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Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

If people rate filia that high then i do suggest playing her point for a bit against the rest of the cast. Now why is squigs low tier? Someone that plays the character provide a detailed spoiler on the toolset and why she lacks.

Don't you play her? To a relatively high degree?

My limited view on Squigs is that she has some issues in the neutral, but once she gets a charge or puts you in hit stun she's stupid scary. She is prone to eating mashes as she has limited, hidden burst baits (her baits are very, very obvious in my experience).

That said, I don't think I'd consider her low tier by any stretch of the imagination. Charged sing + SBO make literally any approach in the game 100x more difficult.
 
@Spencer
Her burst baits are as good as any other character. She does have untechable burst baits with liver mortis, s.lp recovers fast enough to block a burst , j.mp can be used for all kinds of burst baits in the air. and she can burst bait during stancel combos if she has a charge by spacing herself similar to parasoul.
 
Eliza has an overhead special that is safe on block, (I swear to god there is no way to punish it, it's impossible. I've tried everything, before he lands, after he lands, everything) and once again can be converted off of.
If you land while in blockstun, your blockstun is cancelled.

 
If you land while in blockstun, your blockstun is cancelled.

Oh my fuck.

Thank you for making me a better player, but uh... I've seen Eliza hit me with crossover aerials so fast that I successfully blocked the wrong way. Is it possible to do this immediately after her normal attacks?
 
@Ryik

If the normal pulls you to the floor and you touch the floor, then yes.
If you touch the floor after anything you can act.

Some examples where this is useful:
Parasoul JHP
Beowulf JHP
Eliza Bird
Fukua JHK
Cerebella JHK / JMP
Big Band L Brass / L Step
Fukua 5HP
Bella 5HP
These moves pull you down to the floor which let you act really fast after you block them in the air.
Note that if you block a normal and then land cancel it, your opponent can still cancel into a special to punish you for trying to punish them.

Like Fukua doing 5HP then command grabbing you as soon as you touch the floor.
Or Bella doing Devil Horns then cancelling into 360 as soon as you touch the floor.
 
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Not quite what I meant, but I tested it out for myself in practice mode. After Eliza's grounded HP into Horace it is indeed possible but the window is so narrow that it might as well be safe, since you'd have to, for the most part, predict Horace. Meanwhile, Eliza is perfectly capable of cancelling any of the earlier two hits of HP or any attack before that into Horace.
 
I realize this goes against everything that skullgirls players ever do, but have you tried throw?
 
Eliza's grounded HP into Horace it is indeed possible
might as well be safe, since you'd have to, for the most part, predict Horace.
You don't have to predict Horus as a high because she cannot hit you low after sHP without a massive unsafe gap.
But you can react to the finger snap anyway if you want to.

Also just because it's narrow doesn't mean it's not reliable.
I can do it very reliably after and any amount of sHP hits into Horus.

So I disagree that it 'might as well be safe.'

I realize this goes against everything that skullgirls players ever do, but have you tried throw?
Frame trap.
 
@Adeveis

I'd definitely say that they aren't the same as everyone else. She's got some decent burst baits, but you see them coming from a mile away. She has fairly predictable routes, and her burst baits either deviate from said routes or are tacked on to add a tiny bit of damage... I mean is anyone really still touching buttons during her cHP burst?

@alexpi

I play my PW like a grappler. Throws in this game are horrifyingly strong... so strong I have a hard time adjusting to other games in which throws act as a tiny bit of damage and a 'get the fuck off me'. Actually, one of my biggest issues is I throw the point of being predictable. :(
 
Honestly as it stands right now to me. Robo is low tier. Even then low tiers arent bad in this game so its all good. But i refuse to see squigs for many reasons and getting charge is not hard at all. So i dunno.
 
You don't have to predict Horus as a high because she cannot hit you low after sHP without a massive unsafe gap.
But you can react to the finger snap anyway if you want to.

Also just because it's narrow doesn't mean it's not reliable.
I can do it very reliably after and any amount of sHP hits into Horus.

So I disagree that it 'might as well be safe.'
That's just it though. She doesn't actually need to use it after a standing HP, I just bring it up because it's generally what she does. all this being said she can also substitute horace with her cart, upper khat, osiris spiral or sekhmet. If she times it right as well she still has her super in case she sees you jump and thinks you predictable.
I realize this goes against everything that skullgirls players ever do, but have you tried throw?
Constantly. They're one of the best mixup options if you can combo off of them. How much of that is due to netplay lag is hard to say.
Honestly as it stands right now to me. Robo is low tier. Even then low tiers arent bad in this game so its all good. But i refuse to see squigs for many reasons and getting charge is not hard at all. So i dunno.
Fight me please.

Not actually because of any particular reason but because I'm bored.
 
None of those specials are low and actually all lose to upback. Have you actually thought about how to/played people who do counter you doing whatever you want?

Also I'd argue throws are weak because they provide mediocre reward for high risk and delay throw tech is a thing.
 
I don't think there is such a thing as low tier in SG.

If I were to state it in tier list mechanics I would state the tiers to be:

"A" and "B+"

No character in the entire game feels like they lack tools or have a hard time getting an opening or have terrible neutral or bad reset mixups. The closest things that I think really separate characters are:

Safe dhc
Good reversals
Top 15 or so assist
High BnB damage
Meter gain
Air to air priority
Movement speed and movement options



But the characters vary greatly in these aspects so that most things end up being more or less even. There are certain discrepancies... Val seems to do a lot of damage for her speed. Bella seems to make a hell of a lot of meter in her bnbs etc etc but most characters seem to have things they shouldn't, which balances things out.




Team synergy and overall dynamics play a far more important role in the game than do individual characters tiers imo.
 
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Team synergy and overall dynamics play a far more important role in the game than do individual characters tiers imo.

this

so many characters' flaws can be covered with the right assist
 
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None of those specials are low and actually all lose to upback. Have you actually thought about how to/played people who do counter you doing whatever you want?

Also I'd argue throws are weak because they provide mediocre reward for high risk and delay throw tech is a thing.
Cart can punish if they try to go in immediately, Upper Khat can create distance, osiris spiral is just blockstun into more normals or forcing a pushblock and sekhmet is more of a coin toss, depending on how much delay between attacks you can get away with. Up back in this case breaks even usually. It's not exactly her prime choice anyway
I don't think there is such a thing as low tier in SG.

If I were to state it in tier list mechanics I would state the tiers to be:

"A" and "B+"

No character in the entire game feels like they lack tools or have a hard time getting an opening or have terrible neutral or bad reset mixups. The closest things that I think really separate characters are:

Safe dhc
Good reversals
Top 15 or so assist
High BnB damage
Meter gain
Air to air priority
Movement speed and movement options



But the characters vary greatly in these aspects so that most things end up being more or less even. There are certain discrepancies... Val seems to do a lot of damage for her speed. Bella seems to make a hell of a lot of meter in her bnbs etc etc but most characters seem to have things they shouldn't, which balances things out.




Team synergy and overall dynamics play a far more important role in the game than do individual characters tiers imo.
As I said Skullgirls is balanced af. For the sake of tiers though characters need to be divided no matter how close they actually are.
this

so many characters' flaws can be covered with the right assist
I mean yeah ofc but then there's no discussion. Tiers are not quite fact and not quite just opinion, and a part of fleshing them out is discussion. Tiers are primarily general consensus. Was nice seeing all of your thoughts on the one I made, but I think I'm done talking about it for the time being. (In other words, I don't lurk SG forums)
 
Cart can punish if they try to go in immediately, Upper Khat can create distance, osiris spiral is just blockstun into more normals or forcing a pushblock and sekhmet is more of a coin toss, depending on how much delay between attacks you can get away with. Up back in this case breaks even usually. It's not exactly her prime choice anyway
Cart really doesn't punish someone jumping.
Upper Khat is an unsafe DP, it's not good on block.
Oasis Spiral is -2.
Sekhmet loses her meter and you can snap it now.

Up back does well against all these options.
 
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@Ryik
Go into training mode and record the dummy doing this stuff to practice it, seriously.

you kinda had a point to begin with because dive of horus IS really good, but punishable when used predictably as shown.

When you decided to argue yourself out though you said a lot of stuff that actually just kinda doesn't work unless you don't know how to deal with Eliza in general, as Skarmand said. You really should go into training mode and practice chicken blocking this stuff or just plain PBGC your Eliza training partner, because it sounds like your autopilot strings are worse than mine, which are pretty bad.
 
So, as Filia, if the blockstring is..

cLK cMK2 sHP2 Horus

The issue is that even if you chicken block then land cancel your hitstun, you're kind of far away, and closing distance becomes an issue.
Sometimes, I could get jLP or something, but it was kind of a pain and so was getting anything off it.
On the other hand, pushblocking her out in general was -really easy- if she was just autopiloting it all the way through. (But the dummy is not gonna stagger to attempt to catch me, either! Hi Eliza players. I hope you stagger things. Staggering is cool. Squigly does it.)

Another thing is, there's a noticeable gap between the second hit of sHP and Horus coming out. A lot of people hit buttons here and die. You're hitting the wrong buttons.
Stuff like a jab might hit her, but then you trade with Horus. I think throw will always lose, it's too slow. So your answer is: armor, invincible move (THAT WILL HIT HORUS ALSO SO THAT IT DEACTIVATES HIM OR THAT PUTS YOU OUT OF HIS RANGE OR INVULNs THROUGH HIS HIT, gregor is invuln, but it doesn't hit Horus, and it leaves Filia in a spot that horus will hit her after her invuln has run out sometimes [more, like usually..], causing a trade.)

I just did L and H updo and it slapped Eliza all up in the face and I got a gregor off it into a full combo. I just did it a lot, without fail.
This is not PBGC. This is: I blocked, oh it's the gap, Updo. It worked every time.
Updo was like ayy lmao, that gap is nice, lemme just gregor you now.

So if you can't chicken block it and punish because you're either bad at it or it puts you out of range for any good punish options with your character
If you can't PBGC (but this works really well against the above blockstring, if you PBGC so that you get PB but you DON'T push her out, you can PBGC and throw her between hits of sHP and weird stuff like that. Or just gregor. etc.)

Try exploiting the gap!

If the blockstring is..

cLK cMK2 Horus because I've seen this (and I've also done it) it's worth noting that the chicken block then land cancel tactic works GREAT here because you're pretty much right in her face for it instead of slightly out of range where sHP's hits would put you. Just downback the first two hits, then upback for free (yeah its free, come on. What low at this point? Unless she has Filia cMK assist or something. :^) and punish.

Eliza has good staggers, I'd be careful about pushblocking carelessly, but if you want to go back to neutral and she's autopiloting the hell out of the same string into sHP2 > Horus, you can pushblock her out pretty easily.. I'd say Peacock could just PB this string out and argus her as horus is coming out because it put me out of horus's range a lot too, meaning I could punish, I was just.. not in range to punish. But Argus is always in range. Heh.

As for -2 Spiral, we need to have a talk/make a thread about the difference between safe and pseudo-safe somewhere. But, in short, -2 is pseudo safe.
She can block. You can't really punish her without PBGCing or parrying if you're Big Band. However, she IS at a slight disadvantage, meaning you do get to act (only very silghtly) before her, she can't NECESSARILY keep pressing buttons for free, she's better off blocking. A lot of people continue pressure after pseudo-safe stuff anyways because people blocking the pseudo-safe stuff want to either just keep blocking or press really bad buttons.

I'm not advocating pressing buttons vs pseudo-safe stuff.. you will get blocked if she blocks. Though, you can start pressuring here.
If she presses even her fastest normal vs crouchers though, cLP..


Because her cLP started at a disadvantage of -2, make sense? Her cLP is 7 frames.
Parasoul cLP is 7 frames. Why does Parasoul cLP get a CH? Because Eliza is at a disadvantage after blocked LSpiral. Her cLP will always come out later if they both do their cLP as early as possible. This means Eliza can do this to herself, as well.

.....if she does DP after LSpiral, lmao SG players.

And now a special shout out to @Stuff because I love him, hey man, fiber totally works if you -time it right- a few times I got sHK and of course I died for that. I didn't get any trades with HFiber though. I also ALWAYS got all the hits into a combo. If you get video of a trade, I'll lab it out with you and we'll actually figure this out, but..


I know you hate Horus.

EDIT: SINCE THIS IS AN ARGUMENT IN IRC AND IT'S RELEVANT

Hmpf = Isa

<Hmpf> safe means = not punishable, pseudosafe/safeish means = technically punishable but unlikely to happen (because only few moves, because tiny window, because distance)
<Hmpf> this is strictly established and also strictly pertains frames

Therefore, by his definition, if I'm not mistaken from our discussion, Eliza LSpiral is NOT pseudo safe, but simply safe, since there is no chance of truly punishing it (by standard means.) With that in mind, feel free to replace my use of 'pseudo safe' with 'safe but at a disadvantage' if you subscribe to his definition. I don't care either way, just kill horus already. And he also pointed out that other blockstrings would put Horus at a safe distance where something like HFiber could not exploit the gap and get all hits into a combo.

I take it for granted that you would all REALIZE that already because everything in this game has an answer but I'm constantly reminded that many of you won't realize this and just come running to post when you get hit by horus for doing fiber or whatever.

This post is meant to give you an idea of what can be done, not 'just do this every time' because there is often no such answer to problems in this game. There is no skeleton key to blowing up horus. But it is able to be dealt with.

Yes it's still really good, blah blah, ok, it's supposed to be. Now deal with it.
 
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Or

You could PBGC the c.MK by pushblocking the first hit of c.MK and punish like everything she can do lmao.

EDIT: As a non shitpost part, maybe do different team slots separately? Like rank characters in terms of point character, anchor, support etc?
 
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I came back why
Cart really doesn't punish someone jumping.
Upper Khat is an unsafe DP, it's not good on block.
Oasis Spiral is -2.
Sekhmet loses her meter and you can snap it now.

Up back does well against all these options.
You're right, but doesn't necessarily come out on top. Upper Khat is character-specific at best for when they have difficulty punishing at a distance and requires jump cancelling besides. Cart can punish if you decide to jump in hastily. If you didn't Eliza should be safe anyway, usually. (Depends on your timing and character)
The scenario implies pushing an opportunity and failing at it makes a momentary stalemate an acceptable outcome.
@Ryik
Go into training mode and record the dummy doing this stuff to practice it, seriously.

you kinda had a point to begin with because dive of horus IS really good, but punishable when used predictably as shown.

When you decided to argue yourself out though you said a lot of stuff that actually just kinda doesn't work unless you don't know how to deal with Eliza in general, as Skarmand said. You really should go into training mode and practice chicken blocking this stuff or just plain PBGC your Eliza training partner, because it sounds like your autopilot strings are worse than mine, which are pretty bad.
IK.

Horace is pretty much better than all these options. It's just that Eliza has a lot of potential to be annoying on a whim.
gllt's post
A'course you can take out Horace every time.

Doesn't make it any less annoying.

EDIT: I mean it does, but Eliza is still incredibly annoying.
 
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Yeah I don't like your tiers either :P

I'd never in my life put Peacock or Eliza in the same tier as BB. That's crazy talk. I do love the way your graph is set up though.

Enough so that I made one of my own.

The standard caveats: Tier is only relative to SG. There are probably some nuances between my groups, but... close enough. I don't know shit-all about Robo, so I didn't put her on there.
 

I would switch beo and bella and peacock should definitely be further left but other than that I'd agree with this. Only other thing is I personally disagree with robo being so low, I do know you don't care much for robo but I think she should be at least level with squigly/bb, that said I know a lot of people think she's super good and it's probably still too soon for people to agree on where to put her.

EDIT: also @ people who are doing tier images that have a "team player"/"selfish" axis: do you just mean "how good of an assist does this character have"? Because both of you put Val very far on the "selfish" end when (imo of course) she's one of the best characters to have 2 assists behind.
 
Why are people putting Beo so low?

I think he's fantastic. One of the most mobile characters in the game, huge damage, an almost unreactable low/throw/hop mix-up, versatile, reversal, armor for days. He just doesn't seem to have any real faults even if he isn't top tier in every category.

@Pickles

Yeah, I viewed selfish as having no good assists and team-player as having great assists. Someone like Val and Painwheel who function much better at point and don't bring a ton to the table as an assist I put in selfish. Someone like BB who has boss assists gets pushed to 'team-player'.

Not sure how Tomo meant it (though this is what I assumed when I saw it), but that's my take.
 
He does not dominate neutral in any sense. Look at val,PW,Eliza, Peacock

Peacock has no obligations to ever approach you. She doesn't have be near you to hurt you.

PW can choose when to engage and when not to. and with choosing the right normal with armor she's very strong.

Val is versatile in utlitizing a good portion of assist. Her buttons are good and in conjunction with assist she's a wall. She also can choose to engage and disengage and as well as keep you in the corner forever.

Fukua is just fukua. Good assist. can function anywhere on the team has specials that are kinda committed but at certain ranges it doesn't matter. She does good damage, waste no otg has one of the best reset tools as an assist and as a point character oh and corner carries. Has a decent fireball.

also i suspect ms fortune will be placed higher as the game progresses. same with robo.
 
See Beo plays to me a lot more like PW. His neutral seems space dependent, but he dictates the space in most MUs.

He's got incredibly fast ins, and once he's in you're going to have a hell of a time getting out. Plus near full screen normals (without chair), a super that punishes almost any button push at any distance while also putting you in the corner. In my experience, it isn't a matter of getting in for Beo. He's getting in.

While I put Beo on par with Pea and Eliza, Beo's the only one that scares me. I think time will tell on him once people start to figure him out, as I don't think he's an easy character to play.
 
He's not getting in.

you block the blitzer and now he's at frame disadvantage. He has to block. He cannot jab, grab continue offense w.e.

Fullscreen normals don't mean much since c.hk does not allow combos since its a sweep. J.hp with chair is not the be all end all. "fast ins" doesn't make sense to me unless you mean mixups but then he needs a sort of lockdown assist to do his work. once he gives up the chair he takes chip and a good amount of it with the right assist.

the only reason i even put him there and not lower is because of his stuff like airwulf. w chair j.hp but most importantly, the ability to end ANY combo in hard knockdown. I wouldn't place him higher or lower tho
 
Not quite what I meant, but I tested it out for myself in practice mode. After Eliza's grounded HP into Horace it is indeed possible but the window is so narrow that it might as well be safe, since you'd have to, for the most part, predict Horace. Meanwhile, Eliza is perfectly capable of cancelling any of the earlier two hits of HP or any attack before that into Horace.
Eliza's lows are: c.LK, c.MP's first hit, c.MK's first hit, c.HK, Sekhmet c.L which can't be done as a summon...and that's it.
Since she can't chain MP->MK, after any hit of M or H in a blockstring the only thing up-back will get hit by is sweep, which she can't combo after. You'll be able to punish a DP, you'll chicken-block and be able to punish Horace, you'll jump Couch, etc.
She also has no true blockstring into Horace by herself, so you can always chicken-block and punish it.
If you treat your options as backward vs Eliza (i.e. after a blocked M/H, upback mostly and look for sweep) you'll do much better.

@gllt
If you are holding up-back, Filia can punish c.LK->c.MK->s.HPx2 xx Horace with c.MK easily from any distance.
 
Fullscreen normals don't mean much since c.hk does not allow combos since its a sweep.

I think we get hung up on the huge damaging combos, but those full screen hits do work. Peacock attests to that. Any MF who has left her head too close will also attest to that. And that's before he's in and super scary.

As to his getting in, Blitzer is fantastic. Yes, it's negative on block, but you can do it multiple times and confirm it, cross up, or back the fuck out. The situation is worse from air Blitzer as you only get two to figure out what you're doing, but it is also safer.

In any case, we can go back and forth all day, so just look at this as me pointing to the fences. Beo is still fairly new and relatively low on tech for a lot of people, plus like I said above, I think he has a learning curve. In a year from now (or sooner), Beo is going to be sitting pretty.
 
tip

Thanks! Will test, I didn't think of cMK. I'm not exactly a Filia master.
 
re-my tierlist

The way I constructed it was just that the Y axis is overall usefulness, so Big Band rates highly because of his support ability. He has incredible assists and damaging DHCs that make him a really great pick for front loaded teams. He is weak on point, but I don't tier like that for a game with as many considerations as SG.

The X axis is basically assists/DHCs and battery power was kiiinda taken into consideration but the first 2 were weighted more heavily.

There are some things I'm really unsure about, such as Fortune's placement, Filia's to an extent and I'm putting a bit of faith in Robo for potential that I think is there and I kinda see her moving there, just haven't achieved it yet.

@mcpeanuts @Spencer
What in particular did you find odd about my tier list?
 
@Spencer
Except that fortune can headbutt into nom?

Peacock doesn't have to be close the opponent at any given point?

Are you reading my reasons or are you shitting on them on purpose?

Lastly Doing it only 2 times(which can be intercepted) in the air and doing it 3 times(on the ground) isn't enough. He'll sit right with parasoul and the bunch for a couple of reasons and him dominating space is a farce since parasoul can do the same and better with proper tear placement. So can fortune and this is going from your logic. People excluding you and others rated PW on the low end and i said she was good for the following reasons and behold. you got your monster sitting pretty.

Also let me repeat

Fullscreen normals don't mean much since c.hk does not allow combos since its a sweep.

Now even if we're looking at the sweep. Check the distance you're at and you will be able to block it. Wulf gets to tech. To you or away from you. What does he do? @mpgame99 Can you provide insight on this matter?
 
People excluding you and others rated PW on the low end and i said she was good for the following reasons and behold

Like I said, I'm just calling my shot, so I won't harp on any specific point except the following:

PW was rated low tier for a two reasons.

She was weaker. She took some massive buffs... so many I don't remember all of them, but a few from memory: easier confirm from [2]hk and overhead [2]hp giving her an armored 50/50, unfly, excellabella properties on her hk.buer, an auto correcting [5]mp, guaranteed thresher confirm from hk.buer, faster flight speed, ability to push the top of the screen while flying, and more.

But more importantly, and this is germaine to the conversation here, she had a learning curve... which was what Mike was telling us the entire time everyone was complaining about how weak she was. She isn't easy to pick up and do well with, and she requires quite a bit of work to get good. This is exactly what I'm saying about Beo. He's not an easy character, and I think as people put in time, he's going to be very strong.

But in any case, there's nothing to really argue about. We are both speculating on the future of the character. I'll either be right in a few months, or I'll be wrong.
 
He's not getting in.

you block the blitzer and now he's at frame disadvantage. He has to block. He cannot jab, grab continue offense w.e.

Fullscreen normals don't mean much since c.hk does not allow combos since its a sweep. J.hp with chair is not the be all end all. "fast ins" doesn't make sense to me unless you mean mixups but then he needs a sort of lockdown assist to do his work. once he gives up the chair he takes chip and a good amount of it with the right assist.

the only reason i even put him there and not lower is because of his stuff like airwulf. w chair j.hp but most importantly, the ability to end ANY combo in hard knockdown. I wouldn't place him higher or lower tho

I think he can get in fine.
Fullscreen normals that don't lead to combos are fine, they're useful in the neutral game. It's a sweep, so it's bad? Everyone has a sweep, SG players don't use those, I know.
Oh, except in combos. Lol. What is a low, what is a tech chase. Beo has a nice tech chase from LChair into PP PP PP jLP (Safe)

Being at a frame disadvantage actually just means if he pressures/jabs after it that he can be counter-jabbed. 2nd ground blitzer, downward angle should be a very minimal disadvantage that he would be fine pressuring after. Realize: if something is +-0 and you try to pressure after it, I probably can't counterjab unless I have a fast jab and you have a slow one and we both pressed it. If something is -2 I might can counterjab with a jab the same speed as yours by having it out before you do. In either case, I can just DP. And get blocked for doing it just like I can get blocked for jabbing badly (which just means he's safe since he's blocking or w/e) or CH for pressing bad buttons if he jabs. In either case, he can be an SG player, and also just DP in your face after the -2 blitzer on block because why not lol and then be at like +-0 but then people forget that he loses the chair when he tosses it and that means chip damage/no knockdown/etc.

He can enforce his hop dash approach like anyone can enforce their approach if you get the opponent to respect you, but it's much easier to call your lockdown assist and go high/low yes.
And he has the knockdown, so, it's mix up time. cLK, sLK (standing low), throw, command grab, hopdash overhead (can be made safe), hopdash feint into low/throw, crossup or not jHP/jMK, then some blitzering to cross you up again on block.

I put Fukua lower than Beowulf simply for how easily she loses to throws.
 
It was nerfed to -2 but you can perfectly space a horizontal blitzer to be +

Getting in with Beo is actually a bit tough, as you said you can DP, but on hit you get a bit of damage then chairless, on block you get point blanc chairless.

Hop j.MP is an ok poke, kinda.