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As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section.
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If you start a combo (w/ chair) into cr.HP launcher (ex: cr.LP, cr.MP, cr.HP), you can change your next air string to decide whether you want to stay on the same side or not (great for getting out of the corner and putting your opponent in the corner):
2 hit air chain lands on the other side (ex: j.LP, j.HK) except Big Band
3 hit air chain stays on the same side (ex: j.LP, j.MK, j.HK)
Since Beowulf's qcf PP super travels so far, if you DHC into it from around ~3/4 of the stage (away from the corner); it'll carry you far enough to OTG into a corner combo as Beowulf. Beowulf is gonna help my Cerebella a ton since my current team lacks good DHC options midscreen.
Also how are you guys making his st.HK wall bounce in your combos? I replicated some of the combos in here, and I can never get it to wall bounce?
I triggered happy birthday hype lines as Beowulf on an assist as if I had done snapback.
I did chairless hp for grab after point character was dead.
The dead point character stood still on screen after the grab was released allowing me to stand still on the life lead until time out.
The dead point character fell after I hit with another attack.
When I killed the final character I again ended with chairless HP for the grab.
He stayed in my arm for a bit - when he fell out he crumpled in his time out animation.