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Punishing Beowulf's Anti-Air Super

Fedora_Ninja

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Here's a compilation of every character besides Painwheel and Robo punishing Beowulf's Anti-Air super from point blank. (couldn't figure anything with PW, Robo isn't done yet)
I apologize for my shitty editing. Windows Movie Maker is ass but I gotta use it cuz nothing good is free. I didn't thoroughly test all characters, so if you find anything new feel free to chime in.
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Text format:

Bella:
  • Dynamo
  • Upback delay j.lp. (If you don't delay then Bella's vertically extended hitbox will get scooped)
  • Edit: Excelabella
Beo:
  • AA super
  • Arm super
  • lvl 3
  • superjump back j.lp
Big Band:
  • L Beat Extend
  • SSJ
  • Superjump back j.hp
  • DON'T regluar jump cuz Big Band's fat ass will get scooped
Double:
  • Upback j.lp
Eliza:
  • upback j.mk
  • lvl 3
  • s.lp
  • s.mp
Filia:
  • L updo (M/H versions whiff)
  • Fenrir
  • lvl 3
  • upback j.lp
  • EDIT: s.hp
Ms. Fortune:
  • lvl 3
  • upback j.lp
  • upback j.mp
Fukua:
  • s.hp
  • superjump back j.lp
  • upback j.hp
  • upback j.lp
Parasoul:
  • j.hp
  • sniper
  • superjump back j.lp
  • upback j.mp
  • superjumpback j.lp
Peacock:
  • superjump back j.lp
  • superjump back j.mp
Squigly:
  • lvl3
  • SBO
  • superjump back j.hp
Val:
  • superjump back j.mk
 
Last edited by a moderator:
Also might want to put 5HP for Filia too, she can do 5HP /\ jLK jHP ADC jHK OTG 2LK .... . . .
 
This is a nice compilation, but isn't the positioning a little unrealistic? Generally I'm airblocking when a Beowulf actually uses this move. Is it pretty much unpunishable from that situation?
 
This is a nice compilation, but isn't the positioning a little unrealistic? Generally I'm airblocking when a Beowulf actually uses this move. Is it pretty much unpunishable from that situation?
When you expect the opponent to super or mash out of your pressure and resets, you should bait them and block.
With Beowulfs super, baiting and blocking doesn't get you anything; He can just jump away to the other side of the screen and be safe.

This thread is to compile each characters options to bait and punish Beowulf for using the super to get out of pressure while both of you are on the ground.
If you don't have these punishes down, Beowulf will be getting out for free if you reset him or let him move on the ground.
If you're in the air, that's a different story.
Some characters can air super fast enough but most of the cast has to respect it.
 
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My regular sparring partner picked up Beowulf upon release and he'd constantly use this to escape the corners when I'd pressure him there...so annoying. So, I found this very helpful. I always figured I could catch him on the way up with Silent Scope with Parasoul. Totally didnt know about those others though. So I guess superjumping backwards will keep their hurtbox out of range of the super? I always thought throwing out any air buttons would allow him to catch you and you could only punish him on the ground. Will have to master some of those others for meterless punishes.

I went in training mode killing myself to find punishes for it and can add that Eliza's s.MP can also catch it.
 
Valentine: Ground scalpels punishes. Has to be done pretty much instantly. One scalpel hits & you get a combo off dash otg crLK, timing is not that lenient again.
sj back j.LP punishes as long as you input the superjump as soon as possible. Does not seem too realistic, but I also have troubles hitting sj back j.MK.
lv3 punishes, same deal as ground scalpels, if you do it instantly you'll get the punish.

For Parasoul, sj back j.LK is generally more reliable than sj back j.LP, as it is faster and hits at a higher angle.
 
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nice someone revived this thread so I don't have to in order to ask my question, its a bit different than the point of this thread but I thought it similar enough to not make its own thread.

So punishing airwulf raw is one thing, but at least in my experience that's not really a very common situation. Much more common is c.hp into airwulf, and I decided to do some testing to see what can punish that. As of now I've only found one punish that leads to a full combo, but at the very least you stop him from getting away from you. Only tested so far with characters I play (testing them first for obvious reasons). edit: these are all assuming you are blocking the (first hit of it at least)c.hp at point blank

Filia:
-Fenrir: works whether you pushblock c.hp or not, though if you do a bad pushblock and he doesn't get pushed back then your timing becomes much stricter. Too quick and you can also accidentally late pushblock instead of fenrir.
-upback j.lp: have to pushblock 1st hit of c.hp, no followup
-level 3: also works whether you pushblock or not but you have to wait for him to go over you before you do it

Double:
-superjump delay j.lp: have to pushblock 1st hit of c.hp, no followup

Big Band:
-L extend: have to pushblock 1st hit of c.hp, get a full combo though
-SSJ: have to pushblock 1st hit of c.hp
 
Any general tips for getting the timing right? Tried some of these out and was having inconsistency with the timing of the grounded ones. Start inputting right before he jumps or after?
 
if you watch the inputs, they are all done close to the end of the superflash