Astaroth Q&A/Discussion Thread

Alot of of Astaroth's will try to BT B+K your whiff punish due to it being an i13 crumple stun on CH. It's one of the reasons I recommend abusing it against those who cannot JG it on reaction. The hitbox is massive, so the likely-hood of whiffing is low, but since it's + on whiff, you can still get set-ups. Pretty underrated imo.
 
These questions may be a little too vague for this thread, but how do you deal with overly-agressive players that close in on you while you're playing Astaroth? Also, what are his best options to try and create space away from the opponent when they've got you cornered?
 
These questions may be a little too vague for this thread, but how do you deal with overly-agressive players that close in on you while you're playing Astaroth? Also, what are his best options to try and create space away from the opponent when they've got you cornered?

Those questions aren't too vague. They are actually pretty common believe it or not.

Unfortunately for Astaroth, rush-down is his biggest weakness. The most universal way of stopping someone in their tracks is GI. This opens them up for a free throw attempt. You also have moves like 6AA, 6K (Knee) and Bullrush BE to stop them too, but these require a little more of a read as to what your opponent is rushing you down with. Learning the match-up so you can start using the right moves is key.

As for getting them away from you, throws have always catered not just to his damage, but his position in the ring. Command throw B can space them away from you so you can breathe, and command throw A will set you up for more pressure to put on your opponent. If you are behind a wall, using command throw A BE will wall splat the opponent and give you time to turn the pressure completely in your favor. Astaroth near a wall is damn near the scariest thing in the game. (^_^) As for actual attacks, you will find moves like 44A are very abuse-able in order to get people away from you. Just make sure you don't whiff. That move has pretty slow recovery. Make sure to use the delayed versions of the move every so often too so the opponent doesn't get too JG happy. If all else fails, try and go for a GI.

Tip: If you have the meter, try doing GI into CE for free 100+ damage. Just make sure you are in range to connect. It'll make even the most rush down happy player think twice before running in.
 
Jargen said:

Thanks! I asked because I've been going up against a lot of players that seem to perscribe to the "Rock Paper Scissors"-Style of play (As seen on the third page of this thread: http://calibur.8wayrun.com/threads/is-it-just-me-or-is-astaroth-really-really-good.12519/ ) with every character that they used and frankly, seeing people having the guts to play Siegfried, Z.W.E.I., Mitsurugi, Xiba and Natsu like that looks like a fairly terrifying sight for one as inexperienced as I am!

With that said, is it possible to get an :A+G: against a Mid-Air opponent after some of Asty's basic launchers (Like :3::B: or a meterless :2::2:/:8::8: :B:) ? And can a CH :(K): lead into his:2::A+G:/:2::B+G: "Downed Opponent" Throw? (I've been trying to do it myself in training mode, but I don't know if I'm missing it because it doesn't actually work or if my timing is off...)
 
Thanks! I asked because I've been going up against a lot of players that seem to perscribe to the "Rock Paper Scissors"-Style of play (As seen on the third page of this thread: http://calibur.8wayrun.com/threads/is-it-just-me-or-is-astaroth-really-really-good.12519/ ) with every character that they used and frankly, seeing people having the guts to play Siegfried, Z.W.E.I., Mitsurugi, Xiba and Natsu like that looks like a fairly terrifying sight for one as inexperienced as I am!

With that said, is it possible to get an :A+G: against a Mid-Air opponent after some of Asty's basic launchers (Like :3::B: or a meterless :2::2:/:8::8: :B:) ? And can a CH :(K): lead into his:2::A+G:/:2::B+G: "Downed Opponent" Throw? (I've been trying to do it myself in training mode, but I don't know if I'm missing it because it doesn't actually work or if my timing is off...)

No problem man! (^_^) "The RPS style" is Astaroth's best form of offense. It's how he gets his massive damage.

His A+G will not connect against anyone except against another Astaroth with 3B. Normal 22_88B doesn't have a guaranteed follow up. After you hit with 22_88B, you want to go for guard damage. 44B is a very good move to have blocked after 22_88B for example (unless they feel like eating damage for not getting up...lol).

His K Hold does not have a guaranteed follow up. In my opinion, I wouldn't even bother using K Hold. It's a really slow high with not nearly enough reward to be worthwhile. K by itself can be used as a quick block punish sometimes, so look out for things you can get that small free damage against to clutch out a round.

I believe what would help your game immensely is to watch what other Astaroth players do. From there you can copy/paste their use of moves and general strategies. If you have any questions as to why they are doing X move after Y move or something related. Feel free to ask. (^_^) I'll link you to a video to start with:

 
Jargen said:
His K Hold does not have a guaranteed follow up. In my opinion, I wouldn't even bother using K Hold. It's a really slow high with not nearly enough reward to be worthwhile.

OK... I was wondering about the K Hold because I ended up guard-breaking an opponent with a 66K and combo'd a K Hold by accident; To this day, I can't explain how that move hit, plus every other attempt to land that move under the exact same conditions has failed... I'm starting to think that my friend's game is either bugged and/or possesed! =)

In all seriousness though, I just keep starting to feel like I'm not agressive enough using Astaroth; Like ,when I go into a match thinking "OK, let's just go for it!" and shift into my best aproximation of The RPS style of play, I end up getting bodied by players who see my agression and decide to block & punish me for it (Which they can and should do; It's the biggest drawback of that sort of strategy). Yet when I go for a more deliberate, "Wait for a mistake and smash them. HARD." kind of gameplan, my opponents usually get sloppy and I end up winning...

And yeah, Xephukai is great; He's easily the one player I want to emulate the most when it comes to proficiently using Astaroth! :sc5ast1:
 
44A isn't working out for me quite as advertised, though I know becoming better at judging the range will help. If they just keep attacking, they get me during the windup.

I also can't ever seem to get any low throws in for the life of me. Most of the characters are tech crouched half the time at close range while attacking but by the time I've gone for the throw they're always back up again just long enough for it not to get them.
 
44A isn't working out for me quite as advertised, though I know becoming better at judging the range will help. If they just keep attacking, they get me during the windup.

I also can't ever seem to get any low throws in for the life of me. Most of the characters are tech crouched half the time at close range while attacking but by the time I've gone for the throw they're always back up again just long enough for it not to get them.

If they are hitting you out of your 44A then that means you need to calm them down some. Use moves like 4A, 2A and 6B to get them to stop being so reckless at that range.

Crouch throwing people out of TC is a difficult task. For most TC moves I don't think it's really possible on reaction. Your best bet is to forget trying to low throw people out of TCs. Your best anti-TC move is 4B. It also has the magical property of seeing just how scared they are of throws. Let me give you an example.

Most people like to throw out a TC move after bullrush on hit, so they don't get tagged by throws. Knowing this, you can start using 4B after bullrush instead. Now just keep using 4B. Count how many times it takes them to smarten up and take note. You can now play your RPS game without it being a complete luck of the draw.
 
If they are hitting you out of your 44A then that means you need to calm them down some. Use moves like 4A, 2A and 6B to get them to stop being so reckless at that range.
They do really need to calm down. One of the things that drew me to Astaroth was the "OMFG it's ASTAROTH" fear factor, but lots of reckless attacking at frame advantages is what that usually translates into. I have been using 6B a lot more but I hardly ever use 4B, I'll have to start doing that more. I just noticed yesterday that Xeph uses that move a lot.
 
They do really need to calm down. One of the things that drew me to Astaroth was the "OMFG it's ASTAROTH" fear factor, but lots of reckless attacking at frame advantages is what that usually translates into. I have been using 6B a lot more but I hardly ever use 4B, I'll have to start doing that more. I just noticed yesterday that Xeph uses that move a lot.
4B is Astroth's fastest mid, at i16. It's safe on GRD, and breaks guage. Post guard break you get the 6(B+K) combo. Also, you're at +8 on hit. It's range is kind of ass, however, it's his best OTG hitting mid.
 
4B is Astroth's fastest mid, at i16. It's safe on GRD, and breaks guage. Post guard break you get the 6(B+K) combo.
I've been wondering since it isn't in the combo thread, what all combos after this? I know the stuff has been out there somewhere but I can never remember what it is.
 
I've been wondering since it isn't in the combo thread, what all combos after this? I know the stuff has been out there somewhere but I can never remember what it is.
6(B+K) 6B 22K 22B:BE 66B is the bread and butter. Or, with more meter replace 66B with 66K:BE 2A.
6(B+K) 1BB for potential long-mid range RO. Or, 6(B+K) 3KA for a shorter ranged RO (no self RO threat.)
You also are enabled to carry opponent to wall combo. Basicaly, after 6(VB+K) you can do a lot, even low grabs afterwards.
 
I keep ringing myself out with 66(K) and yesterday it even happened with 66kBE, which I didn't realize was possible. This is getting dangerous. Better moves to ring the opponent (rather than yourself) out with? Besides launching and using the A+G air throw. I know 1BB on counter would be good too, but I so rarely hit anyone with it.
 
I keep ringing myself out with 66(K) and yesterday it even happened with 66kBE, which I didn't realize was possible. This is getting dangerous. Better moves to ring the opponent (rather than yourself) out with? Besides launching and using the A+G air throw. I know 1BB on counter would be good too, but I so rarely hit anyone with it.
Only do 1BB when there is some good distance between you and the edge, otherwise Asta will walk right off it and ring himself out. When lined up straight there isn't much else besides 66K if you don't wanna set up the air A+G. He has a bunch if the edge is to the side though like CH 3KA, 44B, A+B, WR A, etc. Should note that if they are standing on the very edge themselves then 1AA can ring them out as well.
 
Only do 1BB when there is some good distance between you and the edge, otherwise Asta will walk right off it and ring himself out. When lined up straight there isn't much else besides 66K if you don't wanna set up the air A+G.
I guess I should use just 66K and hope for a counter, then. They usually block that, which is why I've usually been doing the BE or 66(K) instead (the delay often causes them to let their guard down just in time to get hit).

Probably, the main thing I need to do is become a better judge of the range at which 66(K) will cause him to go THROUGH them rather than knocking them back.

He has a bunch if the edge is to the side though like CH 3KA, 44B, A+B, WR A, etc. Should note that if they are standing on the very edge themselves then 1AA can ring them out as well.
1KA or just 1K too? Seem to remember I've got people with those when the edge was to my right and their left. Maybe it has to be a counter hit, though.
 
1KA or just 1K too? Seem to remember I've got people with those when the edge was to my right and their left. Maybe it has to be a counter hit, though.
Yeah, if the 1K isn't a counter hit it just knocks them to one knee for a second. You need the CH to launch them.
 
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