards at a 45 degree angle when used in the air.
+
* Wulf Blitzer's damage depends on the direction traveled. If done as a final hit (3rd hit on the ground, 2nd hit in the air), the damage increases by 400, except for the straight downward direction (2) which increases by 300.
+
:<nowiki></nowiki> 7, 8, 9  >  475, 575, 475
+
:<nowiki></nowiki> 4, 5, 6  >  375, N/A, 375
+
:<nowiki></nowiki> 1, 2, 3  >  275, 275, 275
+
* Can be used to frametrap your opponent by delaying the next blitzer.
+
** Due to how Wulf Blitzer's frame advantage can vary based on it's next direction, Beowulf can also frametrap after landing. An example being L Wulf Blitzer, 2, H hurl.
+
* Beowulf gets an extra 1.1111% meter when blitzing towards his opponent.
+
* Sometimes referred to as "beast cannon"
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_qcfthrow.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/9/9c/SG_beo_qcfthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Wulf Shoot
+
| input=qcf + {{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Attacks#Throw_Invulnerable | <span style="color:#ffff00">'''Invuln. (Throw)'''</span>]]
+
| dmg=0
+
| meter=0.025%
+
| startup=24
+
| active=18
+
| recovery=24
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit='''Grab Stance'''
+
| onblock=N/A
+
| framedata=[[File:SG_beo_qcfthrow_fd.png|left]]}}
+
|
+
<br>
+
* This throw is visually similar to a <b>Wulf Blitzer</b> 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 while travelling 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_kk.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Take a Seat
+
| input='''Near chair'''<br>{{SG_K}} + {{SG_K}}}}
+
|{{SGMoveData_1 |
+
| guard=N/A
+
| properties=-
+
| dmg=0
+
| meter=0%
+
| startup=N/A
+
| active=N/A
+
| recovery=13
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_beo_kk_fd.png|left]]}}
+
|
+
<br>
+
* 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!
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Grab Stance Moves==
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancep.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Berserker Headbutt
+
| input=<b>Grab Stance</b>, then<br/> {{SG_P}}}}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=-
+
| dmg=200 OR 250, 300**
+
| meter=5%
+
| startup=9 OR 11
+
| active=10 OR 16* OR 9, (3), 9**
+
| recovery=0
+
| hitstop=10 (vs assists)
+
| hitstun=45 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]*
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
:<nowiki>*</nowiki> When used as the final '''Grab Stance''' action.
+
:<nowiki>**</nowiki> When used as an action after an EX ender/finisher from Airwulf or during Wulfamania!
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancek.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Naegling Knee Lift
+
| input=<b>Grab Stance</b>, then<br/> {{SG_K}}}}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=-
+
| dmg=400 OR 500**
+
| meter=0.5%
+
| startup=9
+
| active=10 OR 16*
+
| recovery=0
+
| hitstop=10 (vs assists)
+
| hitstun=45 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]*
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
:<nowiki>*</nowiki> When used as the final '''Grab Stance''' action.
+
:<nowiki>**</nowiki> When used as an action after an EX ender/finisher from Airwulf or during Wulfamania!
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancefp.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Wulf Press Slam
+
| input=<b>Grab Stance</b>, then<br/> f OR b + {{SG_P}}}}
+
|{{SGMoveData_2_NoFD |
+
| version=Normal
+
| guard=N/A
+
| properties=-
+
| dmg=1500
+
| meter=5%
+
| startup=38
+
| active=3
+
| recovery=20
+
| hitstop=6 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX
+
| guard=N/A
+
| properties=-
+
| dmg=1500
+
| meter=5%
+
| startup=38
+
| active=3
+
| recovery=24
+
| hitstop=6 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit='''Grab Stance''',
+
[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]] (vs assists)
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancefk.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Diving Wulfdog
+
| input=<b>Grab Stance</b>, then<br/> f + {{SG_K}} '''(Air OK)'''}}
+
|{{SGMoveData_2_NoFD |
+
| version=Normal
+
| guard=N/A
+
| properties=-
+
| dmg=1700
+
| meter=5%
+
| startup=12
+
| active=4, (20), 1
+
| recovery=26, KD OR 77*
+
| hitstop=2, 16 (vs assists)
+
| hitstun=25 x2 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX
+
| guard=N/A
+
| properties=-
+
| dmg=1500
+
| meter=5%
+
| startup=12
+
| active=4, (20), 1
+
| recovery=36
+
| hitstop=2, 16 (vs assists)
+
| hitstun=25 x2 (vs assists)
+
| blockstun=N/A
+
| onhit='''Grab Stance''',
+
[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]] (vs assists)
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=Air
+
| guard=N/A
+
| properties=-
+
| dmg=1500
+
| meter=5%
+
| startup=11
+
| active=(Until ground), 1
+
| recovery=26, KD OR 77*
+
| hitstop=12 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX Air
+
| guard=N/A
+
| properties=-
+
| dmg=1200
+
| meter=5%
+
| startup=11
+
| active=(Until ground), 1
+
| recovery=36
+
| hitstop=12 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit='''Grab Stance''', [[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
 
+
:<nowiki>*</nowiki> 26 frames of recovery, then the opportunity to ground tech. If no ground tech is performed, there are 3 frames of vulnerable recovery and 74 frames of invulnerable recovery.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancebk.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Da Grendel Killa
+
| input=<b>Grab Stance</b>, then<br/> b + {{SG_K}} '''(Air OK)'''}}
+
|{{SGMoveData_2_NoFD |
+
| version=Normal
+
| guard=N/A
+
| properties=-
+
| dmg=2100
+
| meter=2%
+
| startup=19
+
| active=3, (47), 1
+
| recovery=59
+
| hitstop=24 (vs assists)
+
| hitstun=35, 25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (vs assists), [[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX
+
| guard=N/A
+
| properties=-
+
| dmg=1700
+
| meter=2%
+
| startup=19
+
| active=3, (47), 1
+
| recovery=51
+
| hitstop=24 (vs assists)
+
| hitstun=35, 25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] (vs assists), [[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]] (vs assists), [[Skullgirls/Mechanics/Attacks#Ground_Bounce | <span style="color:#ffff35">'''Ground Bounce'''</span>]]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=Air
+
| guard=N/A
+
| properties=-
+
| dmg=1900
+
| meter=2%
+
| startup=12
+
| active=(Until ground), 1
+
| recovery=59
+
| hitstop=12 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX Air
+
| guard=N/A
+
| properties=-
+
| dmg=1700
+
| meter=2%
+
| startup=12
+
| active=(Until ground), 1
+
| recovery=51
+
| hitstop=12 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Ground_Bounce | <span style="color:#ffff35">'''Ground Bounce'''</span>]],
+
[[Skullgirls/Mechanics/Attacks#Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]] (vs assists)
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancedk.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Geatish Trepak
+
| input=<b>Grab Stance</b>, then<br/><b>With Chair</b> d + {{SG_K}}}}
+
|{{SGMoveData_2_NoFD |
+
| version=Normal
+
| guard=Mid
+
| properties=-
+
| dmg=[325, 250] x3, 1000
+
| meter=1.8% x6, 1.98%
+
| startup=15
+
| active=3, (10), 3,...
+
| recovery=58
+
| hitstop=4 x6, 14
+
| hitstun=25 x7
+
| blockstun=28 x7
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-28}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX
+
| guard=Mid
+
| properties=-
+
| dmg=[325, 250] x3, 1000
+
| meter=1.8% x6, 1.98%
+
| startup=15
+
| active=3, (10), 3,...
+
| recovery=89
+
| hitstop=4 x6, 80
+
| hitstun=25 x7
+
| blockstun=28 x7
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Splat | <span style="color:#ffff35">'''Wall Splat'''</span>]]
+
| onblock=+6}}
+
|
+
<br>
+
* 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 [[Skullgirls/Mechanics/Advanced_Mechanics#Double_Snap| double snap]].
+
* Also known as "chair dance".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancejdp.png]]
+
| caption="Dog star press!"
+
|{{SGMoveHeader_NoCaption |
+
| name=Canis Major Press
+
| input=<b>Grab Stance</b>, then<br/> '''(Air Only)''' d + {{SG_P}}}}
+
|{{SGMoveData_2_NoFD |
+
| version=Normal
+
| guard=N/A
+
| properties=-
+
| dmg=1000
+
| meter=7%
+
| startup=N/A
+
| active=(Until ground)
+
| recovery=58
+
| hitstop=12 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Hard_Knockdown | '''Hard Knockdown''']]
+
| onblock=N/A}}
+
|{{SGMoveData_2_NoFD |
+
| version=EX
+
| guard=N/A
+
| properties=-
+
| dmg=1250
+
| meter=7%
+
| startup=N/A
+
| active=(Until ground)
+
| recovery=50
+
| hitstop=12 (vs assists)
+
| hitstun=25 (vs assists)
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Hard_Knockdown | '''Hard Knockdown''']]
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
* If you have 3 levels of hype, or used two levels of hype in the same combo, and the opponent is on their last character with 1550HP or less, the EX version will end the match with a special animation where a penguin referee appears.
+
 
+
* Will trigger [[Skullgirls/Game_Systems#The_Infinite_Prevention_System| 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'''
+
 
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_stancesnap.png]]
+
| caption=Into the Trash
+
|{{SGMoveHeader_NoCaption |
+
| name=Snapback
+
| input=<b>Grab Stance</b>, then<br/> qcf + {{SG_MP}} + {{SG_MK}} '''/''' qcf + {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Snapbacks | '''Snapback''']]
+
| dmg=0, 0 (675 vs assists)
+
| meter=-100%
+
| startup=4 + 26
+
| active=4, (26), 2
+
| recovery=54
+
| hitstop= 6, 7 (vs assists)
+
| hitstun= 25 x2 (vs assists)
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A }}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Supers==
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_qcfpp.png]]
+
| caption="One twenty inch python!"
+
|hitbox=[http://wiki.shoryuken.com/images/2/2d/SG_beo_qcfpp_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Gigantic Arm
+
| caption=Level 1
+
| input=qcf + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]]
+
| dmg=2250 (350)
+
| meter=-100%
+
| startup=6 + 4
+
| active=13
+
| recovery=58
+
| hitstop=(5) 32 (20 on block)
+
| hitstun=21
+
| blockstun=24
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Splat | <span style="color:#ffff35">'''Wall Splat'''</span>]]
+
| onblock=-46
+
| framedata=[[File:SG_beo_qcfpp_fd.png|left]]}}
+
|
+
<br>
+
* 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 you can use OTG to convert, granted you are not too close to the corner when initially performing the super.
+
* Doing it against an aerial opponent, or doing a launcher into arm, makes conversions possible at more positions on the screen. With tight links, it is even possible to save OTG when converting.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_qcbkk.png]]
+
| caption="Whatcha gonna do?"
+
|hitbox=[http://wiki.shoryuken.com/images/a/ad/SG_beo_qcbkk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Airwulf
+
| caption=Level 1
+
| input=qcb + {{SG_K}} + {{SG_K}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Anti-Air_Grabs | '''Anti-Air Grab''']]
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]]
+
| dmg=0 (250)
+
| meter=-100%
+
| startup=10 + 2
+
| active=22
+
| recovery=14
+
| hitstop=(3) N/A (11 on block)
+
| hitstun=N/A
+
| blockstun=24
+
| onhit='''Grab Stance'''
+
| onblock=-11
+
| framedata=[[File:SG_beo_qcbkk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_qcbpp.png]]
+
| caption="Cry for the moon!"
+
|hitbox=[http://wiki.shoryuken.com/images/3/3a/SG_beo_qcbpp_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Three Wulf Moonsault
+
| caption=Level 3
+
| input=qcb + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>45% Min. Scaling
+
| dmg=750, 1000, 1500, 2750 (100, 100, 100)
+
| meter=-300%
+
| startup=8 + 2
+
| active=3, (18), 3, (21), 7
+
| recovery=44
+
| hitstop=(5) 24x 2, 19, (10 x3 On Block)
+
| hitstun=32, 32, 18
+
| blockstun=35, 35, 21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-30
+
| framedata=[[File:SG_beo_qcbpp_fd.png|left]]}}
+
|
+
<br>
+
* A majestic level 3 super.
+
* +500 damage for landing on The Hurting.
+
* Will combo both point and assist character if you hit them both.
+
** Becomes fully invulnerable after a second successful hit and plays a cinematic on a successful third hit on the point character.
+
* Beowulf can convert into '''Grab Stance''' if he has 2 levels of '''Hype''' by pressing down + {{SG_P}} {{SG_P}} at the end, doing so uses your OTG.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_beo_360.png]]
+
| caption="Oh yeah! Wulfamania runs wild!"
+
|hitbox=[http://wiki.shoryuken.com/images/a/af/SG_beo_360_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Wulfamania
+
| caption=Level 3
+
| input=360 + {{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]]
+
| dmg=0
+
| meter=-300%
+
| startup=4 + 0
+
| active=5
+
| recovery=37
+
| hitstop= (1) N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit='''Grab Stance'''
+
| onblock=N/A
+
| framedata=[[File:SG_beo_360_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Taunt==
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_beo_taunt.png]]
+
| caption="Awooo!"
+
|{{SGMoveHeader_NoCaption |
+
| name=Aroo Ready?
+
| input={{SG_LP}} , {{SG_MP}} , f , {{SG_LK}} , {{SG_MK}}}}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=N/A
+
| active=N/A
+
| recovery=87
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=}}
+
|
+
<br>
+
* Beowulf crouches down on all fours and howls for the crowd, instantly building three levels of '''Hype'''.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
=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 [[Skullgirls/Mechanics/Attacks#Hard_Knockdown | '''Hard Knockdown''']].
+
 
+
==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 good reset points.
+
 
+
 
+
;Universal - 5634 dmg [https://www.youtube.com/watch?v=W-FQdSICzow (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 [https://www.youtube.com/watch?v=Vi0WWTEjrbc| (Video)]
+
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
+
 
+
 
+
;Lights/Mediums only- 7293 dmg [https://www.youtube.com/watch?v=UQq3TReSNkw| (Video)]
+
A hypeless Wulf Shoot combo that requires timing against Beowulf and Eliza.
+
: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
+
:Take a Seat > (OTG) c.MK > Naegling Knee Lift xx Geatish Trepak
+
 
+
 
+
;Midscreen - 7609 dmg [https://www.youtube.com/watch?v=yLR_yBE3Tf0| (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
+
<nowiki>**</nowiki>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 [https://www.youtube.com/watch?v=NCEn1JPB-0A| (Video)]
+
:c.LK > c.HP xx L Blitzer
+
:repeat
+
 
+
 
+
;Chairless assist kill combo
+
:c.LP > c.MP > c.HP
+
:(repeat)
+
 
+
==Conversions==
+
[https://www.youtube.com/watch?v=bD-Y81Vpio4 Gigantic Arm Conversions]
+
 
+
[https://www.youtube.com/watch?v=1UFBHkdxA0w H Hurting Hurl Conversions]
+
 
+
=Setups=
+
 
+
[https://youtu.be/2tpXa_tV7SE Skullgirls‘ Beowulf vid]
+
 
+
[https://youtu.be/HifvG9AejY0 Beo resets for osu/skullbats]
+
 
+
=Strategy=
+
Beowulf's goals:
+
* To use his straightforward yet limited 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 potent and straightforward, it leaves him predictable with his main neutral tools being his chair-on normals, '''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 or trade with them.
+
* 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.
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+
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.
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** s.LK is a standing low that can catch people off guard due to it's slightly longer startup than most lights.
+
* 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, but j.MK can deceive some due to its very similar animation to s.MK. Although both are much slower than their light counterparts.
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* 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.
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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 an oki tool while the rest of his enders/finishers let him tech chase when they're in the corner and try to tech out.
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* '''Canis Major Press''' is important if you choose to play heavily with oki as it will force a [[Skullgirls/Mechanics/Attacks#Hard_Knockdown| Hard Knockdown]], even if you have used OTG prior, and spending a level of '''Hype''' will give you more oki/setup options.
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** Being unpredictable after you use this move will increase the potency of Beowulf's already strong oki game.
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* 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.
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* '''Wulf Press Slam''' to throw them into the corner will allow a tech chase when if they decide to tech away from it.
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+
Keep these in mind as basic guidelines of Beowulf's gameplay and his goals.
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=Counterplay=
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Beowulf while strong, once he's in, *has* to get in to start his game and he struggles to do that on his own. With his mobility and neutral being outmatched by the entire cast in one way or another, Beowulf has to work harder or take bigger risks compared to the rest of the cast to be effective.
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+
;How to beat this character
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Beowulf has a hard time against characters that can keep him from approaching so he can start his game, whether it be out-ranging him, zoning him, or having better mobility than him. Another thing Beowulf struggles against is being reset in the air and left/rights, leaving him to either block correctly or take a risk with a falling button or using Wulf Blitzer Some examples of characters that do this would be:
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* Parasoul - Having superior space control through her long reaching, disjointed, normals and tears keep Beowulf out. She also has the ability to reset Beowulf in the air and left/right very consistently.
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* Filia - Very fast mobility allows her to weave in and out of his range and can consistently leave Beowulf to guess between a left/right on top of her high/lows.
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* Peacock - Beowulf has a bit of trouble getting through her zoning due to his wide hurtbox. He can take a risk and use chair-less c.HK to bypass her zoning, but it leaves him open to Argus Agony, M Bang xx Argus Agony or H Teleport into a full combo.
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;Counters to common techniques
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* j.HP can be air thrown on a read, air-to-aired, land canceled, anti-aired, and reversaled.
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* H Hurting Hurl can be thrown, armored, reversaled and land canceled as well.Certain crossup moves will avoid it as well, and depending on how advantageous you are, certain moves are fast enough to recover in time to block.
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* http://skullheart.com/index.php?threads/punishing-beowulfs-anti-air-super.6973/
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=Resources=
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For videos of Beowulf players, check out the [[Skullgirls/Videos|match videos]] page.
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* [http://steamcommunity.com/sharedfiles/filedetails/?id=707749604 Beowulf: A Comprehensive Guide by Rabbleflaggers et al.]
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=Colors=
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{{SGColors |
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| text1=Default color palette.
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| text2=Original alternate color palette.
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| text3=Original alternate color palette based on a "sexy firefighter".
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| text4=Based on [http://wiki.shoryuken.com/Dudley_(3S) Dudley's HP palette] from Street Fighter 3: Third Strike.
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| text5=Original alternate color palette.
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| text6=Original alternate color palette.
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| text7=Original alternate color palette based on Beowulf's story mode ending. Crowdfunding request.
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| text8=Original color palette based on Grendel, also used for the mirror match in Beowulf's story mode. Crowdfunding request.
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| text9=Based on [http://en.wikipedia.org/wiki/Santo El Santo], the legendary Mexican wrestler.
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| text10=Based on [http://wiki.shoryuken.com/Alex_(3S) Alex] from Street Fighter 3. Crowdfunding request.
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| text11=Original alternate color palette based on early 1990s neon color schemes.
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| text12=Based on [http://marvel.com/universe/Wolverine_%28James_Howlett%29 Wolverine] from Marvel Comics.
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| text13=Based on [http://mortalkombat.wikia.com/wiki/Jackson_Briggs Jackson "Jax" Briggs] from Mortal Kombat.
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| text14=Based on [http://megamitensei.wikia.com/wiki/Kanji_Tatsumi Kanji] from Persona 4.
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| text15=Based on the [http://powerrangers.wikia.com/wiki/Category:Green_Ranger Green Ranger] from Mighty Morphin Power Rangers.
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| text16=Based on [http://dragonball.wikia.com/wiki/Yamcha Yamcha] from Dragon Ball.
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| text17=Based on [http://darkstalkers.wikia.com/wiki/Jon_Talbain John Talbain] from the Darkstalkers / Vampire series.
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| text18=Based on [http://metalgear.wikia.com/wiki/Big_Boss Naked Snake] AKA Big Boss from Metal Gear Solid 3: Snake Eater. Crowdfunding request.
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| text19=Original alternate color palette based on [https://www.youtube.com/watch?v=VqLit715EOU Silent Storm], a M.U.G.E.N character. Crowdfunding request.
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| text20=Based on [http://en.memory-alpha.org/wiki/William_T._Riker William Riker] from Star Trek: The Next Generation.
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| text21=Based on the [http://en.wikipedia.org/wiki/The_Ultimate_Warrior The Ultimate Warrior] from the WWE.
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| text22=Original alternate color palette.
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| text23=Based on [http://dc.wikia.com/wiki/Batman Batman] from DC comics.
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| text24=Based on [http://twobestfriendsplay.wikia.com/wiki/Zubaz Zubaz] AKA [http://divekick.wikia.com/wiki/The_Baz The Baz] from rejected Street Fighter 2 concept art and Divekick.
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| text25=Based on [http://wiki.shoryuken.com/Marvel_vs_Capcom_2/Captain_America Captain America] from Marvel vs. Capcom 2.
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| color1=[[File:SG_beo_color1.png]]
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| color2=[[File:SG_beo_color2.png]]
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| color3=[[File:SG_beo_color3.png]]
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| color4=[[File:SG_beo_color4.png]]
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| color5=[[File:SG_beo_color5.png]]
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| color6=[[File:SG_beo_color6.png]]
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| color7=[[File:SG_beo_color7.png]]
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| color8=[[File:SG_beo_color8.png]]
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| color9=[[File:SG_beo_color9.png]]
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| color10=[[File:SG_beo_color10.png]]
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| color11=[[File:SG_beo_color11.png]]
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| color12=[[File:SG_beo_color12.png]]
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| color13=[[File:SG_beo_color13.png]]
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| color14=[[File:SG_beo_color14.png]]
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| color15=[[File:SG_beo_color15.png]]
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| color16=[[File:SG_beo_color16.png]]
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| color17=[[File:SG_beo_color17.png]]
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| color18=[[File:SG_beo_color18.png]]
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| color19=[[File:SG_beo_color19.png]]
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| color20=[[File:SG_beo_color20.png]]
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| color21=[[File:SG_beo_color21.png]]
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| color22=[[File:SG_beo_color22.png]]
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| color23=[[File:SG_beo_color23.png]]
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| color24=[[File:SG_beo_color24.png]]
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| color25=[[File:SG_beo_color25.png]]}}
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{{Skullgirls}}
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[[Category:Skullgirls]]
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Latest revision as of 06:46, 7 January 2020

The Skullgirls wiki has moved!