Astaroth Q&A/Discussion Thread

I just discovered a Street Fighter IV-style shortcut for command throws:

621A+G_B+G

This is nice because I have problems doing a precise half-circle motion on a four-gate (I play with a TE). This way, I can just swing to the down-back corner and get the throw. You also have a fairly big window to input the grab, so you can hold G and swing back to 3K for Bullrush if you think they'll duck, or you can do 4B instead for a safer mid. Makes step->grab a little easier too without the need for the 4 input.
 
you can also buffer in a 66 before you do any command grab and he does quite a big dash before grabbing.
 
wow ive gotta experiment with that. certainly gives you the advantage over people who do nothing after a 2A+G_B+G
 
That shortcut , would it work in landing fastest input version of his command grabs? Does anyone have any advice on landing those? I never bothered with Wolf from VF, so I have no experience with this.
 
to get the JF version it seems like you have to do 66.6A+G_B+G

using that buffer though, you can move into grab range off a 3A+B non ch

edit: i misread. i havent been able to get a JF using the 621 shortcut
 
Another option is JGing the second hit of AA. Not the easiest option, but an option nonetheless.
i tried this in training and i don't think it's possible to JG just the second hit of AA. IIRC there's some "cooldown" between the time you release G and the next time you can perform a JG. you can JG both hits of it, but that requires you to be psychic.
then again i may have just failed every time i tried.
 
That shortcut , would it work in landing fastest input version of his command grabs? Does anyone have any advice on landing those? I never bothered with Wolf from VF, so I have no experience with this.

Dunno. I can't do his JF grabs in this game to save my life.
 
I don't think it's solely a speed thing. I think it's a matter of hitting 4 and your intended grab input simultaneously. I don't do it super fast and I'm getting better now. Not great but it's no longer a pleasant surprise when it's comes out. It must be way better on a stick. I play Padsteroth.
 
The timing of the JF is a little friendly in this game, but with a little practice I was able to get it 90% of the time. Make sure you hit the last two inputs at the same time or the JF will not come out. Eventually it will just become muscle memory.
 
Pyrra is indeed a tough matchup.
She is very safe against Asta, and can whore moves like there's no tomorrow, not to mention that she's also good at guard breaking.

Some nice tricks:
against close up pressure, like 66B, 2A, AA strings, a 4[4]B can make 'em whiff and punish with some good damage and consequent wakeup.

236 A, A or 236A, A BE are a bitch expecially if they are expecting a throw retailation. The best option is to wait the second hit and punish it with 8B.
1K on block is -15 for Pyrra, a free mixup, never wait after it, go for a throw or an instant mid.

236B can be punished with 66B (perfect buffer) or 4B (which can be mashed), this one gives you good frame advantage to mixup.

66B BE 2nd hit can be stepped on Asta's LEFT and raped with 88BE, 28:B+G
 
Hey lads,
So i just want up against a Natus player who just did 1 more over and over again and i just couldnt stop him. If i blocked him he were safe, if i sidesteps he recovered in time and i tried t ocatch him on his way up.
So im asking you how to stop this move:

Hover Divinity. I thinks its 214 8 A+B . For some reason i just couldnt find a move that could punish it on wiff or on block. I tried with 66K normal and A+B+k and alot of other longer ranged attacks. Aswell as dashing up and try to grab him. Nothing..
Anyone got a clue? i tried aswell in training mode but i still cant find a way <_<
 
you can easily step it and do a fully charged 44[A], if you dont hink you can land that then use 33A,B.
 
About how much advantage do you get from the ground throws (1G+A/1G+A)? What moves do y'all recommend doing? Is there enough time to fish for counters with 6B?

Also, what moves do y'all use to get people afraid to duck? I know 6B 6K and 66K are nice fast enough, but none lead to knock downs or combos. What else is good?
 
About how much advantage do you get from the ground throws (1G+A/1G+A)? What moves do y'all recommend doing? Is there enough time to fish for counters with 6B?

Also, what moves do y'all use to get people afraid to duck? I know 6B 6K and 66K are nice fast enough, but none lead to knock downs or combos. What else is good?

I've been doing a dumb grab/6K mix-up, figuring if they try to mash out of the mix-up, the 6K will CH and I'll get a reset.

66B seems to work
 
i tried this in training and i don't think it's possible to JG just the second hit of AA. IIRC there's some "cooldown" between the time you release G and the next time you can perform a JG. you can JG both hits of it, but that requires you to be psychic.
then again i may have just failed every time i tried.

It's absolutely possible. I tested it before posting and got it quite a few times. You have to release G immediately after the first B connects to give the so-called "cooldown" period some time to expire. Then tap G with the usual timing to JG the second hit. It's hard, but it can be done.

I'd post a vid for you, but I live in the stone age and don't have a capture device.
 
About how much advantage do you get from the ground throws (1G+A/1G+A)? What moves do y'all recommend doing? Is there enough time to fish for counters with 6B?


IMO the best followup is a simple throw/low-throw mixup. It requires you to train and read your opponent very well, but if you can pull it off, you'll make him feel very locked down and frustrated. Of course, this is situational. If both you and him are one hit away from dying, then you'll probably want to do an attack mixup instead, since whiffing a throw = instant death.
 
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