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Beowulf Beginner help/ throw options?

BlueDaruma

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BlueDaruma
Robo Fortune Beowulf
After a week of mulling over who would be my second character to learn, I finally settled on Beowulf, and so far, he's been a ton of fun to play as.

So after going through the tutorial and reading some of the guides here, I know that this guy's all about how he ends his grapples. However, I haven't really found a ton of resources as to why I would want to use a particular pummel/ throw over another, and have literally just resorted to throwing them forwards/ backwards as soon as I grab them.

I'm a complete newbie to fighting games in general, so can someone explain when I should be using one grapple move over another/ what each of his throw options allow you to do (as in, follow-ups for after you throw them)? Is there also a default pummel/ throw move that I can resort to (with and without the chair) when I'm not sure as to what to do at the moment?

Thanks!
 
When it comes to his pummels, the headbutt (Punch button) doesn't do as much damage, but it builds him more super meter. If you do lots of headbutts, you won't kill them as quickly, but you'll have more super meter to play with. On the other hand, the knee (Kick button) does a lot more damage, but it doesn't build much super meter. You can kill them more quickly, but won't have as much super meter.

As for the grappling finishes, the normal throw (Forward + Punch or Back + Punch) lets you control where you throw them. You can keep them closer to the corner that way. The piledriver thing (Back + Kick) does way more damage, but it also puts them pretty far behind you, so you sacrifice positioning. The diving bulldog (Forward + Kick) lets you chase them after the throw, so it's a good balance between the two.

If you have the chair, I'd really recommend using chair dance (Down + Kick) to drop them to their knees. This leaves your opponent stuck on the ground in front of you like a sitting duck, letting you do some sweet mix-ups afterwards. You can make them guess whether you want to go for a hop attack, a Low attack, or another grab. If they guess wrong, they're in trouble.

You can do the same thing with the flying body slam (Down + Punch or Kick in the air), but it does way less damage. Still, you can do it in the air or if you don't have the chair equipped, so it's not useless.

In short, which throw you use depends on what you're going for. Remember that your flying grab super (Down, Back, 2 Kick buttons) lets you pick your finisher too, so you can do body slam for a mix-up or piledriver for max damage.
 
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f.K is stylish and is used when you have one bar of hype and do the qcb+KK Anti air super so you can do one more pummel/grapple or during grab super so you can expend the rest of your hype dealing more damage than f.P or b.P. Jump with no button is body slam and helps position and also if you land on your chair you pick it up with any type of grappling finisher.

f.P or b.P repositions them, but you can also convert off of it if you have otg and an assist to help you.
 
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Also if you use the Forward or Backward Kick finisher and land on your chair, it will build one level of hype.
 
Also if you use the Forward or Backward Kick finisher and land on your chair, it will build one level of hype.

Ahh. I had been wondering how to incorporate hype into his combos. I'll definitely have to pay attention to where the chair ends up. Thanks!

f.K is stylish and is used when you have one bar of hype and do the qcb+KK Anti air super so you can do one more pummel/grapple or during grab super so you can expend the rest of your hype dealing more damage than f.P or b.P. Jump with no button is body slam and helps position and also if you land on your chair you pick it up with any type of grappling finisher.

f.P or b.P repositions them, but you can also convert off of it if you have otg and an assist to help you.


Interesting. I'll keep these pointers in mind. Thanks!

Incredibly helpful! I'll mess around with these for a bit and try to see what I can make of them. Thanks!
 
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One more important thing to note is that a headbutt has less knockback than a knee if it's the final attack you do in grab stance. You have to end your grab stances with a headbutt if you want to keep your combo going, unless you're already in the corner, in which case you can follow up a knee attack with an OTG.

It's important to remember how many actions are allowed per grab stance, because, even if you're going for damage, you'll probably want to add in a headbutt at the end so that you can keep your combo going. If you finish with a knee, you can use 120 pound python or your lvl. 3 (moonsault). If you don't want to spend the meter, and want to finish with damage, you can use a finisher like Da Grendel Killa. Basically, you can still hit them after doing a knee attack, but they're too far away for most of your moves.

You can also only hit them out of grab stance once. If you grab them, do a bunch of headbutts, then grab them again with chairless s.hp, you can't attack them until they hit the ground. This is to prevent you from using chairless s.hp a hundred times per combo and getting crazy meter/damage off of it.

  1. Regular grab: 4 actions
  2. Air grab: 4 actions (but sometimes only 1 finisher if you're in the air for too long!)
  3. Wulf Shoot (:QCF::LP::LK:): 5 actions! Make sure you don't use your finisher before doing 4 headbutts/knees.
  4. Airwulf (:QCB::KK:) with Diving Wulfdog finisher (:F::K:): 1 action. You can either do a headbutt here to convert into a full combo if you did a raw air wulf, or, if you did air wulf at the end of your combo, you can use a finisher for even more crazy damage. Airwulf, Diving Wulfdog, Da Grendel Killa is like the poor man's Wulfamania.
  5. Wulfamania (:360::LP::LK:): 5 actions, but you can use up to 3 Diving Wulfdogs directly corresponding to how many levels of hype you have. If you don't have any hype, you can just use a bunch of headbutts/knees instead and then end with a finisher. All of your headbutts and knees in Wulfamania are super-charged; they deal extra damage. I don't really know what the difference is between a headbutt and a knee in Wulfamania, because you can't gain meter from a blockbuster. I'm guessing the headbutts do more damage at max scaling, since each headbutt has 2 attacks. Level 3's automatically reset scaling to a certain point, though, so I don't know.
  6. Chairless s.hp: 2 actions. This move has very slow startup so you have to either start a chain with it (you can really only do this if you call an assist) or chain into it from a medium move.
  7. c.mk: 2 actions. This move is a lot faster than chairless s.hp but it uses your OTG. Still, it's a good move to use if you want to get your opponent off the ground and haven't used up your grab stance continuation yet.
  8. Chairless j.hp: 1 finisher. The time on this grab stance is so short that you can't land with it. You're forced to pick a finisher. It's pretty good damage for one move, but it can't be converted off of without using some really funky pickup assists. In fact, I'm not even sure you can convert off it at all.
From the shoryuken wiki:
A headbutt deals 200 damage and builds 5% meter. Builds far less meter for your opponent.
A knee deals 400 damage and builds 0.4% meter. Builds far more meter for your opponent.