Team Value
Not the worst tag team partner you could ask for, but far from the best. Beowulf serves as a really good battery with his grab stance building a lot of meter in addition to never really needing to spend much for damage. His assists are decent, but all the notable ones come with some sort of caveat.
Resource
Going in-depth into Beowulf’s Hype resource here would be too long-winded for this primer (just click on his image above to see his wiki page that goes into it), but the short of it is that Beowulf’s Hype gives him more damage and some of, if not THE best setplay in the game. Hype is extremely important for Beowulf, and as a result he requires the most enabling out of not only the resource characters, but the entire cast.
What they bring
Good battery - builds plenty of meter and doesn't need to spend it
Decent projectile and space-control assists, but either come with a long cooldown or change depending on whether Beowulf has his chair
If willing to spend 2 bars, Gigantic Arm is a good whiff punish DHC or Alpha Counter option that puts Beowulf exactly where he wants to be
Airwulf DHC can be safe in some scenarios
His tag is a fairly fast crossup, so you may be able to sneak out a dying character
What they want
Assists that puts the opponent in hitstun long enough for Beowulf to build Hype, mainly through his Taunt
Several let him taunt after using 5HK stagger, but only Big Band and Cerebella allow him to taunt without using stagger
Being able to combo off of chairless j.HP without spending Hype is also great
Assists that can help Beowulf approach opponents, as he struggles in neutral on his own
Position - Point, Fake Anchor
Would very much like to go on point with an assist to help with neutral, and a combo assist to build Hype. Beo does not play the anchor position well as he struggles when solo, and he likely needs more help than whoever you have mid. One valid train of thought is to put Beowulf in a supporting role and let another character play neutral for him. The intention being to go for hard knockdown into tag, or Airwulf DHC so Beowulf gets to skip straight to the good part. One of Japan’s top players Penpen does this.
Most Common Assists
L Hurting Hurl (236LP) -
Projectile Sweep
It being a sweep means that it hits low and breaks armor, while on hit it pops the opponent up making it great for combos. Since it's a projectile, it can only be challenged by opposing projectiles once it becomes active, which sucks against zoners, but is great against anyone else.
M Hurting Hurl (236MP) -
Projectile Overhead
Similar to H Chair, but not invulnerable and it travels much less far in a higher arc. Hits twice: mid on the way up, and overhead on the way down. Great for pressure and mixups.
H Hurting Hurl (236HP) -
Projectile DP
Travels through the air in an arc and lands fullscreen. Very good Alpha Counter option since even if it gets blocked, Beowulf is +1!
The big weakness of chair assists is that after use, the chair has its own cooldown period before it can be used again. This means that if you try calling Beowulf again while the chair is darkened, he just comes out and taunts. Make every call count, especially if you're using H Chair assist and need to keep that DP assist handy.
Nosebleed Seat/Grendel Flex (2HP) -
Launcher (chair-on), Armored Space-Control, Pressure (chairless)
If Beowulf has chair, you get a launcher with a decent hitbox. Kinda sucks. Without the chair, you get an ARMORED 2-hit launcher with a Gigantic (arm) hitbox. Nice for defending the space in front of you, and is a great option for the resource-building characters with how long the opponent is in hitstun.
Geatish Leg Sweep/Gigan Arm Sweep (2HK) -
Sweep (chair-on), Armored Sweep (chairless)
With the chair, you get a sweep. Meh. Without the chair, you get an ARMORED sweep with very long range that’s good for closing in on the opponent and as a counter-call to opposing armored assists. Note that unlike sweeps like L Hurting or Cilia Slide, you cannot get any sort of combo afterward.
Partners
Big Band
Recommended Assists:
H Take the 'A' Train, H Brass Knuckles
H Train - Anti-Air, Combo Tool
Gives more opportunities than any other assist for Beowulf to taunt mid-combo, including one of the only assists to allow him to get a taunt off of chairless j.HP and Headbutt/Knee enders
Amazing air control, keeping opponents locked to the ground as Beowulf approaches
High damage (highest meterless damage in the game), high meter gain, and easy access to okizeme at low undizzy costs
H Brass Knuckles - Armored Neutral, Anti-Zoning
Helps get in on opponents that try to zone-out or runaway from Beowulf
You're not counter-calling any assists with H Train, but H Brass is one of the best for this role
Very much worth choosing over H Train for awful matchups; damage output and okizeme don't matter if you can't land a hit
Pros:
Amazing assist support for Beo for neutral, damage, and taunt support
Beo's assists work out pretty nicely for Big Band
High damage shell through both assists and DHCs
Super-Sonic Jazz into Airwulf DHC is safe
Beowulf builds a lot of lot of meter for Band to spend on upping his damage output
Some fierce momentum once you get your game started
Cons:
Zoning teams are annoying to deal with, so you have to rely on H Brass to do some heavy lifting
Synergy:
Favorite for Beowulf, Good for Big Band
While things quickly fall apart if Big Band dies first, Beowulf is so enabled by Big Band that this could still be considered a strong duo with its ridiculous damage output. This duo can be counter-picked pretty hard in a way that may force Big Band to give up H Train for Brass Knuckles, but in all other matchups you are a supreme threat.
Fairly easy to fit in a third character, but you'll likely want someone with a good neutral assist
Cerebella
Recommended Assists:
Excellebella, H Lock 'n' Load, Diamond Drop
Excellebella - Anti-Air, Combo Tool
Mimics Big Band's H Train assist in letting Beowulf get a taunt combo without 5HK stagger, but has lower damage, grab range, and does not allow for a taunt from chairless jHP
Top 3 Hype building and damage assist for Beo
H Lock 'n' Load - Armored Neutral, Pressure
Helps Beowulf approach and can shield him from projectiles
Gives a taunt off of stagger in the corner
Diamond Drop - Command Grab, Combo Tool
Gives a taunt from 5HK stagger, and gives more damage than Excellebella in exchange for needing to stagger
It's a command grab, so can be used for mixups if you can really scare your opponent into sitting pretty
Pros:
Beo gets either neutral or taunt support from Cerebella's assists
Diamond Dynamo into Airwulf DHC is safe
Cons:
Both share a number of bad matchups, and Beo isn't doing a lot to help Bella in that aspect
Bella's assist options for Hype gain don't help Beowulf's approach all that well, while her better neutral assists aren't great for Hype gain
Synergy:
Good for Beowulf, Decent for Cerebella
While this duo can work, it has some real matchup struggles and its flaws come to light when Beowulf is second or is the last one standing. With Bella's assists, you'll have to choose between approach tools or resource-building tools for Beo.
Easy to fit in a third character, preferably someone with a good neutral assist
Double
Recommended Assists:
Cilia Slide, L/M Hornet Bomber
Cilia Slide - Sweep, Combo Tool
Gives taunt off stagger
Hits low, so good for mixups
Breaks armor, so great for counter-calling armored assists that try to keep Beo at bay
Moves pretty fast and decently far, making it great to close the gap from mid-range to close-range
Hornet Bomber - DP (L), Neutral (M), Lockdown (L, M)
Gives a taunt off stagger in the corner
L Bomber as a DP is nice since Beowulf basically has a one-chance DP
M Bomber is very helpful for getting in on opponents
Pros:
Excellent neutral and pressure assists from Double to help Beo
Beo's assists are perfectly fine for Double
Easy to escape hairy situations with Car super into Airwulf DHC
Double brings safe DHCs and can add even more damage after Beowulf's hard-hitting combos
Double can play point for Beowulf and easily bring him in meterlessly when dealing with unfavorable matchups
On the other end, if you need to get Beowulf out meterlessly, he can use 5HK's stagger to combo into her tag-in
You get to lay down Beast of Gehenna with Double, catch someone with Beowulf's tag, get a taunt combo off it, and laugh about it
Like so (timestamp 8:40)
Cons:
Double's support isn't the best for building Hype, but she makes up for it through everything else
Synergy:
Good for Beowulf, Good for Double
A good duo, both characters complement each other well, and even if the order is disrupted then Double can easily bring Beowulf back in at an advantage without spending meter
Can take in many characters for a third pick, look for a better combo assist if you wish to strengthen Beowulf
Eliza
Recommended Assists:
Butcher's Blade, H Osiris Spiral, Throne of Isis, Carpenter's Axe
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Best option for helping Beowulf's general approach, good for eating projectiles
Keeps the opponent locked in place for a long time and works wonders for counter-calling opposing assists
Osiris Spiral - Space-Control, Lockdown
Pick over Butcher's if on a trio with a character who wants Spiral more, or if you don't want to deal with the negatives of Sekhmet assists
Throne of Isis - Projectile, Anti-Zoning
Decent for fighting zoners as Throne passes through projectiles (but does not negate them)
Carpenter's Axe - Armored Overhead
If you just want mix and damage, as Butcher's and Spiral will otherwise kill your damage
Pros:
Eliza's assists help Beo with neutral and pressure
Good Hype building support
Every assist listed lets Beowulf taunt from stagger and get a combo off of chairless j.HP
Butcher's and Osiris also let you taunt from chairless 2HP, so you don't need stagger available
Easy to tag into Eliza mid-combo and continue if you need to tag out for whatever reason
Beowulf can convert off of Lady of Slaughter with Airwulf
Cons:
Beowulf's support for approaching and controlling the mid-range aren't all that great for Eliza, especially with Beowulf's special conditions on his assists (cooldown, chairless requirements)
Eliza's DHCs add good damage, but have no utility beyond that with her level 1 DHC essentially ending the momentum you built up
Synergy:
Good for Beowulf, Decent for Eliza
Pretty mediocre duo as while Eliza is a good anchor, if Beowulf gets snapped then things get weird. The best plan would be for Eliza to land a hit into sliding knockdown to tag Beowulf in, but she needs to land that hit with a partner who does nothing for her.
Not inflexible, but you'll likely want a good mid character for a trio
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Anti-Armor
Keeps opponents locked down for a good amount of time on contact, letting Beo move in or build hype
On hit, get easy combo conversions using Blitzer
Good counter-call to the opponent's armored assists trying to keep you out
Taunt combo in the corner
Updo - Anti-Air DP
Standard DP assist so you don't always have to throw your chair away as a defensive option
Gives Beo a combo off of chairless j.HP and a taunt combo in the corner
Pros:
Filia's assists give good neutral support for Beo
Filia's Gregor DHC allows for a combo post-super to keep the momentum going
Air Wulf provides a safe DHC for Filia
Cons:
Beowulf's assists are better once Filia is already in as opposed to helping her get in
The cooldown on Beo's chair assists means you'll have less cover when going for Filia's stream of short combos into resets
Synergy:
Good for Beowulf, Decent for Filia
Not a very good duo; both orders are just decent, and if Filia dies first then Beo is left in a poor spot, while Filia can't easily bring Beo back in meterlessly while keeping advantage.
Look for good anchors that help out both Beowulf and Filia.
Ms. Fortune
Recommended Assists:
Wheel of Fortune (head-on 5HK), H Fiber Upper, Dash
Wheel of Fortune - Lockdown
Lets Beowulf get a taunt from stagger, and even combo conversions from chairless j.HP, but the damage is comparably lower than other assists with the same function for higher undizzy used
Three hits of lockdown to help Beowulf stay in and mix
Requires that Fortune be head-on or you get an assist not worth ever calling, which may be an issue if you play Fortune on point and get snapped out
Fiber Upper - Anti-Air DP, Meter Build
Beowulf's DP requires the chair so it's one shot, nice to have a backup
Difficult for Beowulf to combo after, and he does not appreciate the opponent being sent away from him without a knockdown
Dash assist - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Fortune deals well with Beowulf's worst matchups; viable to have her start point, get a sliding knockdown, then tag in Beowulf at an advantage
Airwulf gives Fortune a safe DHC
Cons:
Both characters fight for the point position, and even if Beowulf plays as the fake anchor, he still gets mediocre assist support from Fortune once he's on point
Beowulf's assist are just alright for Fortune, and the conditions that come with his better assists only hurt
Synergy:
Poor for Beowulf, Decent for Fortune
Pretty bad duo; Fortune does nothing to address Beo's weaknesses or add on to his strengths so he basically plays like a solo character. Fortune gets... a functional assist.
Pretty much stuck to looking for an anchor character, may be able to get away with a good mid and running anchor Fortune. A character who likes spending meter would be especially great, as both Beowulf and Fortune are great meter builders.
Fukua
Recommended Assists:
M/L Forever A Clone, H Platonic Drillationship
M Clone - Neutral, Combo Tool
Gives taunts off of stagger and chairless 2HP, combo conversions off of chairless j.HP
Top 3 Hype building and damage assist for Beo
L Clone - Sweep
Taunt from stagger anywhere
Does not give combo off of chairless 2HP, but is good for mixup as a low-hitting assist
H Drill - Lockdown, Neutral, Anti-Armor
The best option for a neutral assist, but only allows a taunt off of stagger in the corner
Does give combo conversions off of chairless j.HP anywhere, however
Pros:
Beo gets great Hype Building support with M Clone, good neutral assistance with the rest
Functionally, Beowulf's assists are a pretty decent aid to Fukua
Beo's a good battery character to make Fukua's command grab game and overall damage more threatening
Good DHCs for damage and safety, Gigantic Arm into Fireball super needing an Alpha Counter to punish, and Fukua gets a safe DHC with Airwulf
Fukua can take point and deal with Beowulf's worst matchups pretty well, then tag him in once you have the momentum
Cons:
Even if Fukua does play point, she requires meter to bring in Beowulf at an advantage
You have to choose between Hype building support and Neutral help with Fukua's assists
The cooldown on Beo's chair assists make them difficult to use in Fukua's constant reset game
Synergy:
Good for Beowulf, Decent for Fukua
While seemingly a fair duo, it is held back by Beo being a poor anchor, thus making this team susceptible to snaps while Fukua can't easily bring him back in at an advantage without a DHC. Beo also has to choose between a good neutral assist with below average Hype support, or a great Hype support assist with so-so neutral from Fukua.
Can probably fit any character in as a third except for Ms. Fortune
Painwheel
Recommended Assists:
M Gae Bolga Stinger (M Nails)
M Nail - Projectile
Standard fireball, so it'll provide some cover as you try to move in and shield Beo from a projectile
L Buer and L Nails let Beowulf get a taunt off of stagger, but these assists are otherwise pretty niche and not something to recommend
Pros:
The function of Beowulf's assists are nice for Painwheel, offensively and defensively
Beo is a good battery to fuel Hatred Install
Hatred Install DHC is great for adding damage and safety, Painwheel gets a safe DHC with Airwulf
Beo can combo into Painwheel's tag easily
Cons:
Painwheel's assists are ultimately not great for Beo's neutral or resource building
The cooldown of Beowulf's chair assists makes it harder to play the match at Painwheel's pace
Synergy:
Decent for Beowulf, Decent for Painwheel
Fairly poor as a duo since neither character wants to be the true anchor, and their support for each other is just "alright".
Not the most flexible shell, you'll really want an anchor character for a trio
Parasoul
Recommended Assists:
Napalm Pillar, L/H Napalm Shot
Napalm Pillar - Anti-Air DP, Combo Tool
Good DP assist, and lets Beo combo from chairless j.HP and a taunt in corner combos
Napalm Shot - Projectile, Pressure
Helps in Beo's approach by shielding him from a projectile, or forcing the opponent to move
Makes his already strong pressure harder to challenge by leaving a tear on top of the opponent
Pros:
Beo gets good neutral and pressure support from Para's assists
Parasoul gets decent assist support, nothing great, but nothing bad
Safe DHC with Bikes super > Airwulf
Parasoul can play point for Beo well and bring him with Sniper Shot DHC unscaling to bring him in while doing a load of damage
Cons:
Hype building support for Beo is just decent
While Sniper Shot is a great way to bring Beowulf in at an advantage, Parasoul lacks good ways to tag him in meterlessly
Synergy:
Good for Beowulf, Decent for Parasoul
Pretty decent as a duo in either order; either let Beo start on point, or let Parasoul start and treat Beowulf as the fake anchor
Pretty much any third character will work for a trio
Peacock
Recommended Assists:
George's Day Out (L George), Screwball Cannonball (5HP), Shadow of Impending Doom (level 3)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Cannonball - Projectile, Pressure
Allows for taunt off of stagger
Decent aid in neutral as a fast projectile
Good use for pressure as it has 2 hits
Level 3 Item Drop - Gimmick Overhead, Combo Tool, Toxicity
Gives you a taunt off of stagger and is just overall toxic if that's the route you wanna go
Pros:
Beo gets a safe DHC through Lonesome Lenny
Beo's assists are nice for protecting Peacock
Safe DHC with M Bang > Lenny super > Airwulf DHC
Beowulf's Gigantic Arm combos after Argus Agony, and at the right spacings you can continue the combo, giving Peacock another way to capitalize on connecting with projectiles from fullscreen
Peacock can play point and bring in Beowulf on his terms very easily to deal with his worst matchups
Cons:
Hype building support isn't particularly good for Beo
Peacock's assists aren't amazing for helping Beo approach zoners and characters who can easily deal with Cannonball or L George
Synergy:
Good for Beowulf, Good for Peacock
Not a strong duo; the support is nice for Peacock, but pretty so-so for Beowulf while he also fares poorly as an anchor
Two fake anchors, so look for a real anchor for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam
Theonite Beam - Beam Projectile
Extremely helpful in Beowulf's approach, being top class in that aspect
Taunt combo from stagger
Combo conversions from chairless j.HP
Pros:
Robo gives good neutral and Hype building support in one to Beo
Beo brings good assists for keeping opponents off of Robo
Beowulf can build a good amount of meter for Robo to make her much more of a threat
Beam supers into Gigantic Arm works fullscreen and lets Beowulf continue the combo at the right spacings
Gigantic Arm into Magnet DHC requires an Alpha Counter to punish
Cons:
None
Synergy:
Favorite for Beowulf, Good for Robo Fortune
While this seems like a good duo, both really hate being the anchor character so you will struggle as soon as one character dies.
That said, for a trio, look for a good anchor
Squigly
Recommended Assists:
Drag 'n' Bite, Cremation (2HP), Center Stage
Drag 'n' Bite - Lockdown, Neutral, Combo Tool
Choice for better neutral usage
Cremation - Low, Lockdown
Choice mixup and catching upbackers
Center Stage - Screen Manipulation
May secretly be good for Beo, but is ultimately gimmicky... but sometimes gimmicks work well
Pros:
Beo gets great Hype building support, both Drag 'n' Bite and Cremation give a taunt off of stagger, and chairless j.HP conversions
Squigly gets good defensive coverage and charge combo help from Beo's assists
Squigly gets a safe DHC with Airwulf, Squigly Battle Opera gives Beo a safe DHC and can be a combo extender
Good synergy with using DHCs for damage; Squigly Battle Opera lets Beowulf combo after Gigantic Arm DHC in more situations
Beowulf's meter gain is good, addressing Squigly's hunger for meter
Cons:
None
Synergy:
Good for Beowulf, Good for Squigly
While they complement each other well synergy-wise as a duo, they also dislike fighting as the anchor. However, Beowulf can build the meter for Squigly to stand a better chance.
For a trio, best to look for a good anchor, or someone who builds a lot of meter if Squigly ends up as the anchor.
Valentine
Recommended Assists:
H Savage Bypass
Savage Bypass - Combo Tool
Lets Beowulf get a taunt off of stagger
Is a strong, single hit so boosts your damage a good amount
Pros:
Val gets decent neutral and vial loading support from Beo's assists
Valentine can play the point position for Beo against his more troublesome matchups and easily tag him in from a sliding knockdown
Safe DHC with Airwulf
Cons:
They fight for the point position, and even if you let Val play point and tag into Beo, Beo is still left with an assist that's pretty subpar for his needs
Extra cooldown on chair assists means less neutral control for Valentine, and while Grendel Flex is nice, it requires putting Beowulf on point and stealing the spot from Valentine
Val's DHCs are pretty poor
Synergy:
Decent for Beowulf, Decent for Valentine
Poor duo choice as they are basically two point characters who want the rest of their team to enable them, but they don't do much for each other
Absolutely look for a good anchor character who provides neutral assistance... or go with Cerebella with Excellebella assist as both characters love it
Annie
Recommended Assists:
H North Knuckle, H Destruction Pillar, H Crescent Cut
H Knuckle - Neutral/Lockdown
Range and lockdown make it a great neutral assist to help Beo close in on the opponent
At the right spacings, Beo can convert into a combo from H Knuckle by spending a bar on Gigantic Arm
Taunt combo in the corner, and just overall a good damage assist
H Pillar - Anti-Air DP
It's a good DP, though the knockback may make it difficult to convert in some situations if you can't reach with Blitzer in time or don't have meter to convert with your Gigantic Arm super
Taunt combos in the corner
H Cut - Projectile
Extremely good neutral assist against opponents who can't easily erase the projectile (AKA... not the zoners)
No Taunt combos, but H Cut can protect Beo while he builds Hype in neutral with 5LP or Taunt
Pros:
Annie gives Beo great neutral assists
Beo's assist support for Annie isn't anything amazing, but it works just fine
Beowulf's high damage combined with Annie's absurd DHC damage will have you melting opponents
Beowulf is a good battery to fuel Annie's good assortment of supers
Cons:
Hype support for Beo isn't the best
Synergy:
Good for Beowulf, Good for Annie
Both characters support each other well and don't conflict on anything, making for a serviceable duo.
Anyone aside from the "point-only" characters will fit nicely in a trio
Umbrella
Recommended Assists:
Salt Grinder, Cliff Hanger (6HP)
Salt Grinder - Combo Tool
Like Big Band's H-Train, allows Beowulf to get a taunt from chairless j.HP and Headbutt/Knee enders in Grab Stance
Offers basically nothing else outside of combos
Cliff Hanger - Anti-Air/Space-Control
Still able to get a taunt combo, but from less situations than Salt Grinder
Much more useful in all other situations, such as neutral, pressure, and defense with Cliff Hanger's large hitbox
Anti-air properties of this assist are especially nice when Beowulf is chairless and lacks his DP, but can also be called alongside his armored moves to really wall off an opponent trying to move in on Beo
Pros:
Beowulf has no trouble getting taunt combos using Umbrella's assists, especially Salt Grinder
Umbrella gets some defensive help from Beowulf's assists, while also buying time for her to setup bubbles in combos
Great DHC synergy with Gigantic Arm into Retina Reflector or Retina Reflector into Air Wulf
Beowulf's meter gain is good, giving access to Umbrella's more damaging combos
Cons:
Very greedy duo with most of the synergy helping Beowulf over Umbrella
Difficult to approach the opponent, especially against zoners
Both characters desire for a good neutral assist (H Brass, H Beam, H Bomber)
Synergy:
Favorite for Beowulf, Decent for Umbrella
Decent duo but will struggle to get in and pressure the opponent. The duo should almost always be played with Beo point to best take advantage of Umbrella's team utility, safe DHC, and good tag in routes.
When paired with a third character with a good neutral assist, the shell becomes an extremely strong and capable team. Special mention goes to Big Band who greatly helps each character, synergies well with their assists, and makes for an excellent anchor.
Black Dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Gives taunt combos and chairless jHP conversions
Not much help for Beowulf's neutral, but nice for pressure and mix especially in the corner
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Gives taunt combos and chairless jHP conversions
Normal bullets don't do much for Beo's neutral, special bullets can help for any number of neutral, combo, or pressure situations
Pros:
Beowulf gets help with combo conversions and pressure from Dahlia's assists
Dahlia has no issue working with Beowulf's assists, Grendel Flex is especially nice if you can get Beowulf chairless
If Dahlia 2MK (mousetrap) is out and positioned properly, Beowulf can tag-in and continue the combo - Credit to Xyned
Last Call and Barrel DHCs
Cons:
Dahlia's assists aren't great for helping Beo in neutral outside of special bullets
Both suffer against zoners and don't really do much to help each other in that regard (outside of Dahlia's special bullets which require setup)
Synergy:
Good for Beowulf, Decent for Dahlia
Not recommended as a duo as neither are amazing anchors, and they struggle against zoners
Look for a better anchor character for a trio
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]