Astaroth Q&A/Discussion Thread

for the 1st time, I got grabbed out of crouching A, wtf? I am pretty sure this move is full crouching, and yet I got grabbed out of it. so many weird thing happening lately, every time I try to step xiba's 66BBB 3rd hit always hit me despite me still doing 8 way run.
 
for the 1st time, I got grabbed out of crouching A, wtf? I am pretty sure this move is full crouching, and yet I got grabbed out of it. so many weird thing happening lately, every time I try to step xiba's 66BBB 3rd hit always hit me despite me still doing 8 way run.
FC A doesn't TC for the entire animation (same with most generic FC moves).

As for Xiba 66BBB, you have to step to his left (your right). And ideally you should be stepping the 2nd hit and not the 3rd.
 
how do you do full charge bullrush across the screen and not get stepped and punished? I saw pros doing this and they somehow make the opponent block rather than getting stepped. can you control the direction of bullrush while you are charging it?
 
how do you do full charge bullrush across the screen and not get stepped and punished? I saw pros doing this and they somehow make the opponent block rather than getting stepped. can you control the direction of bullrush while you are charging it?
It has a broken hitbox that stays extended forever, has huge phantom range, and extends in a 360 degree arc around him, which makes stepping it obnoxiously difficult unless you start stepping really early from long range.
 
so after a hard knock down I should try this often? what if they teched to the side? I vaguely remembered them completely avoided my bullrush when they side teched and then just step and punish my ass.
 
after the counter 6B/2nd hit BB6/2nd hit AB, I have seen people doing running in 22K before doing 22B, but the timing seems to be really strict, how much distance can you run before the stun is over? what is the input to do the 22K most efficiently? I am doing 6632K, but most of the time it's too late...
 
Input it as 662K, if you are in 8-way-run state and change direction without letting the stick go to neutral than you stay in 8wr state for the new direction. Doing it this way lets you close in on them a little bit before the stomp, it's still tight timing but much easier than 22/88K after the stun. Also you don't sidestep as much so it is a good tool for positioning if you are going for a wall or ringout.
 
So I was doing some testing today, and I found out that Astaroth's 9B has two different properties than 8B. 9B has some major spacing on hit, and it can also ring out near the edge. Being that the move is -12 and is a force crouch on block as well, this move is actually extremely tough to punish. Even then, the majority of the cast just can't punish it at all. It also does 32 damage instead of 8B's 29.

It's time for me to implement this move into my game. (^_^)
 
If it's -12 and forces crouch, it should be almost universally FC A punishable unless it pushes out of range.
 
I'll probably test that out tonight. The only character that I would worry about getting a FC A is Alpha pat. I believe that it may push some characters out of range to punish though.
 
about tech trap options, most of the times it just low grab, right? but why is it that this doesn't work all the time whenever astaroth is close? I thought it's as easy as knock them down and then just low grab as they tech, but for some cases they can tech away safely without getting low grabbed when I try it with moves that knock down but wasn't listed in the tech trap discussions.
 
about tech trap options, most of the times it just low grab, right? but why is it that this doesn't work all the time whenever astaroth is close? I thought it's as easy as knock them down and then just low grab as they tech, but for some cases they can tech away safely without getting low grabbed when I try it with moves that knock down but wasn't listed in the tech trap discussions.
Depends on which move you use pre-low grab tech trap.
 
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