Skullgirls/Beowulf/Team Building

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Assists this character provides

H Hurting Hurl (default assist)

SG beo qcfp mh.png

An 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 or if the move is used as an alpha counter. Otherwise he will enter the screen, do nothing, and leave.


L Hurting Hurl

SG beo qcfp l.png

A forward traveling 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.



2HP

SG beo chp assist.png

A launcher with a good hitbox in front of Beowulf that becomes an armored assist that hits twice when he does not have The Hurting equipped.



2HK

SG beo chk assist.png

A fast sweep with The Hurting equipped or a slow, long reaching, armored sweep without it.


Wulf Shoot

SG beo qcfthrow.png

A command grab with a slow startup that travels fast and always ends with Da Grendel Killa.


Assists this character especially benefits from

  • Neutral: While limited, Beowulf's neutral becomes difficult to deal with when backed up with an assist that covers a lot of screen space to allow him an easier time to get in.
    • Examples: H Brass (Big Band), H Lock n Load (Cerebella), L or H shot (Parasoul), H Beam (Robo), L George (Peacock), H Bomber (Double).
  • Grab Stance Setup: Assists that allow Beowulf to convert from grab stance and/or get hype (via taunt preferably) allows him to go into an EX Canis Major Press to begin his setplay or extend the combo with EX Da Grendel Killa.
    • Examples: H A-Train (Big Band), Excellebella & Diamond Drop (Cerebella), H Spiral & Butcher's Blades(Eliza), Mortuary Drop (Valentine), M Clone (Fukua).
  • Pressure: Beowulf suffers a bit from pushblock, so assists that allow him to stay in or keep the opponent blocking so he can get back in severely increases his threat potential.
    • Examples: H Brass (Big Band), H Spiral & Butcher's Blades(Eliza), H Bomber (Double), Cerecopter (Cerebella), Drag 'n' Bite (Squigly), Platonic Drillationship (Fukua).

DHCs

  • Gigantic Arm- This super is very good for both dhc'ing in and out of with it's absurd amount of hitstop, wallsplat, corner carry and healthy amount of damage (even at max undizzy) it adds to combos. Useful all around.
  • Airwulf- Depending on the situation and character matchup, this can be used as a safe DHC. For combos, it akes a bit of more work to dhc into and out of, given that they have to be airborne for it to hit and in range for them to hit out of it, but gives corner carry and oki (optional) at the cost of damage (without hype).
  • Three Wulf Moonsault- Depending on your team order, due to the super being only four (albeit strong) hits,it may be better to dhc out of Arm/Airwulf instead. But still a good combo ender with reasonable damage and is easy to dhc into or out of.
  • Wulfamania!- Like any command grab supers, the opponent must be staggered for it to connect. Also like Three Wulf Moonsault, and it also may be better to dhc out of Arm/Airwulf instead. Has good dhc routes out of it.

Meter management

External Links

Skullgirls Team Building Guide - Beowulf


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