Overview
You can read more details over at Mizumi's site at wiki.gbl.gg/w/Skullgirls/Beowulf
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:
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.
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 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.