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?
Overview
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 remove and re-equip his chair, which gives him different abilities.
Chair On:
- Has access to wide-arcing disjointed normals.
- A pseudo double jump.
- And his Hurting Hurl (236P) series, which includes a sweeping projectile, a delayed overhead, and a slow, but plus on block, reversal.
Chair Off:
- Chair normals are replaced with either stubby hitgrabs in s.HP and j.HP or bigger, slower armored moves in c.HP and c.HK. c.HP hits twice and can force RPS on block by spending meter (or hype if he's near his chair), and c.HK can tank multiple hits and is an almost fullscreen sweep that he can tech roll afterwards.
- Loses access to his Hurting Hurl, which also has his only meterless invul reversal. Although, he gains a new special: Take a Seat, which allows him to special cancel his normals to extend combos, pressure, and improvise mixups.
- Landing on the chair with a Grab Stance ender re-equips it, deals bonus damage, and gives a level of hype.
Grab Stance and Hype:
When Beowulf grabs the opponent either from his throws, hitgrabs, Airwulf, or Wulfamania, Beowulf will enter a unique Grab Stance mode where he holds the opponent in the air and can pummel them and select a wide series of "finishers" to continue the combo or position himself as he pleases.
This is complimented by his Hype mechanics, where upon doing select actions, finishers, or taunting 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 sacrifice a pinch of damage (except for Canis Major and Geatish Trepak) for utility effects, such as EX Canis Major (2PP while airborne in Grab Stance) with long Hard Knockdown for sajejumps and oki setups, EX Grendel Killa (4KK in Grab stance) for a strong finisher that allows normal followups, or EX Geatish Trepak (2KK with chair on in Grab Stance) to get a doublesnap when close to the corner or send them fullscreen.
Hop dash:
Beowulf can do any of his air normals during his dash (although heavy normals will not come out), similarly to Sasquatch's shorthops, which allows him to do a variety of things such as: Going for a safe on block, nigh-unreacatble overhead to open up his opponent, or bait the opponent's reversal by timing a safejump from a normal or EX Canis Major. Utilizing this well allows Beowulf to overwhelm his opponent at the short range and make them fear pushing buttons against him.
Playstyle
Beowulf is a resource-based, okizeme-oriented, rushdown character that builds a unique resource that can be spent to do massive amounts of extra damage. |
Pros |
Cons |
- High Damage: High frontloaded damage, bolstered when he has Hype, due to his Grab Stance options and Gigantic Arm tacking on good damage at any point.
- High Metergain: Beowulf gains high amounts of meter primarily from Headbutts during Grab Stance, allowing him to build up meter to kill an opponent or save it for his team..
- Okizeme: Strong okizeme that he can go into whenever he pleases. Hopdash jLK is an extremely fast overhead that is your primary safejump tool.
- Straightforward Neutral: Very easy to pick up and play due to its simplicity, giving him presence on demand very effectively.
|
- Mobility: His non-standard mobility options either require The Hurting (j2HK) or are committal (Blitzer) and while he does boast the fastest walk speed, you generally do not get to just walk at the opposition.
- Hurtboxes: Fairly large hurtbox makes it difficult for Beowulf to avoid stuff in neutral and opens himself up for getting clipped by attacks.
- Straightforward Neutral: Due to it being straightforward, it also becomes fairly easy to deal with, leaving him open when trying to play it out.
|
Video Overview
Stats
Chains
Standing
|
4 Buttons: → → or → or
|
Crouching
|
4 Buttons: → → or → or
|
Air
|
5 Buttons: → → → → or
|
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
|
88
|
34
|
34
|
Assists
H Hurting Hurl (default assist)
H Hurting Hurl (default assist)
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.
2HP (default assist)
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.
L Hurting Hurl (236LP)
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.
2HK
A fast sweep with The Hurting equipped or a slow, long reaching, 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
Character Mechanic: Chair (The Hurting)
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 35 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
+
).
- Using EX Chair Recall (having 3 levels of Hype and pressing
,
+
+
).
- 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.
Character Mechanic: 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.
Entering Grab Stance in the middle of an ongoing combo will advance the combo stage to at least Stage 3 and begin building undizzy (if he is not already at Stage 3).
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 (Grab Stance EX enders, and EX Chair Recall / Wulf Blitzer)
Beowulf gains Hype by (from a minimum of 1/3 to a max of 3 levels of Hype):
- Using any Grab Stance ender/finisher when at 0 levels of Hype (1 level gained).
- Slamming onto The Hurting with a Grab Stance ender/finisher (does not stack with the 0 Hype bonus, 1 level gained).
- Also applies when Beowulf is an assist.
- Every 35f 5LP is held (1 level gained).
- Every mic drop (only the first mic drop from 5MP counts in a combo, 1/3 level gained).
- Every 5HK that staggers the opponent ( 1/3 level gained).
- Holding down a
during EX Chair Recall (1 level gained).
- Taunting (3 levels gained).
- Landing his command throw super Wulfamania! (3 levels gained).
Beowulf can spend Hype during Grab Stance by inputting
+
or
+
after the moves respective motion. When Beowulf does so, his enders/finishers will gain extra properties. (What each EX ender does is listed with their respective move.)
Note: Hype acquired mid combo from held 5LP, Taunt, or non-EX throw finishers (and any hype acquired in the same combo afterwards), makes any EX ender it is spent on deal 70% of its original damage. This does not apply to Blockbuster finishers, or Geatish Trepak since it's not boosted during the EX version. TL;DR - Spending hype gained mid combo on EX finishers does less damage.
Standing Normals
Cheap Pop Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
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 35f held.
|
|
Pipe Bomb Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
|
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
|
|
|
[ ]
|
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 1/3 of a level of Hype.
- When combined with a cancel into L Hurting Hurl, this move can be effectively used for high/low mixups.
|
|
Hurting Hammer Toggle Hitboxes Toggle Hitboxes
|
5HP
|
With Chair s.
|
|
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.
|
|
Alpha Clinch Toggle Hitboxes Toggle Hitboxes
|
5HP (Chairless)
|
Chairless s.
|
|
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.
|
|
Low Town Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
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.
|
|
Wulf Kick Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
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.
|
|
Lone Boot Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
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.
- Builds 1/3 of a level of Hype once per combo when it staggers.
- Moves Beowulf forward much further than 5MK, but is also slower, can also be used to kara cancel.
|
|
Crouching Normals
Wulf Paw Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
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.
|
|
Potato Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
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.
|
|
Nosebleed Seat Toggle Hitboxes Toggle Hitboxes
|
2HP
|
With Chair c.
|
|
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.
|
|
Grendel Flex Toggle Hitboxes Toggle Hitboxes
|
2HP (Chairless)
|
Chairless c.
|
|
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
+ 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.
|
|
Trepak Attack Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
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.
|
|
Ankle Lace Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
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.
|
|
Geatish Leg Sweep Toggle Hitboxes Toggle Hitboxes
|
2HK
|
With Chair c.
|
|
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
|
|
Gigan Arm Sweep Toggle Hitboxes Toggle Hitboxes
|
2HK (Chairless)
|
Chairless c.
|
|
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
+ 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
Wild Rake Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
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.
|
|
Fang Edge Chop Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
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.
|
|
Alpha Maul Toggle Hitboxes Toggle Hitboxes
|
jHP
|
With Chair j.
|
|
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.
|
|
Danger Position Toggle Hitboxes Toggle Hitboxes
|
jHP (Chairless)
|
Chairless j.
|
|
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.
|
|
Naegling Knee Drop Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
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.
|
|
Missile Wulf Kick Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
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.
|
|
Heorot Family Roundhouse Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
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
Chair Stampede Toggle Hitboxes Toggle Hitboxes
|
j2HK
|
With Chair j. +
|
|
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
Clinch Up Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
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.
|
|
Clinch Up Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (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.
|
|
Hot Tag Toggle Hitboxes Toggle Hitboxes
|
|
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.
|
|
Specials
"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 (Chair Toss)
|
With Chair +
|
|
|
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
|
|
|
|
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
|
|
|
|
- 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.
- 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 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.
- Beowulf has a 4f buffer for normals after this move.
|
|
"Ow, ow, awoo!" Toggle Hitboxes Toggle Hitboxes
|
Wulf Blitzer (Beast Cannon)
|
+ (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)
|
3%
|
KD
|
-2/-8 at best, see description
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
28
|
(Until ground), 12 after landing
|
15
|
12 (x3 downwards directions), 18 (otherwise)
|
8
|
N/A
|
|
|
Ground EX
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
See description (100)
|
3%
|
KD
|
-2 at best, see description
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
28
|
(Until ground), 12 after landing
|
15
|
18
|
?
|
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)
|
3%
|
KD
|
-8 at best, see description
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
28
|
(Until ground), 12 after landing
|
15
|
12 (downwards directions), 18 (otherwise)
|
8
|
N/A
|
|
|
Air EX
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
See description (100)
|
3%
|
KD
|
-2 at best, see description
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
28
|
(Until ground), 12 after landing
|
15
|
18
|
?
|
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.
- 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.
Blitzer Damage by Direction
 |
 |
|
475 |
575 |
475
|
 |
O |
|
375 |
N/A |
375
|
 |
 |
|
275 |
275 |
275
|
- Grounded Blitzer followups (x2/x3) frame advantage on block:
- x2 in downwards directions: -2
- x3 in downwards directions: -8 at best
- x2/x3 forwards/back: -24 at best
- x2/x3 upback: -50 at best
- x2/x3 upforward: -57 at best
- x2/x3 upwards: -65 at best
- Air Blitzer followup (x2) frame advantage on block:
- Downwards directions: -8 at best
- Forwards/back: -27 at best
- Upback: -51 at best
- Upforward: -57 at best
- Upwards: -65 at best
- 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 forwards or upforwards.
- For the cost of 1 Hype and after performing at least one regular Blitzer, Beowulf can press KK + any direction to perform an EX Blitzer.
- He can do this up to 3 times, as long as he has the Hype.
- This allows him to perform up to 6 Blitzers from the ground (3 normal + 3 EX), or 5 from the air (2 normal + 3 EX).
- EX Blitzer cannot be canceled back into a regular Blitzer.
- Unlike regular Blitzers, there is no damage bonus on the third EX Blitzer in a row.
- Grounded EX Blitzers have the same frame advantage as the x2 Blitzer followup (ie. they are -2 on block in downwards directions when starting from the lowest height).
- Air EX Blitzers have the same frame advantage as the x2 Blitzer followup, except they do not suffer a blockstun penalty on downwards directions (ie. they are -2 on block in downwards directions when starting from the lowest height).
EX Blitzer Damage
 |
 |
|
675 |
775 |
675
|
 |
O |
|
575 |
N/A |
575
|
 |
 |
|
475 |
425 |
475
|
|
|
The Hurting, my beloved Toggle Hitboxes Toggle Hitboxes
|
|
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.
|
|
|
Take a Seat
|
Near chair
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
0
|
0%
|
KD
|
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!
|
|
Toggle Hitboxes Toggle Hitboxes
|
EX Take a Seat
|
With 3 Hype
, + +
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
1000
|
1%
|
KD
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
Until arrives (1 to ~25)
|
Varies
|
|
17
|
10
|
N/A
|
|
|
- For the cost of 3 hype, Beowulf recalls the chair to him regardless of where it is. The chair returns as a spinning projectile.
- The chair can be recalled even if it's still in flight.
- Total animation lasts 44f, after which Beowulf is able to act regardless of whether the chair has returned yet.
|
|
Grab Stance Moves
|
Berserker Headbutt
|
Grab Stance, then
|
|
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!
|
|
|
Naegling Knee Lift
|
Grab Stance, then
|
|
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!
|
|
|
Wulf Press Slam
|
Grab Stance, then or +
|
|
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.
|
|
|
Diving Wulfdog
|
Grab Stance, then + (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.
|
|
|
Da Grendel Killa
|
Grab Stance, then + (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.
|
|
|
Geatish Trepak
|
Grab Stance, then With Chair +
|
|
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".
|
|
"Dog star press!"
|
Canis Major Press
|
Grab Stance, then (Air Only) +
|
|
Normal
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
1000
|
7%
|
Hard KD (+3)
|
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 (+34)
|
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.
- Unlike other Hard KDs, this move's frame advantage is consistent on all characters.
- 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 1550 HP 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
|
|
Supers
"One twenty inch python!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full), 45% Minimum Scaling
|
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.
|
|
"Whatcha gonna do?" Toggle Hitboxes Toggle Hitboxes
|
|
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. Also always does the EX Canis Major knockdown, even if you do not spend or have hype.
- +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.
|
|
"Cry for the moon!" Toggle Hitboxes Toggle Hitboxes
|
Three Wulf Moonsault Level 3
|
+ +
|
|
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 +
at the end, doing so uses your OTG and scales the combo heavily if done at the beginning.
|
|
"Oh yeah! Wulfamania runs wild!" Toggle Hitboxes Toggle Hitboxes
|
|
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.
- Has an extra frame of startup after the flash when DHC'd into.
|
|
Taunt
"Awooo!"
|
|
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
|
77
|
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.
|
|
"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
|
|
|
- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
|
|
Colors
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.
|
Intro pose 1: Hold OR  Beowulf does warm up and shows his strength. Who's next? Awwww! Get ready! Hnng!
|
|
Intro pose 2: Hold OR  Beowulf sits on the chair and then posing for cameras. Yes! Oh yeah!
|
|
Intro pose 3: Hold OR  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
|
Winpose 1: Hold /
|
|
Winpose 2: Hold /
|
|
Winpose 3: Hold / with chair
|
|
Winpose 4: Hold any button after snapback
|
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|