It's Hammer Time! [Astaroth General Discussion]

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if they block it, and they're in range for another one, do it again. No one respects how quickly it comes out and how quickly you can get another out.

Also for fun, after a knee counterhit, 3a+g so you jump over their body, and then do your back B+K. This is downright devious, and almost anyone not already wise to the antic will get right up into it.
 
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Sometimes I use 28B+G to leap over downed opponents to bait the bt B+K.. and I repeat the move until it either hits or pushes back enough... i've never tried the BT A_B+G tho... gonna now :)
 
6K Followups

I've been used to using 2K+B, A+G after a counter hit 6K. However...I've been looking at some tournament play and I see a few Asta's using 4B after 6K which does crap damage. However...I did start using this move myself and I'm finding that all in all its just better for advantage and pressure to use 4B rather than the air throw.

So...my question is...what am I looking for when I use this particular method? What are some traps and set ups to use when fishing for damage?
 
6K Followups

You can certainly tech trap after CH 6K with a low grab, 2A+G_B+G. Also, I've seen a few players use 4[A+B], which is a pseudo-techtrap considering that if they tech, they can't interrupt the unblockable.

As for 4B, yeah, I never use that after a CH 6K. It's crap damage, and I've never seen any traps or anything useful after it besides position.

CH 6K, 2B+K A+G gives Astaroth space if he's fighting a short range character. I never stray from that when fighting X, Maxi, Taki, etc.
 
6K Followups

2A+K and 2B+K->A+G do the exact same amount of damage iirc, it's a personal preference as to what you want to use as a followup.I personally like 2A+K as its a shorter animation and wakes are a little better. I wouldn't use 4B as a followup, it's less guaranteed damage and the wakes are similar to 2A+K. If your opponent likes to tech, CH 6K->214A for huge damage(90 i think).
 
6K Followups

At first after CH 6K, I was using 4B because I would go in a mind blank about the followups.

2B+K->A+G does more damage than 2A+K, but for a mere one or two points.

I perfer to go with 2A+K, as it is unescapable, keeps your opponent close, and if they aren't alert, you could 2A+K them again.
 
6K Followups

I thought since 1.03, CH 6K~2A+K requires strict timing?

It feels like that opponent can get up quicker after 2A+K than 2B+K~A+G ... this is not confirmed of course. It could be that the people I play with hesistate to get up after 2A+K due to the distance it leaves them.

2B+K~A+G looks way more brutal though :sc1ast1:
 
6K Followups

I perfer to go with 2A+K, as it is unescapable, keeps your opponent close, and if they aren't alert, you could 2A+K them again.

I wasn't aware that CH 6K 2B+KA+G was escapeable. Also 2A+K is extremely difficult if not impossible to land if they attempt to tech left or right.
 
3A+B Followups?

I have success with 3B+G... but any half decent player will break it.

Just for arguments sake, maybe attempt a PT... ehhh?
 
6K Followups

I use the 2K+B~A+G exclusively, because I like to hear douchbags online swear everytime because there's no escape!
 
6K Followups

It seems that 2 B+K is ecapeable. We need to confirm this. Online is a different story due to lag issues but I know I've had this escaped before.

So...new assignment, everydody study this out. If its escapeable we should find a new option. Its also probably why I'm seeing 4B as a follow up for guarenteed damage and pressure.
 
6K Followups

i've never ever had 2b+k, a+g escaped after CH 6k. 2a+k is techable (to the sides i think) and has been like this since patch 1.03 when they changed the frames for 6k... which also got rid of the PT tech trap.

also i havent seen anyone use 4b post CH 6k except in some really really old vids (like just when the game came out) so it was possibly before they worked out higher damage options. have you got links to the videos where you saw this? it might give us a clue as to why they were using 4b.
 
6K Followups

i've never ever had 2b+k, a+g escaped after CH 6k. 2a+k is techable (to the sides i think) and has been like this since patch 1.03 when they changed the frames for 6k... which also got rid of the PT tech trap.

I find this very curious....I've never had anyone escape a 2A+K after a CH 6K post patch, even with them teching to the left or right.

Also, I've definitely hit people with the PT tech trap off of CH 6K post patch...are you certain these things no longer work? The info in this thread says the only changes to Asta post patch are 6K is -14 on block, CH 6K->2A+K is JF timing (i don't agree), 6B+K no longer gives KD on NH and 22_88B->2B+K->2A+G_B+G no longer glitch connects.
 
6K Followups

2 b+k, a+g is inescapable after CH 6K, but it needs to be done faster than pre 1.03 patch. 2a+k can hit, but if your timing is right, it often just pushes them away.

4[a+b] will hit if they tech after the knee. If you have seen them try to tech your earlier CH 6k, chances are they are trying to get up all the time after the knee, i say go for the extra 24ish points of damage
 
6K Followups

I find this very curious....I've never had anyone escape a 2A+K after a CH 6K post patch, even with them teching to the left or right.

Also, I've definitely hit people with the PT tech trap off of CH 6K post patch...are you certain these things no longer work?

yes i am sure of both, i (and others) tested them when the patch came out and confirmed it. the thread you posted isn't accurate because they never updated it... its missing info for asta anyway.
 
6K Followups

I'm going to start working with my options on this. 4B has potential to set up guessing games in your favor. Just dont go taking my advice.
 
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