Skullgirls/Beowulf: Difference between revisions

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* '''Grab Stance and Hype:''' When Beowulf grabs the opponent either from his throws or from select normals, Beowulf will enter a unique Grab Stance mode where he holds the opponent in the air and can select a wide series of followup moves and "finishers" to continue the combo. This is complimented by his Hype mechanics, where upon doing select actions, finishers, or taunt Beowulf will amass 1-3 levels of hype. When Beowulf has hype he can spend the hype levels during Grab stance to use EX finishers which are much more powerful in both damage and utility effects, such as EX Canis Major (2P in Grab Stance) with long Hard Knockdown for sajejumps and oki setups, or EX Grendel Killa (4K in Grab stance) for a strong finisher that allows normal followups.
* '''Grab Stance and Hype:''' When Beowulf grabs the opponent either from his throws or from select normals, Beowulf will enter a unique Grab Stance mode where he holds the opponent in the air and can select a wide series of followup moves and "finishers" to continue the combo. This is complimented by his Hype mechanics, where upon doing select actions, finishers, or taunt Beowulf will amass 1-3 levels of hype. When Beowulf has hype he can spend the hype levels during Grab stance to use EX finishers which are much more powerful in both damage and utility effects, such as EX Canis Major (2P in Grab Stance) with long Hard Knockdown for sajejumps and oki setups, or EX Grendel Killa (4K in Grab stance) for a strong finisher that allows normal followups.
*'''Hop dash pressure:''' His hop-dash mechanic allows him to open up his opponent with nigh-unreactable overheads at close to mid range that are almost always safe. Linking off of Hop normals is also used frequently in higher level Beowulf combos to open up stronger routes.  
*'''Hop dash pressure:''' His hop-dash mechanic allows him to open up his opponent with nigh-unreactable overheads at close to mid range that are almost always safe. Linking off of Hop normals is also used frequently in higher level Beowulf combos to open up stronger routes.  
{{ProConTable
|pros=
*Why is he here.
|cons=
*I wanted Black Dhalia instead.
}}


===Important Moves===
===Important Moves===

Revision as of 12:10, 27 October 2020

SG beo icon.png

Story

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

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

Basics

For more guides and resources jump to the External Links section.

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.

  • Chair and Chairless modes: One of Beowulf's main mechanics is his ability to take the chair on or off which gives him several different abilities. With The Hurting equipped, Beowulf has access to huge disjointed normals, the special move Hurting Hurl (236P), a pseudo double jump, and his only meterless reversal. The strength and utility of his chair-on jHP alone forces respect from opponents down below, and in general has more combo options available from the start, lending Chair-on Beo to a relatively straightforward safe offensive playstyle. Without The Hurting Beowulf is granted access to massive armored moves using Grendel's severed arm and Hit Grab that enter Grab Stance on hit. Forced to rely more on Wulf Blitzer (236K) and Grab stance for combos, chairless beo can still stand his ground vs opponents somewhat, but will usually be looking for opportunities to return to the chair.
  • Grab Stance and Hype: When Beowulf grabs the opponent either from his throws or from select normals, Beowulf will enter a unique Grab Stance mode where he holds the opponent in the air and can select a wide series of followup moves and "finishers" to continue the combo. This is complimented by his Hype mechanics, where upon doing select actions, finishers, or taunt Beowulf will amass 1-3 levels of hype. When Beowulf has hype he can spend the hype levels during Grab stance to use EX finishers which are much more powerful in both damage and utility effects, such as EX Canis Major (2P in Grab Stance) with long Hard Knockdown for sajejumps and oki setups, or EX Grendel Killa (4K in Grab stance) for a strong finisher that allows normal followups.
  • Hop dash pressure: His hop-dash mechanic allows him to open up his opponent with nigh-unreactable overheads at close to mid range that are almost always safe. Linking off of Hop normals is also used frequently in higher level Beowulf combos to open up stronger routes.



Strengths Weaknesses
  • Why is he here.
  • I wanted Black Dhalia instead.

Important Moves

  • 2LK - 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. Also can naturally safejump when used after knockdowns such as Ex Canis Major Press.
  • jLK - Fast meaty overhead move from hop dash that is the main safejump button to use after knockdowns such as Ex Canis Major Press.
  • j.HP - For horizontal air control (with The Hurting equipped) or a jump-in attack that beats armor (without The Hurting equipped).
  • Hurting Hurl (236P) - Special move where Beowulf throws his chair at the opponent in one of several ways. Between the low hitting Light version, two-hitting overhead Medium version, and the Hit invulnerable reversal option in the H version, this move is easily Beowulf's most important special move with great utility.
  • Wulf Blitzer (236K) - Large traveling hitbox that is difficult for opponents to challenge, and is Beowulf's primary air-option as well as pseudo-movement tool.
  • Reversals
    • Beowulf's main reversal tool without meter will be H Hurtling Hurl. It has slow startup and is throw vulnerable, but is +1 on block and has a very large range for a reversal. However it will send Beowulf into chairless mode after use, giving it somewhat of a risk. In chairless mode without meter Beowulf trades his strong chair toss for new armored normals in cHP and cHK; just as slow and throwable but you can call assists or use Take a Seat (only when spending Hype) during these moves to help make them safer. With meter, Beowulf has access to very good options in Gigantic Arm to cover the ground, Airwulf to catch people jumping or attacking from the air, and Wulfamania as a 360 to grab unsuspecting opponents.

Chair (The Hurting)

SG beo chair.png

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. Also, he will take 50 bonus points of chip damage per hit from all sources except from projectiles. 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.png + Sg k.png)
  • Landing on it with a grab stance finisher or Three Wulf Moonsault, which additionally increases their damage
  • 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 himself, a mechanic similar to older beat'em up arcade games.

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

  • Beowulf gains 4 actions when he enters Grab Stance with a throw, air throw, and using two levels of Hype after Three Wulf Moonsault.
  • 5 actions when he enters Grab Stance with Wulf Shoot and Wulfamania!.
  • 2 actions when he enters Grab Stance with 2MK and (Chairless) 5HP.
  • 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 5HP and (OTG) 2MK.
  • 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 5LP is held.
  • Every 4th mic drop (only the first mic drop from 5MP counts in a combo).
  • Taunting.

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

Stats

Chains

Standing 4 Buttons: Sg lp.pngSg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Crouching 4 Buttons: Sg lp.pngSg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Air 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png

Movement

Weight Dash Double Jump Airdash IAD Lockout
Medium Hop No No N/A

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
39 40 4 34 34



Move List

Standing Normals

SG beo slp.png
SG beo slp hb.png
Cheap Pop
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 250 2.5% +2 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 2 13 16 19 7 N/A
  • 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.
SG beo smp.png
SG beo smp hb.png
Pipe Bomb
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 475 7.5% +4 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3 20 26 20 9 N/A
[ Sg mp.png ] Guard Properties Damage Meter On Hit On Block On Pushblock
High Projectile 200 2.5% +4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 (Until Ground) 11 22 17 10 N/A
  • 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.
SG beo shp.png
SG beo shp hb.png
Hurting Hammer
Toggle Hitboxes
Toggle Hitboxes
5HP With Chair s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 925 10% +1 or
KD (vs air)
-12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 1 26 31 18 11 N/A
  • Professional Wrestling 112A: The Basic Chair Shot.
  • The disjoint of this move allows Beowulf to anti-air and/or space his opponent, although due to its single active frame and lenghty startup, timing is key when using it as such.
  • Cancel immediately into L Wulf Blitzer or L Hurting Hurl after 5HP hits to confirm in neutral.
SG beo shp cl.png
SG beo shp cl hb.png
Alpha Clinch
Toggle Hitboxes
Toggle Hitboxes
5HP (Chairless) Chairless s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab 0 0% Grab Stance -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 3 28 N/A 19 N/A (11 on block) N/A
  • 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.
SG beo slk.png
SG beo slk hb.png
Low Town
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 325 2.5% ±0 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2 17 18 17 7 N/A
  • Beowulf delivers a quick stomp for a standing attack that hits low. Useful as a restand in some of Beowulf's combos.
SG beo smk.png
SG beo smk hb.png
Wulf Kick
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 475 7.5% -1 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 4 24 26 19 9 N/A
  • A standard drop kick that moves Beowulf forward, can be used for kara cancelling.
SG beo shk.png
SG beo shk hb.png
Lone Boot
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 975 10% -1 or Stagger (+32 / +47 CH) or Wall Bounce (vs air) -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 5 28 31 21 12 N/A
  • 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, 5HK.
  • Moves Beowulf forward much further than 5MK, but is also slower, can also be used to kara cancel.

Crouching Normals

SG beo clp.png
SG beo clp hb.png
Wulf Paw
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 250 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2 14 16 19 7 N/A
  • Beowulf's fastest ground normal.
  • 2LP's hitbox can be used to anti-air against low airdashers and checking the opponent.
  • Can buffer it into chair on 2HP for a conversion that launches your opponent.
SG beo cmp.png
SG beo cmp hb.png
Potato
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 525 7.5% +3 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3 21 26 17 10 N/A
  • 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.
SG beo chp.png
SG beo chp hb.png
Nosebleed Seat
Toggle Hitboxes
Toggle Hitboxes
2HP With Chair c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 775 10% -1 -16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2 33 33 18 14 N/A
  • 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.
SG beo chp cl.png
SG beo chp cl hb.png
Grendel Flex
Toggle Hitboxes
Toggle Hitboxes
2HP (Chairless) Chairless c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Armor (1 hit),

No Cancel (Specials)

625, 725 10%, 10% KD -31
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
25 4, (9), 4 46 26, 36 18, 18 12, 15 N/A
  • 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 Sg k.png+Sg k.png to do an "EX" Take a Seat to special cancel this move.
  • Beowulf can super cancel this move to counter his opponent's potential punish depending on the situation.
    • Beowulf can super cancel into Airwulf on block to make an escape 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.
SG beo clk.png
SG beo clk hb.png
Trepak Attack
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 250 2.5% +2 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 12 16 18 7 N/A
  • Beowulf’s fastest low. Its range allows for decent poke in conjuction with his 2MP.
  • Can also be used to keep Beowulf on his opponent if they Pushblock.
SG beo cmk.png
SG beo cmk hb.png
Ankle Lace
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 425 7.5% +1 or Grab Stance (on OTG hit) -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2 24 26 23 9 N/A
  • 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 2MP for a second low that's only -2 on block.
  • It's longer blockstun over 2MP allows [2MK, 5HK] to be a true blockstring.
SG beo chk.png
SG beo chk hb.png
Geatish Leg Sweep
Toggle Hitboxes
Toggle Hitboxes
2HK With Chair c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1000 10% Soft KD (Invuln.) -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 3 29 14 17 10 N/A
  • 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
SG beo chk cl.png
SG beo chk cl hb.png
Gigan Arm Sweep
Toggle Hitboxes
Toggle Hitboxes
2HK (Chairless) Chairless c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Armor (3 hits),
Sweep,
No Cancel (Specials)
1400 10% Soft KD (Invuln.) -19
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
25 2 35, KD or 90* 14 17 16 N/A
  • Without the Hurting, Beowulf brings out Grendel's arm for an armored, long range sweep. This is significantly slower than Beowulf's other 2HK 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 Sg k.png+Sg k.png 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.

Jumping Normals

SG beo jlp.png
SG beo jlp hb.png
Wild Rake
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 200 2.5% +8 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 3 14 24 17 7 N/A
  • 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.
SG beo jmp.png
SG beo jmp hb.png
Fang Edge Chop
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 575 7.5% +11 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3 15 28 20 10 N/A
  • A knife edge chop to the opponent's chest. This attack's generous hit stun allows Beowulf to use this attack out of a forward dash and link some of his slower ground normals.
SG beo jhp.png
SG beo jhp hb.png
Alpha Maul
Toggle Hitboxes
Toggle Hitboxes
jHP With Chair j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 775 10% -5 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 1, (Until ground) (Until ground) 28 19 11 N/A
  • Beowulf extends The Hurting out horizontally in front of him for a body splash attack. Like typical body splash moves from other fighting games, the attack stays active for the duration of his jump. Unlike those other attacks, Beowulf's chair gives his version a significantly larger, mostly-disjointed hit box.
  • Dash-jump j.HP will cover almost the entire screen horizontally. On hit it can lead to conversions depending on how close you are to the opponent. A smart opponent will attempt to predict you pressing this then block and land cancel to put you at a frame disadvantage, so watch out.
SG beo jhp cl.png
SG beo jhp cl hb.png
Danger Position
Toggle Hitboxes
Toggle Hitboxes
jHP (Chairless) Chairless j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Hit Grab 0 0% Grab Stance -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 (Until ground) (Until ground) N/A 19 N/A (11 on block) N/A
  • Beowulf performs a body splash without The Hurting, attacking with a smaller hit box than the chair assisted version of j.HP. The move's true utility is transitioning to Grab Stance on hit, which Beowulf can do both from an air chain or air to ground as a jump in attack.
  • Beowulf is free to use any ender/finisher on the way down; otherwise defaults to Canis Major Press on hit.
SG beo jlk.png
SG beo jlk hb.png
Naegling Knee Drop
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 275 2.5% -6 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 24 7 24 18 7 N/A
  • Beowulf does a knee drop attack that is active for a long time, his main cross up tool.
  • Only a frame slower than his j.LP, it is Beowulf's other option for a hop overhead attack that is slightly ambiguous.
SG beo jmk.png
SG beo jmk hb.png
Missile Wulf Kick
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 625 7.5% -11 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 (Until ground) 2 26 19 9 N/A
  • A dropkick with a visually similar animation to Beowulf's 5MK. Using this attack out of a forward dash means it will have a slower start up than a 5MK, 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 5HK.
SG beo jhk.png
SG beo jhk hb.png
Heorot Family Roundhouse
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 750 10% KD (vs air) -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3 29 28 31 14 N/A
  • 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.

Command Normals

SG beo jdhk.png
SG beo jdhk hb.png
Chair Stampede
Toggle Hitboxes
Toggle Hitboxes
j2HK With Chair j. 2.gif + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Projectile 750 10% N/A or KD (vs air) N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 (Until ground) 4 28 20 8 N/A
  • 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.
  • As this move leaves Beowulf chairless, he will take additional chip damage on block. See Chair (The Hurting) section for more details.
  • 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)

Universal Mechanics

SG beo throw.png
SG beo throw hb.png
Clinch Up
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 0 5% Grab Stance N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • 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.
SG beo airthrow.png
SG beo airthrow hb.png
Clinch Up
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling 0 5% Grab Stance N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 18 N/A N/A N/A N/A
  • Like with his ground throw, Beowulf's normal air throw starts a Grab Stance.
  • Beowulf is free to take any action on the way down or wait so he can continue Grab Stance on the ground. If he is too high in the air, he will default to Canis Major Press.
SG beo tag.png
SG beo tag hb.png
Hot Tag
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag 500 4.5% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
31 to 46 1 33 10 13 13 N/A
  • During his tag in attack Beowulf enters the screen from behind the opponent, forcing a change in block direction.
SG beo snap.png
SG beo snap hb.png
Striker Kick
Toggle Hitboxes
Toggle Hitboxes
Snapback With Chair
Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0, 0 -100% N/A -16, -32
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3, *(45), 5 37, 45 45, 14 17, 17 14, 13 (9 on block) 9
  • Beowulf's snapback is unique since it has 2 hits. He will only do the kick to send the opponent off screen if he connects with the first hit from The Hurting.
    • Failing to connect with the opponent will set The Hurting down.
  • If a Sg p.png button is held; Beowulf stays in his chair until the button is released 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

SG beo qcfp.png
SG beo qcfp hb.png
"All's chair!" / "Hey, catch!" (L)
"Chair we go!" / "Have a seat!" (M)
"Take a load off!" / "Hold this for me!" (H)
Toggle Hitboxes
Toggle Hitboxes
Hurting Hurl With Chair Sg 236.png + Sg p.png
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep,
Projectile
600 (100) (2.5%) 7.5% Soft KD -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21 12 30 16 19 12 (9 on block) N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
High (2nd hit) 85% Damage Scaling (2nd hit),
Projectile
250, 350 (100, 100) (2.5%) 4.5%, 3.825% +3 or KD (vs air) -7, N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 48, 16 34 28, 28 18, 17 8, 8 N/A
Sg hp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Strike),
90% Damage Scaling,
Projectile
600 (100) (2.5%) 4.05% KD +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
25 50 28 17 20 8 N/A
  • Beowulf's uses The Hurting to attack his opponent, putting it on cooldown when it reaches its destination.
  • As this move leaves Beowulf chairless, he will take additional chip damage on block. See Chair (The Hurting) section for more details.


  • Sg lp.png
    • Beowulf kicks The Hurting for a single hitting projectile that hits low, sweeps, and has good height to it.
    • A staple move in Beowulf's combos and is easy to convert from with hop j.MP if at a distance.
    • Puts The Hurting on the shortest cooldown.
  • Sg mp.png
    • Beowulf tosses The Hurting in the air for a projectile that hits twice, with the second hit must be blocked high, and leaves the chair in front of him.
    • Leaves Beowulf plus on hit and leaves him the position to reset his opponent with a high/low/throw. He can also choose not to and have the chair come down for a potential counterhit to punish his opponent.
      • This position also allows the opponent to reversal so use with caution.
  • Sg hp.png
    • Beowulf's only meterless reversal.
    • Beowulf hurls The Hurting for a single hitting projectile that travels fullscreen in a parabolic arc, leaves him +1 on block, and can use OTG to confirm with 2HK 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.
    • Reels his throw hurtbox backwards
  • Sometimes referred to as "chair toss".
SG beo qcfk.png
SG beo qcfk hb.jpg
"Ow, ow, awoo!"
Toggle Hitboxes
Toggle Hitboxes
Wulf Blitzer Sg 236.png + Sg k.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - See description (100) (2.5%) 3% KD -24 (L), -57 (M), -65 (H)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 28 (Until ground), 12 after landing 15 18 8 N/A
x2, x3 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - See description (100) (2.5%) 3% KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 28 (Until ground), 12 after landing 15 18 8 N/A
Air Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - See description (100) (2.5%) 3% KD -27 (At best) (L), -2 (At best) (M), -57 (At best) (H)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 28 (Until ground), 12 after landing 15 18 8 N/A
Air x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - See description (100) (2.5%) 3% KD -8 (At best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 28 (Until ground),12 after landing 15 18 8 N/A
  • 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.png
    • Beowulf charges straight forward at the opponent when used on the ground and used in the air.
  • Sg mk.png
    • Beowulf charges upwards at a 45 degree angle when used on the ground or downward at a 45 degree angle when used in the air.
  • Sg hk.png
    • Beowulf charges straight upwards when used on the ground or upwards at a 45 degree angle when used in the air.
  • 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.
Damage by Direction
7.gif 8.gif 9.gif
475 575 475
4.gif O 6.gif
375 N/A 375
1.gif 2.gif 3.gif
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"
SG beo qcfthrow.png
SG beo qcfthrow hb.png
Toggle Hitboxes
Toggle Hitboxes
Wulf Shoot Sg 236.png + Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Throw) 0 0.025% Grab Stance N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
24 18 24 N/A N/A N/A N/A
  • This throw is visually similar to a Wulf Blitzer on start up. Beowulf can use this confuse a blocking opponent and start a Grab Stance with 5 actions on hit.
  • This command grab has invulnerability to throw for the entire startup and active period 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.
SG beo kk.png
Take a Seat Near chair
Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 0 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 13 N/A N/A N/A N/A
  • When standing near the Hurting, Beowulf can re-equip his chair with this command. Beowulf can cancel the recovery of his normal moves with this quick special if he's close enough to the Hurting.
  • Beowulf can cancel Grendel Flex and Gigan Arm Sweep if he is close to The Hurting and has a level of Hype.
    • Canceling chairless 2HP 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!

Grab Stance Moves

SG beo stancep.png
Berserker Headbutt Grab Stance, then
Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 200 or 250, 300** 5% KD* N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 or 11** 10 or 16* or 9, (3), 9** 0 45 (vs assists) N/A 10 (vs assists) N/A
  • 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!
SG beo stancek.png
Naegling Knee Lift Grab Stance, then
Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 400 or 500** 0.5% KD* N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 10 or 16* 0 45 (vs assists) N/A 10 (vs assists) N/A
  • Beowulf hits the opponent with a rather spam-friendly knee attack in Grab Stance. The inversion of Berserker Headbutt; it does more damage, it doesn't build nearly as much meter for you, and is harder to follow up if you end Grab Stance with this action.
  • If this action hits both the point and assist character, and the point dies while Beowulf has one or more Grab Stance actions left, you will be able to happy birthday the assist character.
* When used as the final Grab Stance action.
** When used as an action after an EX ender/finisher from Airwulf or during Wulfamania!
SG beo stancefp.png
Wulf Press Slam Grab Stance, then
6.gif or 4.gif + Sg p.png
Normal Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1500 5% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
38 3 20 25 (vs assists) N/A 6 (vs assists) N/A
EX Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1500 5% Grab Stance,

Soft KD (vs assists)

N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
38 3 24 25 (vs assists) N/A 6 (vs assists) N/A
  • Beowulf throws the opponent down with a scoop slam, ending the Grab Stance. This move is analogous to the simpler normal throws used by some other characters. If no other attacks are used during a Grab Stance that then expires on the ground, this move is performed automatically.
  • The second best ender/finisher for the corner as it doesn’t let them get away too easily. You can also combine this with an assist to convert afterwards.
SG beo stancefk.png
Diving Wulfdog Grab Stance, then
6.gif + Sg k.png (Air OK)
Normal Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1700 5% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 4, (20), 1 26, KD or 77* 25 x2 (vs assists) N/A 2, 16 (vs assists) N/A
EX Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1500 5% Grab Stance,

Soft KD (vs assists)

N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 4, (20), 1 36 25 x2 (vs assists) N/A 2, 16 (vs assists) N/A
Air Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1500 5% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 (Until ground), 1 26, KD or 77* 25 (vs assists) N/A 12 (vs assists) N/A
EX Air Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1200 5% Grab Stance, Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 (Until ground), 1 36 25 (vs assists) N/A 12 (vs assists) N/A
  • 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.
SG beo stancebk.png
Da Grendel Killa Grab Stance, then
4.gif + Sg k.png (Air OK)
Normal Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 2100 2% Stagger (vs assists), Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 3, (47), 1 59 35, 25 (vs assists) N/A 24 (vs assists) N/A
EX Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1700 2% Stagger (vs assists), Soft KD (vs assists), Ground Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 3, (47), 1 51 35, 25 (vs assists) N/A 24 (vs assists) N/A
Air Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1900 2% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 (Until ground), 1 59 25 (vs assists) N/A 12 (vs assists) N/A
EX Air Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1700 2% Ground Bounce,
Soft KD (vs assists)
N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 (Until ground), 1 51 25 (vs assists) N/A 12 (vs assists) N/A
  • 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.
  • EX version launches the opponent into the air next to Beowulf for an easy followup. If Beowulf slams on his own deployed chair with this EX version of the move, he does not automatically re-equip the chair.
SG beo stancedk.png
Geatish Trepak Grab Stance, then
With Chair 2.gif + Sg k.png
Normal Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - [325, 250] x3, 1000 1.8% x6, 1.98% KD -28
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3, (10), 3,... 58 25 x7 28 x7 4 x6, 14 N/A
EX Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - [325, 250] x3, 1000 1.8% x6, 1.98% Wall Splat +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3, (10), 3,... 89 25 x7 28 x7 4 x6, 80 N/A
  • With the Hurting equipped, Beowulf jumps on his chair to end his Grab stance with a series of dancing kicks.
  • A good ender/finisher to keep the corner that also does good scaled damage when done at the end of a combo.
  • Gains an extra 1% meter per kick regardless of it hitting or whiffing.
  • If you get a grab and you’re pummeling the point character and their assist, you can do EX Geatish Trepak close to or in the corner, then you can OTG both for a double snap.
  • Also known as "chair dance".
SG beo stancejdp.png
"Dog star press!"
Canis Major Press Grab Stance, then
(Air Only) 2.gif + Sg p.png
Normal Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1000 7% Hard KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A (Until ground) 58 25 (vs assists) N/A 12 (vs assists) N/A
EX Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - 1250 7% Hard KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A (Until ground) 50 25 (vs assists) N/A 12 (vs assists) N/A
  • 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.
    • A simple example would be:
5LK > 2MP > 5HP xx Canis Major Press
VS.
2LP > 5LK > 2MP > (Chairless) 2HP
(OTG) 2MK xx Canis Major Press
SG beo stancesnap.png
Into the Trash
Snapback Grab Stance, then
Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A Snapback 0, 0 (675 vs assists) -100% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 26 4, (26), 2 54 25 x2 (vs assists) N/A 6, 7 (vs assists) N/A
  • Beowulf's alternate snapback from Grab Stance. Stuff 'em in a trash can and kick it!
  • Will always force the opponent off screen, even against solo opponents, in which case the same character comes back into an incoming mixup.

Supers

SG beo qcfpp.png
SG beo qcfpp hb.png
"One twenty inch python!"
Toggle Hitboxes
Toggle Hitboxes
Gigantic Arm
Level 1
Sg 236.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 2250 (350) -100% Wall Splat -46
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 + 4 13 58 21 24 32 (20 on block) 5
  • 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.
SG beo qcbkk.png
SG beo qcbkk hb.png
"Whatcha gonna do?"
Toggle Hitboxes
Toggle Hitboxes
Airwulf
Level 1
Sg 214.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Anti-Air Grab Invuln. (Full) 0 (250) -100% Grab Stance -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 + 2 22 14 N/A 24 N/A (11 on block) 3
  • 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.
SG beo qcbpp.png
SG beo qcbpp hb.png
"Cry for the moon!"
Toggle Hitboxes
Toggle Hitboxes
Three Wulf Moonsault
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling
750, 1000, 1500, 2750 (100, 100, 100) -300% KD -30
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 + 2 3, (18), 3, (21), 7 44 32, 32, 18 35, 35, 21 24x 2, 19, (10 x3 On Block) 5
  • 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.png Sg p.png at the end, doing so uses your OTG and scales the combo heavily if done at the beginning.
SG beo 360.png
SG beo 360 hb.png
"Oh yeah! Wulfamania runs wild!"
Toggle Hitboxes
Toggle Hitboxes
Wulfamania
Level 3
Sg 360.png + Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Full) 0 -300% Grab Stance N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 0 5 37 N/A N/A N/A 1
  • 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

SG beo taunt.png
"Awooo!"
Aroo Ready? Sg lp.png , Sg mp.png , 6.gif , Sg lk.png , Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 87 N/A N/A N/A N/A
  • Beowulf crouches down on all fours and howls for the crowd, instantly building three levels of Hype.
SG beo assist.png
"I'm number one."
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 60 N/A N/A N/A N/A

Colors

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

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

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

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

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

Beowulf 26.png Beowulf 27.png
Color 26
SGColor26.png
Based on Incineroar from Pokemon.
Color 27
SGColor27.png
Based on Captain Planet from Captain Planet and the Planeteers.



Intro Poses

Beowulf has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.

Beowulf Intro1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Beowulf does warm up and shows his strength.
Who's next? Awwww!
Get ready! Hnng!
Beowulf Intro2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Beowulf sits on the chair and then posing for cameras.
Yes! Oh yeah!
Beowulf Intro3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
Beowulf tears a wall with his chair and assistants close the hole with a new wall.
Finally, the Wulf has come back to New Meridian!
It's time, it's time! It's BEOWULF time!
Step on board the AROOO train!
I am 287 pounds of folded steel, and sex appeal!
I'm a real Canopian!
Eat lightning, crap thunder. Got it, got it.
There's only room for one leader of this pack!

Win Poses

SG pose beo 1.png Winpose 1:
Hold
Sg lp.png / Sg lk.png
SG pose beo 2.png Winpose 2:
Hold
Sg mp.png / Sg mk.png
SG pose beo 3.png Winpose 3:
Hold Sg hp.png / Sg hk.png with chair
SG pose beo 4.png Winpose 4:
Hold any button after snapback

External Links

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other