LH 66[K] RE works also. Nothing guaranteed but if you have hard read on your opponent it has good rewards. You can reset wall combo with A or LH K or RO off of LH B on some stages .
LH [K] followups:
3B hits grounded, hits ukemi opponent left (Asta's right) and forward ground hit, whiffs ukemi...
Been playing with both of those actually. Been trying to use slight charge 44B, just enough to get he flames out, but I think it's techable that way. Trying to bait so I can full charge it occasionally. Straight 44B is just a few points damage less than the combo I posted above, and probably...
The tiny bit of damage from 22B IMO isn't worth giving up the pressure advantage from 11BK. I will say that 11BK can be inconsistent on smaller characters and at certain angles in stun combos like CH 6B 22[K]. You kind of get used to seeing it, but if it seems iffy I 22B.
1]B] is solid. Like...
Muscle memory :)
On the real though, thanks for the SC info, gives me a much better idea of how to utilize it and he gains some pretty strong options.
One of my biggest problems in general with Asta is just people pressing buttons. Without a solid GTFO combo or move, I'm reduced to just trying...
I still think it allows for less accidental throw breaks, especially at high level. Most players hold G and won't hit a direction unless they're specifically trying to throw break, and then it's still the same 50/50 as it always was.
At low level if they're mashing directions plus buttons you...
Yeah they took away so many good tools from him and he kinda feels stripped down, especially considering how strong they made other characters. Old 44[A] stun, BA strings, bullrush and 4B semi tracking, old 22_88B. He used to be big damage and Rock was better at tech traps and oki pressure. Now...
Armor grabs ARE unbreakable if you grab them while you're getting hit. I think. At least that's what I get from the flavor text. Will have to lab to be sure.
Yeah a ground stun on 66A+G would be nice for 44K_22B followup. JF 44A+G should ground bounce. At least do this on the SC versions.
Just...
Yeah I feel like a lot of other characters have his range but are much faster, and comparable or better damage i.e. Nightmare/Mina/Ivy. These characters also seem to have an easier time in the close game. He seems to do good once he lands a grab or small combo and can pressure, but otherwise...
If you're having accidental throw breaks, use 214A+G for free. Also a lot of people don't hold a direction at all when they guard so they don't break the 236A+G either, so I'm good with it. It's still a 50/50 mixup when they know how to break throws.
bk has follow ups, 3K does not. Don't know about frame differences, I see no reason to use 3K.
As far as GI, I don't think he's exceptional, but mixup is decent. Throw mixup, bK, 6B, is what I mainly use. A+B or charge grab for re GI. Anytime I can land a grab and apply oki pressure I feel that...