Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Gokupotamus Oct 23, 2015 @ 9:55am
A quick question about Beowulf
So I'm new to fighting games and I actually picked up this game by accident through a humble bundle. After about 20 hours of trying to beat nightmare bots and people who actually play fighting games I've settled on playing Beowulf. I'm really bad a doing combos, but that's not what this thread is about.

Sometimes when I play against another beowulf, they're able to combo me, and then use their grab while I'm still on the ground. Can anyone tell me how this is done?

When I mean on the ground, I don't mean standing, I mean lying down ( I don't know the term yet)
Last edited by Gokupotamus; Oct 23, 2015 @ 9:55am
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Showing 1-6 of 6 comments
Muro Oct 23, 2015 @ 10:10am 
Beowulf can pick up the opponent off the ground with crouching medium kick if hasn't used up his one opportunity per combo for an off-the-ground action.
Gokupotamus Oct 23, 2015 @ 10:27am 
I had no idea there was a " one oppertunity per combo for an off thr ground action". Thank you very much.
KirbSpecs Oct 23, 2015 @ 11:35pm 
If you're interested in learning a bit more about Beowulf's individual moves, you can definitely check out the Skullgirls Wiki made by the Shoryuken community. http://wiki.shoryuken.com/Skullgirls/Beowulf

Shoryuken's Beowulf webpage on the wiki isn't fully complete, but you can combine the info you learn there with the Skullgirls Wikia. http://skullgirls.wikia.com/wiki/Beowulf
Last edited by KirbSpecs; Oct 23, 2015 @ 11:35pm
beans Oct 23, 2015 @ 11:57pm 
To clarify on when Beo can grab you mid-combo:

If Beo does a hop attack or jumpin into his standing heavy kick ("lone boot"/"sweeet"), he can stagger his opponent and then follow up with Wulf Shoot (qcf lp lk), which allows him to dash up to his stunned opponent and grab them. The Wulf Shoot grab is special in that it gives him 5 actions; usually, you'll be hit with four knee attacks and then a punch, but sometimes they'll do four knee attacks and then Da Grendel Killa.

If Beo doesn't have his chair, his standing heavy punch (he makes a really disturbed groan during this move) will also grab the opponent, though it has a lot of startup frames so it's not very useful outside of combos. This grab only allows him two actions, but because it's a neutral and doesn't rely on stagger it can be used multiple times in one combo. It still requires setup, though.

If Beo doesn't have his chair, his jumping heavy punch ("DANGER!") will grab the opponent and pull them to Beo if the hitboxes connect and if your opponent isn't blocking or is in hitstun. It's not very useful in combos because it forces you to use one of Beo's finishers (canis major/diving wulfdog/da grendel killa), so it's usually just thrown out randomly in the neutral game. It only allows Beo one action, and his actions are all aerial, so he can't use knee or punch attacks during the grab. He also can't land on the ground; he'll default to Canis Major Press right before he touches the ground.

As an alternative to Wulf Shoot, Beo can use Wulfamania (it's that weird 360 move [WULFAMANIA RUNS WILD]) to grab his opponent out of stagger. Wulfamania is special in that it gives him five actions like Wulf Shoot, but his attacks deal extra damage, and he can use Diving Wulfdog (->k) as one of his actions depending on how much hype he has. If you have 1 level of hype, you can use Diving Wulfdog as one of your five actions. If you have 2 levels, you can use it for two of your five actions. If you have 3 levels, you can use Diving Wulfdog for three of your five actions. It deals much more damage than kicks or punches, so having lots of hype when going into Wulfamania is fantastic. You can also use Diving Wulfdog as your finisher for a total of 4 Diving Wulfdogs, but it's not very useful because you can deal much more damage with Da Grendel Killa or with a punch that leads into a followup.

If Beo has at least one level of hype, he can use Diving Wulfdog during Airwulf ("Lay the hurting down!"/"Whatcha gonna do?") and use one additional action on the ground. Usually this is just a punch, because it lets you do a full combo if you happen to punish a risky jump with Airwulf, though sometimes it's Da Grendel Killa for damage or even Canis Major for positioning. This one action also deals extra damage, just like in Wulfamania.

I think that's about it for grabs mid-combo. I don't main Beowulf so some of this info might be off. Someone correct me if it is.
Last edited by beans; Oct 23, 2015 @ 11:58pm
Gokupotamus Oct 24, 2015 @ 12:41am 
Thank you everyone for the advice, who knew there were actual people who were nice in a video game community!
Amplifier Oct 25, 2015 @ 5:47pm 
Crouching Medium Kick. (Bound to X on Keyboard by default)
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Date Posted: Oct 23, 2015 @ 9:55am
Posts: 6