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

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Era

A temporary truce
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Squigly Fukua Eliza

Here's the best beo combo I could come up with. It works on lightweights and middleweights with some adjustments.

cr.lk,cr.mp,s.hp, L chair toss
cr.mp, cr.hp
j.mk,(j.lp,lk on mid weights) j.hk
dash j.mp, s.hk
walk back, s.mk, s.hk chair grab
dash j.lp (omit this on mid weight)
s.lp, cr.mp, cr.hp, M chair toss, j.hp dow+lp finsher

TBE:

Beginner Bnb's:
THERE'S NO CRYING IN FIGHTING GAMES

Intermediate combos:
Камрад Волк!

Advanced combos! (get you head in the ring!)
Go home!
 
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The notation is on the video itself

Also, you can substitute j.lp j.lk j.mp j.mp j.hp body drop with j.mk j.hk s.lp c.mp s.hp body drop but it's harder to restand
 

Here's a corner combo I did with DnB assist.
 
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Universal if you skip the dash j.mp

 
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Beowulf is already fun to combo-craft with! He has a few tricky juggles and links, though i suspect these ones are Filia/Fukua specific.


You can only combo off the Dance if you havn't used your OTG yet, which does not include OTGing with cr.MK as shown, and it's a 1-frame link.
 

Something different
 
I was coming up with a bunch of stuff but totally forgot to account for heavies.

I want to find something universal at first, so time to go for less hop links I guess. They feel so cool and VSav like though.
 
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After messing around a bit


I see Caio had the same palettes idea ayy
 
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Ok so I have SOMETHING at least.

EDIT: Version 2.0, in between the difficulties of the previous versions
DOUBLE EDIT: Double =(....

6233 damage

2LK 2MK 5HK xx 236LP
j.LK delay j.HK
5HK
66j.MK > 5HK xx KK
5MK 5HK xx 236LP
2MP 2HP
2MK
9
2P


Old Version: (may be easier for you)

2LK 2MK (it is +4 on block what a hitconfirm) 5HK xx 236LP
(j.LP) j.LK delay j.MP - adding the j.LP makes it wayyyyyy easier but lowers damage to 5901
5HK
66j.MK > 5HK xx KK
5MK 5HK xx 236LP
2MP 2HP
2MK
9
2P

6132 damage, tested on Big Band, it has ludicrous corner carry, feels like it needs much more no chair 2HP to be optimal though.
 
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Here's a easy midscreen:

[Start with chair]
5lk 2mp 2hp
H Chair Toss (2 Hits)
Level 1 Super
5lk 2mp 2hp
5mk 5hk (Easier if it restand)
Chair Pick-up
5lp 2mp 2hp
H Chair Toss
J.hp > Frog Splash

6869 Damage
(Only on lights and mediums)
 
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Ok so what I'm doing now:

I believe this is a meterless semi-universal, still testing.

2LK 2MK 5HK (5HP on Double and Beowulf *grumble grumble*) xx 236LP
LIGHTS/MEDIUMS: 66 j.MP / HEAVIES: j.LP j.LK j.MP
5HK
66 j.MK > 5HK xx KK
5MK 5HK xx 236LP
2MP 2HP
OPTIONAL FOR LIGHTS/MEDIUMS: 2LP 2MP 5HP / HEAVIES: 2MK
9
j.2P

Double version: 5851
Big Band versions: 5901

Lights version : 6332/6492 with light extension

TESTED SO FAR ON:
LIGHTS/MEDIUMS:
Squigly
Peacock
Ms Fortune
Fili/ukua
Painwheel
Valentine
Eliza
Parasoul
Cerebella

HEAVIES:
Beowulf
Double
Big Band


TESTED ON EVERYONE

For some reason Beowulf requires the same adjustments as Double even though I think he's a mid weight? His aerial hitstun hurtboxes look a bit funky right now so that might hopefully change as he comes towards completion.
 
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why can i not chain the dash j.mp into s.hk
fuuuCCKK
 
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With Chair:
c.HP - j.LK - j.MP - j.HP - Land - j.LP - j.LK - j.MP - Land - j.MK - j.HK

Follow up with the followup of your choice. The j.MK is pretty hard to time right depending on character.
 
It's a nightmare playing on a pc that runs 20fps.

LK, c.MP, HK, 236LP,
Dash j.MP, s.HK,
MK, c.HP,
MP, HK, pick up chair,
LK, c.MP, c.HP, 236HP, Super, c.MK, ender
7k
 
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Something I'm working on with Fukua H. Drill assist.

st.lk, st.mk, st.hk xx assist, dash,st.hp xx QCF+lp, cr.mp, cr. hp, j.mk, j.hk, st. lk, st.mk, cr.hp, QCF+PP
Does 5,884 damage, though I'm sure this can be increased with a better folllow from chair-less cr.HP.

EDIT: Video.

Now someone find more damaging stuff with this ('cause I'm too lazy to do more).
 
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He's definitely interesting... I haven't really looked at what everyone else has done but here's a Double Chair Toss corner combo. :P

Edit: Well... That's a bummer, Mike. :< Guess I'll think of something else.
 
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He's definitely interesting... I haven't really looked at what everyone else has done but here's a Double Chair Toss corner combo.
Worth noting that you CAN ground tech the fisherman slam, the dummy just won't for some reason that I have to fix.
 
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I've been messing around and this is what i came to.
 
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Worth noting that you CAN ground tech the fisherman slam, the dummy just won't for some reason that I have to fix.
I'm sad now.

I spent a while earlier to come up with a safe jump off of that after I realised the aerial belly flop didn't give enough advantage for it.
 
Ok, so I lied about not doing another one.
Still using Fukua's H Drill to extend, except I now use it later in the combo.

st.lp, st.mp. st.hp, qcf+lp, cr.mp, cr.hp
j.mk, j.hk, st.lk, st.mk, st.hk xx assist
dash (midscreen only)
st.lp, st. mp, st.hp
lp+lk

Does 6,062 damage without meter.
 
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I'm sad now.

I spent a while earlier to come up with a safe jump off of that after I realised the aerial belly flop didn't give enough advantage for it.

You can still do it off the chair dance for now at least. Still burns your OTG but it is a combo option off throw with chair.
 
Now that i found the right thread ill post it here:
Excuse my shoddy quality. still learning how to video tubes.


My day 1 corner bnb:
 
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The timing has to be a bit different for heavies on the first launch, but otherwise this is a universal (though not very painful) and not-poisitioning-specific meterless combo for Beowulf.

Also cr.LP chains into both LKs.

 
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I'm sad now.
If you see a blue circle they can tech. Always.

[edit]
Beowulf #2
If you see a blue circle they can tech. Always.

Heres my contribution. It suuuuuucks
Yours wasn't techable, but why does everyone have ground tech off?

Also cr.LP chains into both LKs.
OOPS. Actually since he doesn't get LPx2 or LKx2 he's supposed to have PW-style LP->LK so the error is s.LP.
 
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An easier and more damaging combo than the one I posted earlier
works on everyone but the heavies

cr.lk, cr.mp, s.hk, L chair toss
cr.mp ,cr.hp,
j.lk, j.mk,
s.mk, j.hk, chair grab
s.lk, cr.mp, s.hk, L chair toss
dash j.lp, s.lk, cr.mp, cr.hp
cr.mk forward+lp finisher

on bella j.lk,j.mk won't combo so do j.lp, j,lk, j.mk instead, and at the end of the combo omit dash j.lp.
 
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Modified my combo a bit

Corner BnB v2.0 in a team of 3v3 just to clarify

Corner BnB burst Bait edition:
 
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My combos look so different than everyone else's. My computer sucks, and my controller does it's own inputs, so I can't reliably do anything, but I got this to work once I'm pretty sure. In the corner.
j.hp,
s.lk, c.mp, c.hp,
j.mk, j.hp,
c.mp, c.hp, j.mp, j.hp,
j.lp, j.mk, j.hp,
j.lk, j.mk, j.hp,
and then you could probably end with super, but that's as far as I got before it dropped.
 
Now that i found the right thread ill post it here:
Excuse my shoddy quality. still learning how to video tubes.


My day 1 corner bnb:
Modified my combo a bit

Corner BnB v2.0 - 8.3k

Corner BnB burst Bait edition:
You should do these on 2v2 or 1v1 since 3v3 has that 1.30 damage multiplier. These are actually doing only about 6.3k damage.
 
You should do these on 2v2 or 1v1 since 3v3 has that 1.30 damage multiplier. These are actually doing only about 6.3k damage.

you are correct there. i re-did them solo and its like 6.4-6.5k 1v1.

mostly been practicing 3v3 since ive been running into more 3ration teams. healthwise it seems to be about the same damage just different numberrs if that makes sense :3

edit: just a heads up, im kinda just tossing stuff up for peeps to experiment and expand off of :D
 
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