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Betawulf Reigns Supreme! More like Alphawolf! check CaioLugon's thread which will be more updated!

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ohhh on that last grab, true. i knew something was off....probably like a lil more damage i guess. thanks. still trying to find other combo routes that might be better. even though its possible, im having a hard time doing this on eliza -_- that command grab > c.mp is hardddddd on her

EDIT: Actually i have a new version....thanks for the tip dinglejet. i think it's 6.948 & it's easy to do. gonna re-record. Here it is and in an odd fashion, one of the best corner-carry combos so far lol. If you can manage timing/spacing, you can taking out the lp/lks in the middle

ALL Except Eliza/BigBand/Double - 7k

Eliza Specific - 6.9k

None for Double/BigBand yet...(fuck them *mean face*)...
 
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Very nice. My only concern is that you do not get your chair back. I do see the benefit that you push him into the corner. I don't know, I'm still learning him, but I feel a lot more uncomfortable in the neutral/footsie game without his chair (as well as I lack some combo knowledge without his chair).

As for Double/Big Band the only combo I can get gives me about 5,800 damage with chair:

c.lk > c.mp > s.hp > L Chair Toss> s.mp > s.hk > Wulf Blitzer ( forward - forward - down)> c.lp > c.mp > c.hp > c.lk > c.mp > s.hp (knee - Da Grendel Killa onto chair).

If you want to get a mic drop on the s.mp to build hype you have to walk like half a step after the chair toss for Double so the mic will hit.
 
Found a little something to work on bb and double, does 5987 to 6382ish depending on how you finish in grab mode, and gets your chair back. builds about 2/3 a bar of meter

c.lk, c.mp, c.hp, j.mk, j.hp, hop j.mp, s.hk, c.mp, s.hk, lp chair, c.lk, c.mp, s.hk, m blitz>6>3, c.mk, finisher

After the c.hp, delay the j.mk, or else you won't have enough time to do the dash j.mp>s.hk. bit of a tight link to do consistently.
As for eliza stuff, Caio's combo works on her without any trouble.
 
i like to use Beowulfs sweep assist so like to get rid of the chair and swap out as fast as possible

 
6.2k Chair Keep Version -- works on all except double/BB....not in the mood to test on just them yet....or work out chairless yet :P one step at a time right

 
I'm pretty sure doing command grab there is a bad idea unless you are specifically going for a meter build combo.

Meterless 6655 with oki

2LK 2MK (confirm) 5HK xx 236LP
66
j.MP
5HK
2MP 2HP
2LK 5[MP] ]MP[ 5HK xx KK
5MK 5HK xx 236LP
5LP 5[MP] ]MP[ 5HK xx 236LK > 8K > 2K
2MK
8
2X

NOTE: midscreen you will have to do 2MP in the last string on SOME mid/heavy weights which only does 30 less damage at 6625, but you miss the hype gain.

NOTE2: the starting string is fininicky against Double/BB


Here's a bonus 6328 combo that works on BB/Double at spacings where the other wouldn't work with the previous confirm

2LK 2MK 2HP
j.MK j.HP
66
j.MP
5HK
5[MP] ]MP[ 5HK xx 236LP
66
j.LK
5MK 2HP
2LP 5[MP] ]MP[ 5HK xx 236LK > 8K > 2K
2MK
8
2X
 
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Doing the command grab at that point in the combo is how I always yield the best damage.

Been doing TheGamaniac's combo

c.LK, c.MP, HK, 236LP,
hop j.MK,
HK, 236LP+LK, (walk back 2 character lengths) 4 knees, headbutt finisher,
c.MP, c.HP,
hop j.MP,
MK, HK, chair pick-up,
c.LK, c.MP, HK, 236LK > 8K > 3K,
c.MK(otg), K, 4K finisher

7.7k-ish meterless. 8.4k if you throw in the arm super before the c.MK otg. 7.3k if you opt for body splash ender.

Obviously isn't friendly in terms of opponent placement at the end but its pretty good damage for no meter. The hop j.MP after chairless c.HP is kind of a hard link for me against cerebella so I replace it with hop j.LK on her. Also doesn't work on Double/BB/ and probably Robo/Eliza
 
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I'm trying to keep my combos as universal as possible so I haven't been doing complicated links out of chairless 2HP.

Also I'm trying to fit 5[MP] ]MP[ into my combos for hype gain as it seems it will be quite scarce otherwise and I'm landing lots of heavenlys that could be combos if I had hype.

EDIT: Did pummels always build only 10 stun? I could swear I wrote it off because the stun gain was too high but this makes sense now.

EDIT2:

I noticed 2MP pumps the damage up a bunch in the first string, but it is a bad confirm compared to 2MK so I will still list damage with 2MK.

1/2 a hype building hard knockdown version of that combo

7123 damage

2LK 2MK 5HK xx 236LP
66
j.MK
5HK xx 236LP+LK
walk back slightly
K K K K P
[6]
5MK 5HK xx KK
5[MP] ]MP[ xx 236LP
66
j.MP
[6]
5LP 5LK 5[MP] ]MP[ 5HK xx 236LK > 8K > 2K
2MK
8
2X
 
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8.7k meterless with a gimmick assist.

I think it's a bit strange that grendel killer uses your otg even if you combo from it, but if you do it after using the otg, they can't tech any earlier.
 
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Youtube has a BUILT-IN VIDEO EDITOR!

yeah, I snipped it but the original video decided not to actually process, so I changed the link.
 
Went up against another Beowulf that did quite a number of resets on me when I realized I don't have much in the way of resets. I didn't really have time to analyze what he was doing since they went by so fast and thus couldn't learn from him.

So I have to ask, does anyone have some nice resets/mixups?
 
Went up against another Beowulf that did quite a number of resets on me when I realized I don't have much in the way of resets. I didn't really have time to analyze what he was doing since they went by so fast and thus couldn't learn from him.

So I have to ask, does anyone have some nice resets/mixups?
Save and share that replay.
 
Save and share that replay.
I just went back into my replays (completely forgot about that feature). I found the guy I fought but the matches kind of play out weird (some ending mid fight, some just throwing random moves I know I wasn't doing, both sides whiffing grabs a fullscreen away) that I feel was probably a factor due to lag. Really weird

I could gleam some resets from the random flailing though they are fairly basic ones..

After launcher (w/chair) you can go into j.lp>j.lk>j.mk >then you land > then immediately jump up for a grab. If your in the corner you can do a j.mk > j.hp instead, in case you want to mix it up a bit so they don't catch on.

Again, after launcher, you can do j.lk>j.mk>j.hp, but you delay the heavy punch so the animation is cut off by you landing before the hit comes out, then you just go for a (ground grab, low, or dash hop overhead) depending on what you want to do.

When picking up an opponent off the ground you can do c.lk>s.mp>s.hk> Wulf Shoot. You have to delay the Wulf Shoot a little bit after the s.hk otherwise they are still in recovery and you will whiff. Basically you restand them and hit with a Wulf Shoot.

Most of these seem to capitalize off of hitting an opponent with a Wulf Blitzer, so whether you decide to launch them or restand, you have some mix-ups to convert into a bit of better damage. However most of these seem to easily be inserted amongst basic combo's.

Now just have to figure out some good raw grabs and wulfshoots combo's.

Not the best player, but hopefully this was helpful to someone.
 
I just went back into my replays (completely forgot about that feature). I found the guy I fought but the matches kind of play out weird (some ending mid fight, some just throwing random moves I know I wasn't doing, both sides whiffing grabs a fullscreen away) that I feel was probably a factor due to lag. Really weird

I could gleam some resets from the random flailing though they are fairly basic ones..

After launcher (w/chair) you can go into j.lp>j.lk>j.mk >then you land > then immediately jump up for a grab. If your in the corner you can do a j.mk > j.hp instead, in case you want to mix it up a bit so they don't catch on.

Again, after launcher, you can do j.lk>j.mk>j.hp, but you delay the heavy punch so the animation is cut off by you landing before the hit comes out, then you just go for a (ground grab, low, or dash hop overhead) depending on what you want to do.

When picking up an opponent off the ground you can do c.lk>s.mp>s.hk> Wulf Shoot. You have to delay the Wulf Shoot a little bit after the s.hk otherwise they are still in recovery and you will whiff. Basically you restand them and hit with a Wulf Shoot.

Most of these seem to capitalize off of hitting an opponent with a Wulf Blitzer, so whether you decide to launch them or restand, you have some mix-ups to convert into a bit of better damage.

Now just have to figure out some good raw grabs and wulfshoots combo's.
The replay broke because of the latest patch update changing stuff.
 
It's probably already been discussed, but does someone know what kind of sound is expected to be used for the penguin countdown? I love finishing a fight using this, and it would be cool if the countdown was vocal and a ring noise or something similar get heard if it's used for the finishing blow!
 
1/2 a hype building hard knockdown version of that combo

7123 damage

2LK 2MK 5HK xx 236LP
66
j.MK
5HK xx 236LP+LK
walk back slightly
K K K K P
[6]
5MK 5HK xx KK
5[MP] ]MP[ xx 236LP
66
j.MP
[6]
5LP 5LK 5[MP] ]MP[ 5HK xx 236LK > 8K > 2K
2MK
8
2X
It is corner only right ? Or I don't understand how do you hit with MP~MP after the 5HK xx KK midscreen.
NVM had to delay the 5HK more to restand.
 
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Well, sorry about that then.
 
good. now just back up a little bit and use a bulldog onto the chair plus a ringlet spire assist and you can go into Alpha wulf super from that with the two bars of hype.
 
I like it, but it's time for mic drop hype build to be once per combo only.

Probably a good idea, considering it's gotten a lot easier to build hype now that chairslams build it too. Especially with assists, like so.


Found out that since you actually land before your finisher if you jump ASAP from Wulf Shoot (or Wulfamania), you can hit P or K in the air early to buffer a headbutt or knee instead of the usual automatic Press Slam. Awful lot of corner carry for a damage/meter starter.

For reference, the M.Shadow pickup works on anyone, but L-Chair to a hop medium doesn't work on Double because she lands too fast. Does work on Big Band, though.
 
Found out that since you actually land before your finisher if you jump ASAP from Wulf Shoot (or Wulfamania)
Oh, that's a bug from Wulf Shoot and is actually fixed locally already. Only airthrow and Wulfamania are supposed to be allowed to land.
 
Does the chair now take longer to be picked up normally? I see in the new patch it increased if used as an assist, but I try to do the combo here:


Which I could normally do easily enough before this patch. Now though, at the point where you would pick it up it seems to take like a full second longer before it becomes available. Just wondering if I missed something in the patch notes.

*EDIT*
Actually messing around I found a combo that does slightly more damage. Still curious about the chair pickup timing though.
 
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Does the chair now take longer to be picked up normally? ... Just wondering if I missed something in the patch notes.

That's an already-acknokwledged bug, the increased cooldown is applying to the point version instead of the assist one.
 
That's an already-acknokwledged bug, the increased cooldown is applying to the point version instead of the assist one.
Ah ok I was wondering if that was what was going on.
 
My reworked Light/Med combo w/chair to be 7k on ALL for real except of course bb/double w/chair. 6.2k if you decide to keep the chair.

Also some setups with wulf blitzer you guys might find interesting in the future

 
Hey, if you're going to put damage up with a combo, be sure to do it without the 1.3 multiplier. At regular numbers, you do about 6k with that combo
 
Hey, if you're going to put damage up with a combo, be sure to do it without the 1.3 multiplier. At regular numbers, you do about 6k with that combo
i dont know what that means sorry im kinda new to the game and the forums
 
i dont know what that means sorry im kinda new to the game and the forums
Characters do different amounts of damage and have different amounts of health based on how the number of characters on each team. In the example video you made, which is a 3v3, both sides have +15% HP (17825 instead of 15500) and do +30% damage (the 1.3 damage multiplier shown in the infobox). In order to have accurate damage numbers for videos (aka. the 1.0 damage multiplier) you need to either 1v1, 2v2, or 3v2 (as the 3).
 
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