You run up and use b6b which has +2 frame advantage on block. You let it get blocked and see how they react. There is no visual effect to this attack so if the person is ignorant to the frame advantage you can bait out a counter-hit very easily. If you're near a wall, I'm sure you can see how this is more appealing option then taking the 32 damage from 66b. If you're not, it's still more appealing.
I believe you mean "BB6." Yes, BB6 gives you +2 frames on block. However, I fail to see how going for
potential damage in a situation where you're able to get
guaranteed damage, is more effective. When you land 66B, you're still at mid/grab range. Being at mid/grab range with Astaroth is where you want to be. The only way you're at close range after you land 66B is if your opponent's back was touching the edge/wall. I explained this in my previous post, and you can test yourself, via training. Also, BB6 is step-able to Astaroth's left. So, if you're playing a competent player, and you use BB6 in hopes they block it, he/she could step, and punish hard.
So let's compare...
32+ Guaranteed damage/pushes opponent in mid/grab range/neutral on hit (
using 66B as a punisher)
or
Baiting a CH with BB6/potential damage/ being at+2 on block/BB6 is step-able to Astaroth's left (
using BB6 after someone has whiffed, no punish)
It's obvious what the best choice is. The main factor is the guaranteed damage. Why sacrifice 32+free damage, for a move that puts Astaroth at a slight advantage, on block? Also, this move being step-able makes it a risk to throw out there. I'd rather take the guaranteed 32+damage punish, that also pushes my opponent in mid/grab range after it hits.
Prepare for easy wins, then.
Ways to enter the loop.
63214a+g (brave edge version can be used)
63214b+g to 28b+g (cancel frames from first throw to execute properly or miss every time)
22b(be) 28b+g
In Soul Calibur V, 41236B+G doesn't combo with 28B+G.
Ways to continue the loop
63214a+g (brave edge version can be used)
63214b+g to 28b+g (cancel frames from first throw to execute properly or miss every time)
Upon landing use 4b on your opponent who is laying on the floor. If he blocks right away, great. He's already trained. This gives you a deep +6 advantage when it hits and they will feel it right away. If he is still on the ground, stomp him again and again. As many times as necessary for him to stand up and block. He has NO OTHER OPTIONS. People don't like that shit and they WILL learn not to lay on the floor or crouch guard while waking up.
Next time you enter the "loop" they will be trying to stand up as fast as possible so they don't get shit stomped into oblivion again. When this happens you simply go into one of the continuation methods listed above as they will stand up lovingly into one of your throws. They will probably do this a bunch of times before they realize whats happening, but by the time thats happened you've already killed them twice over.
Fun thing is, the realization of what is happening to them does not really improve their odds of survival in this loop. They will have to do a ton of defensive guessing to survive it, and there are no visual indicators to help them out.
Every time you throw them and end it with one of those methods you will set them down at your feet, in a perfect position to either stomp or throw. As long as you keep them properly "conditioned" to respond one way, you can abuse them with the other. It's a very aggressive, very painful thing to do to a person, especially at the start of the match when you don't have a lot of meter to spend.
This "
4B Conditioning loop" you're talking about is called "
using 4b on oki." Using 4B can be pretty smart, in some cases. As you said, on hit it leaves you at +6. However, on block, you're at -8 and in "point blank" range. Though, personally, I'm not worried about being in "point blank" range with Astaroth. You've made it clear that you don't like to be at "point blank" range whilst using Astaroth. Really, 4b on oki is good... but I don't think it's as dangerous, or as scary as you imply. Just block it when he does it, and leave the Astaroth user at -8 frames. In fact, aPat gets a free CE if he blocks this.
In a lot of cases, there's a lot of better oki options you can use besides 4B. I would personally only do 4B, if you are in close range from the start, and you think the opponent may wake up and attack. Otherwise, you have more damaging moves that will kill roll/and push the opponent farther away. Or, if you predict they'll block, go for a move that break guard?
And with all the free stomping you'll be getting out of this, it more then makes up for the lack of 22b off of the b+g command throw.
Lack of? Why would you have a lack of 22_88B after the B+G command throw? That's 80+ damage you missed out on. Are you saying you sacrifice an 80+ damage combo to use 4b on oki after getting his B+G command grab?