-Why is his grab shorter if he has the chair? I don't like that. I thought it was fine with him just having a shorter grab period off of attack moves that put him in grab mode.
-chair j.hp looks like it should knock down. It just seems like a move that should swat the opponent out of the air, like Bella's s.hp. Any other character with a downward thrusting move tends to send the opponent down, but using j.hp actually knocks them up a bit. If it doesn't swat down, at least push them down a bit.
-j.mk and j.hp push Beowulf back a little bit when done to someone in the corner. It looks sorta awkward.
-Is there anything you won't be able to do off of j.hp grab? Cause you can still get the air finisher off of it against a grounded opponent. Is it just to make air stuff harder without actually removing the option?
-It looks silly when the opponent bursts chairless c.hp. I know the move has armor, but still.
-why aren't the chairtoss moves done with kick? j.hk gets rid of chair, kk picks up chair, but qcf p to throw chair? It's weird. Would prefer all of the chair buttons to be either punch or kick (everything but j.hk can be a punch and that'd be fine too).
-you can do j.mk, hop-j.mk, j.mk. I find that hilarious for some reason, and thought I'd share. I can also get 4 j.hp's in a combo. I also enjoy that.
-while in someone's face, jump back, j.hp, s.hk, dash up combo works. I like that.
-I wish hop-j.hp worked. Maybe if j.hp was a tiny bit faster? Cause if I do it fast enough, I can see him go horizontal before he lands. Also, hop j.hk can put the chair down without actually attacking the opponent. Just gently stand the chair up, that's how a gentleman operates.
-c.hp, j.mp, j.hp misses if you delay the j.mp just a bit, even though it looks like it should hit. It seems to do it more often if you jump forward in the corner.
-s.mp, pause, release combos the mic. Don't know if that's intentional. It can combo into c.hp, meaning you can get multiple micdrops in a single combo (meaning whatever that means for the hype mechanic).
-It would be cool if I could cancel chairless c.hp into chair pickup. His other moves cancel into chair pickup. I'm guessing the reason is "chairless moves can't cancel into chair pickup" but so what boo.
-chair being an overhead on chairtoss seems like it could be really good. Thankfully none of his moves are good enough on block to go into any of the tosses, but you can still end a combo with something, mp chair and you got yourself an assist-style mixup. You're close enough to go low, or hopdash overhead, or walk up throw, and on every option except throw they're forced to then deal with the overhead (that seems like it beats most reversal attempts). And you can also call assist on any of those options, of course. In the corner, ending a combo with mp chair, c.lk, chair, c.lk, c.mk/c.mp (or s.mp mic drop, for the coming hype mechanic) seems REALLY good. Even if they pushblock, the chair will negate the first c.lk's push, and if they push the chair the second c.lk negates that push. So within an instant they HAVE to downback, back, downback, and if any of those hit you can just go into your combo. And if you're in the corner, calling mp chair will get a slow overhead, and hp chair will get you a much faster overhead. And the opponent has NO way of knowing when the chair will come down, and you can on hp chair do c.mk to get the overhead first, or mp chair c.mk to get the low first. I'm not sure how many characters can beat this option without meter (also, while looking at this, I noticed that mp chair against Eliza who's set to lvl 3 on reversal will hit her out of the super as long as she doesn't hit Beowulf. Don't know if that's a bug, and if it's a bug who is the problem character).