GS A is an auto-gi that will reflect the bullrush when setup after certain attacks (nightmares "unsafe" shoulder, for example).
Although bullrush would normally go under a high, because the auto-GI is in effect before the attack portion of the move it will put astaroth in a state where he can be hit. This works more often when the move transitioning into GS happens to put nightmare at heavy disadvantage.
Well, I'm in training mode. I just had Nightmare do 66K (the unsafe shoulder you mentioned) in GS A. I punished bullrush in three different "reaction times". The first time I used bullrush after nightmare's 66K GS A, was fast. It landed a CH. The second time, I delayed my input of bullrush, and still managed to get CH. The third time, was a whole lot slower, and I got a NH punish with bullrush after Nightmare's 66K6 (GS) A.
On the same ticket, when he uses safer moves he is more likely to stuff your bullrush with GS K. So you're damned if you do and damned if you don't. The "safest" option against GS is to try to Just Guard one of his attacks coming out of it and punish him, only.... you're astaroth. So what are you gonna punish with?
As for GS K (We'll say after NM's 66K) can stuff bullrush. However, with fast reaction time, for after NM 66K6 k, you can still interrupt with bullrush. Though, this is why Astaroth has 6K.
Of course, this is theory fighting.
Seriously? I don't own a capture card, which means I gota bug someone else just to prove a point that you should be able to prove to yourself by taking a couple minutes out of your day and going into training mode. That's kinda dumb.
Nah, not too serious. But thanks, Vinco. Two people assures me. I apologize, my timing for it must be horrible. And thanks for the info, rikuto, vinco.
First of all, you only need to get them in the habit of blocking 4b. You don't need to put yourself at -8 every single time or it'd defeat the purpose.
Secondly, you're having a false sense of superiority after punishing with 66B.
All you've set up is a game of rock-paper-scissors where your throws are not a valid option as most everything will beat them out, and your potentially damaging moves like 6b will be slower than anything your opponent does as well. Your opponent does not suffer the same constraints as you do and can take advantage of the situation far better. Why would you set up such a poor situation for only 32 damage? The only thing you can safely do here is block.
Okay, before we continue, let's recap on what the main discussion is at hand. Here's a quote of your first post in this thread...
And no, bullrush is not effective punishment, and using 66b is worse than doing nothing against most characters since it does crap damage and leaves you at neutral right in their face.
As I proved in previous posts... 66B, when used as a punisher, pushes the opponent far enough to be in MID range/grab range. With 32+ damage, on hit. Also, leaving you at o on HIT. You are Astaroth, and being at MID and/or grab range is where you want to be. I really don't want to drag on into theory fighting anymore... but, I wouldn't describe a 66B punish as a "
poor situation for only 32 damage."
I agree, though. Blocking is a good options afterwards. :)
Yea and I came in second at a tournament with the best buffalo and toronto had to offer. That doesn't prove anything in relation to what I said either though. You played some mysterious players who you have not named which you believe are the best, and won an undisclosed number of money matches during week 2 of a new fighting game.
Well, I'm not trying to throws 1week old credentials or anything... I was kind of just making a point with my last statement towards this. Anyways, I don't need to name people I've beaten to be right about what strategies will work offline, in a tournament, in a money match, or in casuals. Facts remain...
80+free damage, and spacing your opponent out. Which is perfect for Astaroth.
Or 60+ damage, with only a potential damage follow up; and a definite risk/reward factor.
Personally, I would go for the 80+guaranteed damage, which leaves the opponent in farther range. You mentioned landing 4B would get you an extra 20dmg. 60+20=80. And that's only potential 20 extra damage. Also, the risk/reward factor like I stated. If you're mixing up with a command grab, those can be broken. They can also be ducked, and punished. The safer route would be to get your 80+damage, and put the opponent in a range more comfortable (or, at least it should be) with Astaroth's playstyle.
I'm not saying going for 4b on Oki with a grab game mix up is a bad idea. I do it myself. I'm just pointing out the better option, here.
I'm sure if he abused it enough that tickle might eventually turn into a bee sting. Too bad it consumes a full bar of meter.
110+ potential damage in the last round fight VS aPat, if he lands a 2A on NH or CH, or he punishes bullrush, or... if he punishes... well, everything. It's rough.
EDIT:
Also, I may just agree to disagree from this point. I don't want to fuel theory fighting anymore than I already have. MichaelJackson's post says it all. Both are viable options.