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They can do THAT!?: An exercise in inadequate match up knowledge.

Daps

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Squigly Beowulf Unknown
Hello, my name is Daps. It's also my steam name, the picture is of a tree. I've followed SG for years, and only recently got around to playing it. I've ran into some really good people online that have encouraged me to stop lurking and post, so I'll do just that. This is an overview of my strengths and weaknesses, and where I want to go in the game. Sorry if it ends up being a bit long.

The player:
years of experience in fighting games. No local scene. RIP Omaha.

advantages:
+Good neutral. At least I get told this sometimes so I think it's true.
+Good resets. I go for them a lot, and have a decent amount of them.

Disadvantages:
-Feast or Famine resource management. I either blow everything for nothing, or horde everything and lose.
-Weak matchup knowledge. Seriously what the fuck do half of the characters in this game do?
-Throws exist. I can ignore them all I like, but dammit all that does is get me thrown more.
-Restricted playstyle. I can play squigly and I can play Beowulf. The rest of the cast is iffy, at best.
The Team: Squigly (c.HP)/ Beowulf (H Hurl).
An oddball team, but it's the one I started with and it's the one I'm best at.

Advantages:
+Decent damage anywhere on screen. Can get upwards of 7-8k with minimal meter expenditure, and can confirm off anything.
+Pressure everywhere. H hurl makes them block anywhere, serves as a decent reversal, and Squigly has an easy time picking up off of it.
+Reset hell. Both Squigly and Beowulf have very powerful in close games. H hurl helps Squigly catch jumps and works as a nasty frametrap in close. Cremation is adequate lockdown, makes them block low, and is useful for my favorite bait.
+The DHCS. Squig and Beo go safely into each other off of anything. SBO sets up conversions from all of Beo's supers, and makes them safe. Beo can choose the appropriate option because Squigly's abnormally long super flash (thank you sing+opera) gives me enough time to confirm the hit, or decide what's not going to get Beo blown up.
+The Buttons. Squigly's j.lk is godlike, her j.mp (which i need to use more) and j.hp are also incredible for controlling space. Beo's j.HP is stupid good, and his j.MP isn't that far behind it. Hop dash normals are also absurd pressure/short range distance closers.

Disadvantages:
- Weak horizontal movement. This team relies on a confirmed hit to take you to the corner and rip you apart. Both characters have odd/bad mobility, which makes getting in on peacock difficult. Double, fukua, and parasoul cause similar problems.
- Risky pressure. If they're not scared squigly's cancel shenanigans can be poked out of, or she can be pushblocked out of range, because the chair isn't great lockdown. Beowulf's stuff is unsafe or negative. Player fault, but I get blown up by PBGC, and I can't do it myself.
-Patience is both a virtue for this team, and the best way of dealing with it. Once I've made you block the fun can begin, but getting the opening hit is difficult. Pressure is also difficult to reassert without blowing resources (chair/meter/charges).
-Can't hit things in the air. I have to spend meter/charges (sing+sbo), or the chair to slap things out of the air. This team has great air to airs, but if they're above you, it's hard to do anything but block and hope.
Squigly:
Advantages:
+Best animations in the game IMO.
+Love the voice acting.
+Tricky, terrifying neutral.
+Tricky, terrifying pressure.
+Good damage and meter dump.
+Easy, long, versatile hit confirms. C.HP scales to hell, but is easy to grab off of. Stancel stuff lasts forever. Silver chord is dandy for grabbing all sorts of SBO shenanigans.

Disadvantages:
-I can't reliably stancel things. I'm pretty good about it on block, but I drop combos all the time on hit.
-Requires charge. Charge is SO GOOD. I can play chargless squigs, but I don't like to.
-I don't use Center Stage 2 well. Generally, I bogart my punch charges and use my kick charges all too freely.
-I don't spend meter. I'm scared to. If I drop an sbo wrong, I die. If i whiff a daisy pusher, I die.
-Bad wakeups. With my reluctance to use punch charges, I don't wakeup dp, and wakeup daisy pusher tends to be suicide.
-Reliant on the chair for defense. It's True! The chair does so much for Squigly, however it is long cooldown, and ineffective at very close distances.
-She's hard. Squig is fun to play, but very difficult for me.
Beowulf:
Advantages:
+Best character in the game. He oozes personality, and is oh so very quotable.
+Incredible screen control. j.HP, j.MP control the midrange better than just about anyone but parasoul. Hopdash mp is a half screen length overhead that's positive on block. Blitzer can tag any angle, but it is risky.
+Great supers. I don't have to play corner shenanigans, I don't have to respect your air normals, and I don't have to respect your projectiles if I get the read and have meter.
+Good damage. It's Beowulf. His stuff hits hard and leads into very easy and varied setups.
+Great pressure. Hopdash normals, the chair, blitzer frametraps and the grab are all very very good and make him a pain to block.
+Versatile throw game. If I grab you I can put you where I want you, I can choose meter or damage, and I can get a hard knockdown setup anywhere on screen off of a single touch. That's insane.

Disadvantages:
-Bad approach. I can blitzer, and get hit by a projectile. I can jump HP and get hit by a projectile. I can Hopdash mp (seriously this is a great move), and get hit by a projectile. Or I can pretend I'm Zangief, and walk forward and block.
-Pressure is risky. PBGCs blow me up. Beowulf's confirms are short, leading me to most of the time go for risky frametrap options. c.mp is -6 on block and delivers me to the assbeating. I need to work on using c.mk as a confirm.
-H Hurl is an amazing assist. But, Beo really only has that assist. Unlike BB or filia he doesn't have the option of a great dp, or a great lockdown, he has a good dp with okay lockdown. Maybe I need to explore gimmicky things like chairless c.hp or c.hk. I've seen a wolfband using l blitzer.
-I don't have a chairless beo. I have two combos, both of which have the goal of getting me the chair back on. I will backdash corner to corner to pick up my chair. I'm not proud of it. More seriously, I need to use kicks instead of punches to confirm when chairless. A blocked c.hp is either death or a meter, I don't like either option. This is a giant hole in my game, as having the option of his chair tosses in neutral will help overcome my biggest problem with Beo, which is getting in.
-Patient into explosive playstyle. With my current team I rely on slowly punshing them into a corner, using cremation as a floor trap and my superior air normals to restrict movement. Once I'm in it's necessary to hit buttons until they die. The transition period between these two playstyles is where I lose matches.

Team Needs: I need a horizontal lockdown assist. Cremation is excellent for Beowulf setups and holding position on screen, but not great for advancing. Hurl similarly, is good for defense and advancement, but is a long cooldown assist when I'm in, meaning if they block correctly once they're free. My choices of assists aren't very flexible either. H. Hurl is okay in most situations, but not all characters need the DP. Cremation requires thought to use effectively. D n' B eats punch charge, and I hoard punch charge, so I don't want to use it. So Characters I am looking into need to be okay with those options, and also have very good horizontal lockdown.

The Maybes!

Fukua
Advantages:
+H drill is incredible for both Beo and Squig. Playing Beo/Fukua I can call her, then jump after her with a button and I've got guaranteed space. It is also good as a countercall (it loves to line up doublesnaps), and allows me to get charges in combo, and sliding knockdowns for squig.
+Is apparently a really good character. I'm already playing Squigly, so I can afford to teirwhore a bit. She has easy powerful neutral that is unlike the other two. Having different playstyles between your characters is invaluable for tripping up the opponent.
++SAFE DHCS. This is a big one, and It's why I'm leaning towards picking her as my third. FukSquigWolf has safe dhcs in any order, and can combo out of their supers in any order. This is very, very powerful.
+Has good resets, and is easy to play. Big positive point.
+Safe on block special. L shadow isn't the best thing in the world, but it's safe on block, and people don't punish it consistently. I can also just not do it and be okay.
+Works with current assists. H hurl hits an area fukua doesn't want to fireball (I rarely get good results from jump up horizontal fireball), it makes them block so I can chip them for free with fireball super, or reset the shadow/fireball maze. Cremation is okay lockdown, and you can do a nasty thing with cremation and H shadow. I'm not good enough to do it, but I lost to it pretty damn hard. There's also call then double jump+block which works way more than it should.
+good supers. Mmmm. fireball.
+ has j.LP and j.HK. I like good air normals.
+has a good matchup against parasoul, who is my demon. She's also good against band, who I am bad against.

Disadvantages:
-I can't consistently combo with her. I have stupid hands, and the link from j.hk into s.lp I drop constantly. I get away most times with throwing an L shadow and getting lucky, but that doesn't work against good people.
-Builds meter, but is meter hungry. I love her supers, so I use them. This leaves me less meter to work with on Squig and Beo, which can cause problems, as they also have very good super tools.
-She doesn't have a dive kick or blitzer. Her horizontal mobility is hot garbage, which is already a problem with my team. Fireballs and shadows help by making the opponent come to me. and Fireball+chair+cremation is actually tricky to get past. Peacock and robo fortune are characters in this game, however.
-I play her point, which means that unless i spend meter to get out (raw tag squigly, are you kidding?) I don't get to make use of her assists with my other characters. I can probably wrangle squigly/fukua/beo though.
-Bad under pressure. The only one on my team who can wakeup is Beowulf. This makes me heavily dependant on momentum, and luck.
-I'm bad at picking the right shadow at the right time. This will come though.
Eliza
Advantages:
+Egyptian themed character! My favorite type.
+Started the game with eliza/squig. So I have some experience and it would be nice to go back to my roots, as it were.
+Has an airdash and screen controlling normals. I like big normals. I like to move sideways fast.
+Dat damage. Three high damage characters on a team is very nice.
+The skeleton! I don't go spooky too much, but it rips me apart when I fight other elizas. Infinite hyper armor is a useful tool, no?
+Good corner pressure. My gameplan already is get them to the corner, and murder them. Why not win harder?
+Good Assists. Eliza has some top quality assists.
+Works with H.Hurl and Cremation.

Disadvantages:
-I can't combo with her. It's worse than with Fukua. A fair bit of it is probably muscle memory from when I started, and could be worked through. I just don't know if she benefits my team enough to grind at it.
-Big and slow. I already have a big and slow character. That big and slow character can wakeup and has disjointed hitboxes on his normals. Eliza can't and doesn't.
-She has good resets. I can't do them. Another thing I can grind through however.
--Unsafe DHCS. My team can go from eliza into squigly, and that's it. I can't go safely between eliza and beo, and that is a big drawback. On hit however SBO+ Lady of Slaughter is nuts damage.
- Point character. Eliza can't wakeup. Her being point means I wouldn't have assists for my other characters, and she's harder to get out than fukua.
- Assists are weird. Dive isn't lockdown, but covers important screen real estate both Beo and Squig want covered. Osiris is good chip, and lockdown, but isn't horizontal. Butcher's blade is awesome lockdown and chip, but costs meter and is slow. Carpenter axe is a lockdown hyper armored overhead, but costs meter and isn't horizontal.
-No good colors. This is more of a beowulf and eliza don't really have compatible palettes issue. Though sand eliza is pretty cool.
Big Band
Advantages:
+The assist god. Brass would be very good on this team. So would giant step, or a-train, or even beat extend if I swap Beo assists.
+The damage. I don't think I need to say more.
+Would allow point Beo. I'm most confident in my Beo neutral and thus would be able to control the match faster than having him as anchor. Squig is a good point, but she's not the immediate threat Beo is.
+I enjoy his aesthetics, and they have lots of good looks together.
+With his normals I will control the world. They are really really big and good.
+Can wakeup. That means I have two characters that are dangerous at all times.

Disadvantages:
-He's a charge character. I'm not good with any of those not named Guile. Especially in a marvel style game where I don't think about holding back.
-He's big and slow. He has possibly the worst matchups against characters I'm already not good against. This team, while powerful, would be quite stationary. I could switch to center stage to help maybe, but that'd be after I bite the bullet and play this guy. Come to think of it, beat extend, chairless c.hk, and center stage could be mean as hell. hmm....
-Has positional dependent combos. My brain works pressure and setups in terms of "corner" and "Not-corner" recognizing how BB's combos change with distance will take some doing.
-I'd have to play soloband for a while. Soloband doesn't do what I want him to do. Soloband wins by bullshit, or dies immediately.
-Bad dhcs. Squig can go into band safely. Band/beo feels risky.
-Charge character :(.
Parasoul
Advantages:
+My demon. Learning how she plays will help me fight her.
+decent DHC fodder in bikes. I've yet to punish Pillar bikes, or see it punished online.
+Fantastic point, good midrange (what my team needs), excellent pressure. Projectiles.
+L shot is pretty damn sexy for both Squigly and Beowulf.
+Has a Char Aznable pallet. Always a bonus.
+My wife finds this character cool. Also a bonus.
+I could probably have a lot of fun doing tear toss things.
Disadvantages:
- Charge character. Seriously I am bad at these.
-Bad horizontal mobility/dies to Peacock. Already a problem my team has, Not sure I want to make it worse.
-Bad on incoming. Shouldn't matter terribly as point, but also as a point ideally I won't get to make use of L shot.
-Better on wakeup than Squigly or a lot of other candidates, but not quite Beo/Band level.
-I know nothing about how to play her. The above candidates I have at least run in a team for a time.
Double:
Advantages:
++ Safe DHCs preserved. Monster and Heads are both good ways to come in and leave.
+The Butts. M and L butt are good lockdown choices for both Squigly and Beowulf. Cover areas I need covered, and are not too tricky to convert off of.
+I really like her c.lk. It's like Squigly's c.mk but faster. Her dash and air buttons are nice as well.
+Has projectiles. It's always nice to be able to harass safely.
+Good in any position on my team. I could play this team in any order and do pretty well with it.
+Monster is something I can really take advantage of.

disadvantages:
-I don't know this character. Like Parasoul there would need to be some serious learning.
-Bad tag, bad jumps. Good dashes. Has similar problems to what I already have, doubles up on beowulf's strengths.
-Makes weird noises. I don't like her soundeffects, and playing with sound off would cost me my other two character's excellent voice acting. Not sure I could live without "What ya gonna do!?"
-Colors are iffy. I don't like looking at this character. This could change as I play with her however.
Robo
Advantages:
+Has lazers. H beam would make people duck, both Squigly and Beowulf like when people duck.
+Has strange mobility and good pokes. I like these to frustrate my opponents.
+Is a robot. Beep Boop Meow.

Disadvantages:
-Can't wake up.
-Loses DHC safety (possibly. I don't know if dhcing into beam super is safe. I'm thinking no however.)
-What does this character do?
Cerebella
Advantages:
+Good assists. H LnL is good for both Squigly and Beowulf. Same with Excellebella, and Cerecopter.
+Good anchor. Would allow me to run Beo/Squig/Bella, which is a strong order.
+Has all the tools. ALL OF THEM.
+Good damage.
+Good ground grabs. Will make people jumpy, and will help me with thinking about grabs in my game.
+j.MP fits into my gameplay of "go into air. press good button. repeat? y/n"
+Damaging DHC option.
+Has a Harley Quinn palette. I think a ton of people use it though.
+has really fun mirrors.

Disadvantages:
-I don't like how she plays. Simple as that. She's got weird stumpy movement. Runstop is weird. Her combos have weird timings. this can be worked through, but do I already have better options?
-Can't get her safely in. Sad, but not a ton of the cast is really good at that.
-I dislike her personality. I will again have to lose my awesome voice actors.
-Not sure she really needs what my team has. H hurl to slap them out of the air is nice, but I'm not sure about cremation.
The rest:
Valentine
+mobile, does things. Good assist dispenser
-dedicated point, no assists really help what I have.

Ms Fortune:
+Fun, super mobile, and I enjoy cat puns.
-Technical, already playing one of the most technical characters in the game. DP assist does nothing that Chair doesn't.

Peacock:
+Fun, amazing aesthetics, radically different playstyle. Has lenny.
-Doesn't need what I have. Radically different playstyle.

Filia:
+does things that scare me.
-Not sure hairball is good for my setup. What does this character do?

Painwheel:
+Air superiority!
- no good assists for what I've got. Doesn't need what I have. What does this character do?


Things I need to work on:
Matchup experience. I know how to fight maybe 5-6 characters in this game. I need to learn the basics of the rest of the cast to understand their gameplans.
Throws: ask anyone. I don't tech. It's a weakness.
Using Squigly's overhead: Squigly's overhead can be poked, but it's a very nice option. Especially in comparison to going low EVERY SINGLE TIME.
Getting friendly with the Grendel: Having a low that reaches as long as hopdash mp would be a very VERY nice boon to my game. To have that option, I've got to grind out experience as chairless beo, and lose my air control, and change my hitconfirms. The few times I've landed an anticipation c.hp it's been nice too.
Burstbaits: I've got some and they're bad and I can't do them consistently. Both beo and squigly have very good airthrow or burst games. I need to learn to abuse this.
Air resets with Squigly: I always get hit falling when I go for s.hk divekick left/rights. I've got some surprise overheads, but I need to work on mid-combo crossups.
Different combo paths with Squigly: I have one main combo path with her, a consequence of her being my first character. Other Squiglys online blow me up because they do different combos rather than the same one every time.
Find a third character: The wall of text above. If anyone has any suggestions or insights into my team I'll happily take them.
Approach more good people for sets: SCOTT_WHALE is the best player I've run a set with. I need to find more skilled players to destroy me, so I can learn.
I can't learn when I win: I can't. I'm bad at it. I learn better when I'm exposed for the fraud I am.
Watch Replays more: Especially the Squigly mirrors with SCOTT_WHALE. He made me feel bad for picking Squigly and thinking I could play her.
Sign up for a tournament: Seriously. Just do it. Go 0-2 and hold that L. You'll be happier for it in the long run.
Shoutouts: You for reading this mess of a post. SCOTT_WHALE for being awesome and inviting me to play and post here. All the people that destroy me in quickmatch then accept my friend invite so I can continue to not actually ask them to play sets. You're the best.
 
For general improvement, post vids of your play so we know for certain your level and what needs to be improved on.

I need a horizontal lockdown assist. Cremation is excellent for Beowulf setups and holding position on screen, but not great for advancing
How much horizontal space control do you need? Like a beam assist? Beowulf already got blitzer, L chair toss, chairless c.hk, wolf shoot, j.hp(chairless/with chair), ARRRRM.... and Squigs got j.hp and center stage.

Also don't feel bad about not throw teching cuz no one throw techs in this game. Most people just jump when they feel they're about to get thrown. Tho it should be noted that air throws are really powerful anti airs in this game and are really great incoming/reset mixup tools.

Other things:

Big Band
Is a charge character, doesn't need to be played as one. You'll be seeing Big Bands jumping A LOT and throwing out cymbals more than just charging Brass. Of course, you will need to charge on some parts of his combos, but it's really not that hard. Also throw > e-brake > throw is the most fun thing in the world.

Center Stage assist idea
Mike posted this a while back

Bella
Best character in the game. Molds well in any team. Cerecopter DA GAWD. Most of her mobility is double jumps, run stop, and super jumps, but doesn't need mobility when you got reflectors and titan knuckle. c.mp also has really good range, but is VERY minus on block. Can be made safe with runstop cancels, even if pushblocked she's still in a range to apply pressure. Run stop cancels make just about EVERYTHING safe. For everything else there's safe dhcs.

Any touch with her is a looming threat of getting that ass grabbed. The opponent's fear of getting close makes it easy to walk them to the corner, and her combos have easy corner carry. Need only one bnb with her, which has plenty of resets.

Having trouble getting her in? empty jump, call low assist. Sometimes it's better not to throw out j.mp/j.hk cuz whiff punishing/counter hit fishing/calling dp assist is a thing.

Valentine
H bypass is great horizontal control, and Beo and Squigs have the tools to cover the assist. They also have the tools to convert random bypass hits into full combos.
 
PSH.... L shadow isn't the best thing in the world
517.jpg

(I think it is ;_;)
 
For your third character may i suggest bella?

She has a armored horizontal assist which is h lnl.

She also has copter which is a multi hit assist that squigs and wulf like very much. Squigs also gets access to hard knockdown with copter due to being able to charge and use seria arpeggio

Fukua is also a good choice since she's simple and h drill does alot for squigs and wulf and it beats armored assist.

The best part about these characters is that they function anywhere to your liking!
 
For general improvement, post vids of your play so we know for certain your level and what needs to be improved on.


How much horizontal space control do you need? Like a beam assist? Beowulf already got blitzer, L chair toss, chairless c.hk, wolf shoot, j.hp(chairless/with chair), ARRRRM.... and Squigs got j.hp and center stage.

I will try to have videos up sometime, I'd like critiques. As for space control, I find I have trouble with the area that H LnL, Drill, and the Hornet Bombers cover. Lots of characters can control that range better than I can, especially if they have horizontal assists. Having a lockdown assist would also be helpful for Squigly pressure. I find in a lot of matches that I have trouble with, that Squigly and Beo very much appreciate H drill. Also that center stage video was awesome. I'm strongly considering running a beo/squig/band team for funsies.

Valentine
H bypass is great horizontal control, and Beo and Squigs have the tools to cover the assist. They also have the tools to convert random bypass hits into full combos.

I honestly didn't consider that. I will have to look into valentine. Thank you.

Play Bella!

For your third character may i suggest bella?

I'm honestly not a fan of Bella. I know she's strong and shores up a hole on my team. I just don't like how she feels. I may have to knuckle under and learn her if I can't make something else work. Thank you for your suggestion, however.


Improvement Notes: I have a chairless beo combo!
Currently:
c.lk c.mp s.hk. xx L Blitzer 8k, 2k
Otg c.HP
j.lp j.lk j.mp (also a reset point)
s.lk s.mp (both hits) s.hk xx L Blitzer 8k, 2k
s.lp s.mp (both hits) s.hk xx super.

You can also cancel the last s.hk into L Blitzer 8k, 2k, and link either arm or level 3. Timing is tight however. If you want to do the jump super, you can swap the last s.mp s.hk for s.mk c.hp. Does 6k ish. (away from game so I can't test for the exact amount)

Sorry for the small update. Been busy. Thank you all for the responses.

EDIT: Signed up for I Wanna Be The Skullgirl. Expect incoming 0-2 salt.

EDIT of EDIT: Went 4-2 in IWBTS, making it to losers semis. Got knocked out by Luweewu (0-2) and Akindhobo (0-2). Beat ninjapls (2-0), Mega Missingno (2-0) and Deathcrazy (2-1) will probably post the luweeu and akindhobo matches. Maybe the Deathcrazy ones. Thanks Everyone for the great tournament.
 
Last edited:
So as promised here is the videos from the tournament with my commentary. I play on a potato, so I'm sorry about the picture.

Overall I am happy with my performance, everyone I fought was a strong player. Arkbat didn't show up so I won a free round. Caught him for some matches after the tournament though. I don't think I would have beat him. I learned I don't tech throws, I get too aggressive, and that tournament nerves suck. If you're curious, you can see the tournament bracket here There's an error in the bracket, I didn't take a match off of hobo.

Vs. Luweewu

Vs. Deathcrazy


Vs. akindhobo


I also didn't land a single chairless beo combo in the whole tournament. I should probably just play chairless beo for like a week.
 
It is nearly impossible to find a Daps with a tree on steam as there are 1361 search results. Would be glad to play you if our connection isn't too bad.
 
Hey this Ark from steam. If you want me to post my insight into our matches I don't mind posting here.

Just wanted to say hi and say your team is fun to play against :)

Edit: Also I never showed up so the win is yours. Now next time.....
 
@ArkBat I would love your insight. I need to learn so many things from your beowulf. I look forward to seeing you in tournament next time.
 
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Vs. Luweewu



I don't have much to say about this match as I think you picked up on your biggest mistake. Nerves. A lot of what came up in this match was missed or dropped opportunities. But during moments in the second match you are playing more confidently which shows improvement.



Vs. Deathcrazy



Match 1

- There is a key aspect to your round start. Rather than moving back to charge you jump while Beo is out you move forward to match your opponents movement back. This affords you more control of the screen which is what wins you the match.

- I am wondering if there are any options you have to challenge R.F's air normals? J.lk works later but only seems to work in certain ranges as you get counter hit a few times with Squigly. Your assist also works defensively against R.F which you demonstrate during the set.

- The drop here is crucial. Squigly and Beowulf thrive on corner control and unfortunately the drop leads to you losing that. I hear you acknowledging the drop in the video so I'm sure you're mindful of it now.

-If you land cancel and the opponent double jump cancel there's an opportunity to mash a move on him. Gigan Arm is a good option to reversal. They can block an H chair toss though. Normals may work but they may also trade. I'd like to take this further to the lab.

-Good read of the opponent's state of mind and reset to finish. You have a knack for assessing the situation.



Match 2

- The J.lk open again. Like above and the reason you stated in the video this works well against R.F.

- So at 2:15 something I'm beginning to notice happens. You get pushblocked which creates space for the opponent and they capitalize off the opportunity. Silver chord might have caught the jump in but I understand that's risky. Not fully familiar with Squigly's options here but maybe ask yourself what are some other options I could have used to punish jumpins? Stancel into block or moving away may be an option too.

-Regarding the crossovers I don't think that's entirely true. I was just doing some testing a c.mp can get under J.hk. Even under j.mp some times.

-The return of the dp

-While I agree Beowulf's tag is a really good as far is raw tags go it does carry risk with it. Just be careful throwing it out as it loses you the match here.



Match 3

- I'm with you on this. The j.lk is working and the opponent has shown you a more spaced air normal like j.hp. Is there anything you can do to convert on raw j.lk or counterhit?

- You do c.lk, c.mk xx stancel, c.lk here and get punished for it. If pushblocked early the stancel leaves you at -8. Maybe explore some options to bait or maintain safe pressure against pushblock here?

- You nail the opponent with throws here. While yes the damage isn't fantastic, the positive here is you are exploiting a weakness in his defense. Also R.F's only reversal is throw vulnerable and her throw itself is lackluster unless he threw you into the corner here. He could have gone for the hard read here by doing M danger but that also would not reward him all that much.

-I'm stumped on the dhc there. The options you proposed would work but is very resources heavy. Midscreen Beowulf doesn't dhc well off of SBO.



Vs. Akindhobo



- Honestly, I can't pick up on much that wasn't really covered in the video. There were a lot of drops but also a lot of shining moments when you hit your stuff. Even your reset conversions were there.

- I think being impatient is something all Beowulf's struggle with. Welcome to the pack! We have J.hps.

- I'm wondering about something. After playing Akindhobo what did you notice was different about his squigly play versus yours? And are there any things you would take from his play?

Here are my impressions after viewing the match videos and some experiments I tried. By all means don't take my analysis as fact. I think more of it tries to offer alternative ways of thinking as opposed to hard advice. I'm willing to clarify anything and I hope its useful. (Also, kick my ass if I miss this event again lol)
 
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