Astaroth Q&A/Discussion Thread

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.
Hmmm, that makes sense since any player who is smart enough would probably stop attacking in situations like that so there are likely no counters to fish for.

I just read in the frame thread that the ground throw is +10 after so you are safe to do 6B or any other i20 moves right?

Aren't the fastest moves in the game Natsu's AA which is i10 or a patroklos's CE which is i8?
 
4K, low throw is pretty good at keeping people standing, but obv only works from right up close, from mid range i use alot of 44A, 66K
 
hi.

im here because srayer's advice is just so amazing i had to find out more.

bullrush and command throws is all i know.

:]

<3 spencer
 
4K, low throw is pretty good at keeping people standing, but obv only works from right up close, from mid range i use alot of 44A, 66K
Ahh, I haven't messed with this move much, but it seems intriguing. I'm assuming this could work just as well in the high throw/low throw mix up that occurs post ground throw as well.
 
Anyone have tips vs. Seig? I don't have a local siggy player to fight against and I got seriously whooped by one last night. Noooo clue what to do against this character other than throwing out random 4Bs :p
 
at range use a lot of step 66a,b and 44a, up close after you block any stance move use 66K~BE, if you dont have meter you can JG both mid and high options with the same timing for almost all the stances, you just gotta watch out for the low, of which you have loads of time to block except for the crooked low kick.
 
After 1B+G/A+G I generally mixup
-throws (most obvious, I try 'em later)
-6K (overall best CH mid, nice tracking if they step)
-22A, A (golden, pretty safe) or
-4 (B) if they like to stand still (nice guard damage, etc).

Never try CE because they always duck it / throw shit on you as soon as they see asta freezing with white glowing shit around.
 
Never try CE because they always duck it / throw shit on you as soon as they see asta freezing with white glowing shit around.

I like to call it Astaroth's "Puddle of Shame."

"I GOT YOU NOW~! HHRRFFFFFFFFF"
"Ummm... what's that puddle you're standing in?"
"HHHNFFFGNGNGGGGGG!!!"
"Gross man... I wanted to fight and you're all... making wet spots... I'm just going to... you know... NOT be standing next to you..."
"HHHFFHGG-where'd you go!?"
 
After 1B+G/A+G I generally mixup
<snip>
-6K (overall best CH mid, nice tracking if they step)
<snip>

Be careful with 6K; it's unsafe on block. Most characters get a free attack. iFC 3K is TC, slightly safer on block and gives you KD/RO. Only do 6K if you're absolutely sure it's going to hit, preferably CH.


Anyone have tips vs. Seig? I don't have a local siggy player to fight against and I got seriously whooped by one last night. Noooo clue what to do against this character other than throwing out random 4Bs :p

Asta's A+B, 44B, and 1A/1AA/1AB outrange most Seig attacks, so try to keep them in that range. Most Seigs online love going into stances and doing pointless roulettes at all ranges. Take advantage of this and punish with the tip of A+B, where he has no chance of hitting you.

Mid-range is a little iffy since Seig has more options than Asta; try to bait them into stances at just the tip of that range and punish with 4A. Up close, do what ShinJin said just watch for lows from his stances. Most of his stance options put him at a disadvantage on block, so just block and go for a throw attempt or space out.
 
I went through the thread and didn't see it asked anywhere. But I've seen some players do what looks like a back dash. Mostly with different characters (Seig and Yoshi) It looks like some type of guard cancel. What input is needed to do this with Astaroth? Or is it even available to him?
 
Be careful with 6K; it's unsafe on block. Most characters get a free attack. iFC 3K is TC, slightly safer on block and gives you KD/RO. Only do 6K if you're absolutely sure it's going to hit, preferably CH.

6K is -14, obviously you never have to try it vs Pyrra or other heavy quick punishers. But it has the best chances to shut down crouchers-steppers/monkeys.

iFC 3K is safer etc, but is much easier to step.

So in the end it's situational, as soon as you "sense" your opponent you can choose which mid you should use.
Vs Mitsu, for example, I prefer to risk an AA punishment than a 88B, CE
 
Is Tira too small to wall combo or something cuz I was fighting one earlier and every time she hit the wall she fell to the floor way before my asta could try to stun her again.
 
Yeah I know but it was moves I've done 100 times on other characters and had no problem. Basically I had done an air A+G and wall splatted her and she fell before I could get 6B to hit, likewise with some of his regular followups. Maybe it was just that one match or something but it just seemed wierd.
 
Yeah I know but it was moves I've done 100 times on other characters and had no problem. Basically I had done an air A+G and wall splatted her and she fell before I could get 6B to hit, likewise with some of his regular followups. Maybe it was just that one match or something but it just seemed wierd.

thats happened to me before with a creation female nightmare.
she just dropped off the wall super fast.
 
Yeah I know but it was moves I've done 100 times on other characters and had no problem. Basically I had done an air A+G and wall splatted her and she fell before I could get 6B to hit, likewise with some of his regular followups. Maybe it was just that one match or something but it just seemed wierd.

thats happened to me before with a creation female nightmare.
she just dropped off the wall super fast.

Are you guys sure it wasn't on a low wall? When wall-hitting against a low wall, you're forced to immediately use 1BB to combo, which results in a free ringout.
 
i can't be sure, i think it was on round stone arena with unbreakable walls, but i can't be sure.
at the time i just assumed it was a 1 time bug or a create a character thing and didn;t pay much attention to it.
 
ive had 1BB result in a self ringout. not sure exactly why, but keep that in mind

You fall before the opponent, that's why.

Indeed it was a break away fence, seems kinda wierd all the same but at least I'll know for the future.

The break away fences do present those problems sometimes. On the low walls though, 1BB throws the opponent over the wall while you stay in the ring (while goofily running into the wall).
 
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