It's Hammer Time! [Astaroth General Discussion]

I'm pretty certain it's guaranteed, but yes you have to turn around. Don't remember if it was tap to G or if I just did straight up 28 with the opp behind me. Sorry, I was a little out of it. And yeah, as I said the 44[A] combo is really only good for flair, as the scaling is pathetic.

How hard do you think it'd be to get a CH 6B? I don't think it's that slow but the amount of range it has makes me sad :/ Definitely some nice tech traps though. That damage is insane o_O
 
Asta 44B cancel to while standing

Now here's an idea I suddenly got in my head. For those with fast enough reactions, why just stick with the WR moves? Take this situation: After some poking, your opponent gets into midrange. This entire time you've been doing 44B~G into WR A, so your opponent ducks. You can bullrush out of crouch though (remember, every move that leaves you in crouch is iFC if you hold 1_2_3), so you do 44B~G 3K into bullrush for the mid mixup :D :D :D Plus it's bullrush, so after KD you get your oki on!
 
CH 6b is ok, the range it needs to get the stun is bit crap though... i usually try it on people rushing me.

a good way to bait for the CH 6b though is to use CH AB which uses the same attack (the B is the same as 6b) but has a much longer range to stun. if A part hits though you must delay the B to get the stun... hope that makes sense, try it in practice mode.

also other ways to get into those strings and tech traps is to use 44[a] or 22_88[k] into AB.

you can try CH 3a, 6b as well but they can shake out of CH 3a :(
 
Asta 44B cancel to while standing

yup, i did try to use that in the mix up plans, worked out for me..... then again, it was against someone online.... then again, it worked out
 
Need some insight on Astaroth's 28 B+G

Hey all. I am an experienced Astaroth player but this is boggling me to no end. It seems that his 28 B+G Throw does 'random' amounts of damage to opponents. Sometimes it does a lot (I think about 1/4 or a little more of the hp bar) and as little as 1/10 (or a little more). Either way, the damage ranges from really high to really low. I figured it would do more damage if I Just Inputted it, but still the damage isn't consistent.

Can anyone explain this to me? Thanks =]
 
Need some insight on Astaroth's 28 B+G

you're prolly getting stun-reduction.

If he hits you with 66AB, and catches you out of it, the damage will be reduced, because there was a stun used in the combo.

If he say, hit you with 22/88B and then caught you out of it, it would do more damage because of the lack of stun/throw scaling.
 
Asta 44B cancel to while standing

Can we call this Astroth's CCC, stands for Canyon Creation Cancel.
 
Asta 44B cancel to while standing

Now here's an idea I suddenly got in my head. For those with fast enough reactions, why just stick with the WR moves? Take this situation: After some poking, your opponent gets into midrange. This entire time you've been doing 44B~G into WR A, so your opponent ducks. You can bullrush out of crouch though (remember, every move that leaves you in crouch is iFC if you hold 1_2_3), so you do 44B~G 3K into bullrush for the mid mixup :D :D :D Plus it's bullrush, so after KD you get your oki on!

shit i didnt know you could bullrush out of crouch lol... that means you can bullrush out of grounded too which is nice :D

id consider also just lfollowing through with 44b for mid mixup if they duck.. even if they are fast enough to get up and block it wont be a loss since it destroys the soul gauge (8 hits to break)
 
Need some insight on Astaroth's 28 B+G

Oh I see. So I use Astaroth's 66AB to launch most of the time...When it doesn't counter hit the actual throw (28B+G) will do more damage than if I did a counter hit. Thanks =]

Edit: Are you sure it's cause of the stun? I just did it again and the damage was still random...so confused
 
well the bad news is that ive been trying the CH 6B, 66[k], 44, 22_88B tech trap today on actual play and its very hard to do because of if they are slightly off axis when you start, the bullrush will go straight through and miss ._.

still trying to work out methods to guarentee an attempt to do this trap but havent had any luck yet.
 
Need some insight on Astaroth's 28 B+G

i dont see nothing random, depending on if you JF the throw it changes the damage but only very slightly.

are you doing like 22_88K or 44[a] first before you go into 66ab? because they will both scale the damage... other than that i dont know what you are doing to get "random" damage.

also the angle of which you do the hit can change the damage but its really minor like 1-2 dmg difference
 
Need some insight on Astaroth's 28 B+G

You're dealing with Damage Scaling here.

Basically, whenever an attack is done in a combo, its damage is scaled down according to the number of preceding hits.

If you did.

44[A], 66A,B 28B+G

The 28B+G would do more damage than if you did

66A,B 28B+G

Also. There's a JF input for the command throw. i28B+G. Meaning the 28 movement must be at the fastest input or "instant" input as we called it in SC3:AE. This would wield IIRC an extra 10 base damage (subject to above mentioned damage scaling) I can't remember.

Another GOOD example of damage scaling would be in this video using a Mitsurugi example.

YouTube - SC4 Siro???MITZU)VS??????AMY)

Take a look at that video, at the 1:35 mark.
You'll notice that Mitsurugi's 3A, 44B, MST 6B do like.. 1 damage each. This is due to damage scaling, as it was a really long combo.
 
Need some insight on Astaroth's 28 B+G

Shenou

I understand what you are saying about damage scaling. What I don't understand is the "random" (I use that term lightly) damage that happens when I do 28 B+G followed by 66 A,B.

I only use 66 A,B to launch in order to perform the air throw. 90% of the time the 66 A,B is a CH. But like I said in my first post, the damage is never steady. Sometimes I connect the 28 B+G as a JF, sometimes I don't. Either way the damage isn't consistent.

It doesn't seem like the damage scaling thing since I encounter a variety of damage ranges.
 
So, is there a good follow up to catchng someone with a 3b, 4ab at the start of a match? I usually just go for a 22_88 b, but it usually gets blocked. : /
 
well the bad news is that ive been trying the CH 6B, 66[k], 44, 22_88B tech trap today on actual play and its very hard to do because of if they are slightly off axis when you start, the bullrush will go straight through and miss ._.

still trying to work out methods to guarantee an attempt to do this trap but havent had any luck yet.


Ok so this only works if they are on axis, anything else, you just do the standard combo. I posted this at CF and i will post it here, your damage was wrong, its more than 120ish and 168ish, you aren't, or rather, the game isnt adding the damage from the CH 6B since the damage scale resets. But thats good news.

I guess you could set it up with a CH 3A, but thats shakable
 
Ok so this only works if they are on axis, anything else, you just do the standard combo. I posted this at CF and i will post it here, your damage was wrong, its more than 120ish and 168ish, you aren't, or rather, the game isnt adding the damage from the CH 6B since the damage scale resets. But thats good news.

I guess you could set it up with a CH 3A, but thats shakable

Shakeable 3A makes me a sad panda, most definitely.

the window between 3A and 6B is small though, and if you do get someone fast enough to shake it, its still a good chance for a throw, or a 4AB unblockable.
 
Can't Stop the Funk? hopefully-

Only thing I havta say at this point is that the A+G throw is still as good as in 3. If they try to be cute and jump they'll get tossed. Thus his throw game is still as potent as ever. Especially in an end-game situation. Some will duck in fear which opens up your crouch throws. Hope that they guess wrong he he.
 
Can't Stop the Funk? hopefully-

That sucks that they gave Asta a better throw game than Rock. Rock has to JF his command grab to get close to the damage can do with HCB B+G.

What are some tech traps you can use the crouch grabs off of?
 
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