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
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 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.
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 (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.
H Hurting Hurl (236HP) - Hit invulnerable reversal that can anti-air against jump-ins and be converted from meterlessly.
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 + )
Landing on it with a grab stance finisher or Three Wulf Moonsault
Tagging in, regardless if the chair is lit up or not.
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!.
2 actions when he enters Grab Stance with c.MK and (Chairless) s.HP.
1 action when he enters Grab Stance with (Chairless) j.HP and Airwulf after using an EX ender/finisher during it.
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.
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 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.
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 + or + 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.)
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.
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.
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.
Cancel immediately into L Wulf Blitzer or L Hurting Hurl after s.HP hits to confirm in neutral.
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.
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.
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.
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.
Beowulf uses Grendel's arm for an armored uppercut that hits twice, 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.
Beowulf takes full damage from any moves that hit him during the armored window.
If Beowulf has a level of Hype and is close to The Hurting, you can push + 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.
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.
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).
Despite its 3 hits of armor, Beowulf takes full damage from any moves that hit him during the armored window.
If Beowulf has a level of Hype and is close to The Hurting, you can push + to do an "EX" Take a Seat to special cancel this move.
* 90 is the recovery time without a ground tech, while 35 is the recovery time with a ground tech.
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.
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.
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.
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.
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.
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)
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.
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.
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 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).
* Upon successful first hit.
Specials
"All's chair!" / "Hey, catch!" (L) "Chair we go!" / "Have a seat!" (M) "Take a load off!" / "Hold this for me!" (H)
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.
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.
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.
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.
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.
Beowulf charges straight forward at the opponent when used on the ground and used in the air.
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.
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.
7, 8, 9 > 475, 575, 475
4, 5, 6 > 375, N/A, 375
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.
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 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.
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.
Canceling chairless cHP with this move leaves you at +5
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!
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!
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!
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.
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.
* 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.
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.
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.
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 Undizzy when the move that enters Grab Stance is not chained into.
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.
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.
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 + at the end, doing so uses your OTG and scales the combo heavily if done at the beginning.
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.
All EX enders/finishers can be re-used afterwards except EX Trepak, EX Da Grendel Killa, and EX Canis Major.
+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
"Awooo!"
Aroo Ready?
, , , ,
Guard
Properties
Damage
Meter
On Hit
On Block
N/A
-
N/A
0%
N/A
N/A
Startup
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.
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.
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.
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 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.
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 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.
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 as basic guidelines of Beowulf's gameplay and his goals.
Counterplay
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.
How to beat this character
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:
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.
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.
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.
Counters to common techniques
j.HP can be beat with a fast air to air up close, or invulnerable anti air if your character has one.
H Hurting Hurl can be thrown, armored, reversaled, and land canceled. 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.