I'm pretty disappointed as well with this iteration of Astaroth. A lot of little nerfs from previous games have added up to a character that is much more risky and hard to win with at higher levels. I believe he's really good at a lower/intermediate level, but once you get up there he's definitely a struggle.
Since we're all kinda down on him I'll start with the negative, and then go into some positives I see.
The Bad:
Extremely Linear
Making Bull Rush super linear hurts his anti step game a lot. Maybe they didn't want a move that ducked highs AND caught step early in the animation, but now it's an almost useless move, considering on hit it's only a sit down stun. I feel like the risk/reward for Bull Rush is definitely in the opponent's favor. If they step your Bull Rush they're at your back, if they block it it's not a great position to be in (not sure if it's unsafe or not, but my guess is it's maybe -10), and if they are scared of a throw and duck, they are just in a sit down stun which doesn't give you much. The full charge version is practically useless now and will only hit if you hard read a high or if your opponent just isn't that sharp.
4B (as well as 4) has also been made much more linear. In prior games, if your opponent reacts late with a sidestep they get caught stepping. Now it's a very easy move to avoid with step.
22_88B. Do I even need to elaborate? Maybe misses less for no reason but I've still had it whiff on stationary opponents. Plus it's super slow so relying on a step whiff punish is sketchy, and getting it to lethal hit is pretty much a guess as well since it will only LH light attacks.
RE System
His RE attack is also super slow. I've had characters finish whole strings against me and then SS the RE attack. This could be me releasing the button too late, but I feel like I know the strings so I can recognize when to release to reasonably get the hit. This mechanic might as well not even exist for Asta as a defensive tool.
He's also so slow and big that if you try to stop your string/attack and SS your opponent's RE, you're gonna get hit. I know this is like a "duh," but a lot of characters have a semi-safe strategy to do quicker recovering moves to hopefully avoid RE retaliation.
Hard to Make Opponent Fear Ducking
This is something I feel has been an issue for a while, but in this game I believe it is made worse because he has become more linear. Every offensive situation feels so much more like a pure guess, since you don't have anything quick to cover step and duck because of the aforementioned Bull Rush nerf. 66A is good to hit duckers, but to get the full reward you have to guess with the follow up since it isn't hit confirmable, which opens you up to big retaliation to a sharp opponent. I've been going with BB6 when I see someone duck a lot, but this too is quite linear so it's a risk, which seems to be a theme here. bK is good of course but the throw is breakable so a big punish for a duck is still a 50/50.
Other mids like 6B+K are good, especially have a ring out since it'll LH, but it is unsafe on block. Currently I am exploring the possibility of 3A, but I'm still early with that. This move could have some useful applications if it covers step well.
Note: This could just be a personal problem with my ability, but this is an issue I've been dealing with so far.
Range Nerfs
I feel like many of his moves have gotten range reductions, particularly 44A. This was a great keep out/whiff punish tool before, but now I feel like it whiffs a lot at ranges it hit before. Also now that it doesn't spin stun on full charge kinda sucks, especially since that would make it a great GI/RE deterrent, but I'd rather have the range than the spin. Of course the move was nerfed multiple ways so it has neither. I see this style of balance in a lot of games and I just don't get it.
The Good
DAMAGE!
He still does a ton of damage, especially with certain tech traps. If you can land a close 4B+KB (if you catch them swinging high or something), if they tech, the PT tech trap does a TON. If they don't tech you can 22_88B, which does decent damage as well.
His damage at the wall is pretty good too. if you can get a decent wall splat the 4KA combo is really good damage.
But I've also seen other characters do comparable damage with safer/faster moves =(.
Lots of Tech Traps
He may have lost some tech traps off wall splats he had in IV, but he still has plenty. The only thing is there's not much Asta has that make people want to tech, and since not teching is usually the safer option, I don't see much use for these tech traps in high level play.
Ring Out King
He is still really good at ringing out, and the canned follow up to his 214A+G gives him a lot more options when he's a bit more sideways to the edge. I have found that the camera sometimes switches during the throw animation though which makes getting the correct follow-up a little tricky.
His RE A rings out forward, and RE B rings out back (and REALLY far back on the second attempt), which will open up his other options in the guessing game if your opponent knows what to avoid. I don't see landing these particular RE attacks in their optimal situations too much, but that just means the other options are more stacked in your favor because these are so scary with the right positioning.
As an added plus, the round after you ring your opponent out, 6A+B becomes a LH, which gives him a situational scary mid to deter ducking. The only thing is you can't test this is training mode! I've just been doing the 22K, 22_88B combo, but if anyone else has any better options I'd love to hear them.
Throw Range
As it should be, his throw range is really good. It might even be a bit more than previous games, but I could just not remember correctly. His CE has CRAZY range, but the start up is a bit slow so you've got to be creative with when to use it against opponents who can duck it on reaction.
That about sums up my thoughts so far in these early stages. Of course all of this is just my perception based on my match experience, and some of you may have found solutions to some of the problems I've found. If so I'd love to hear them! I really want this character to work, as he's been just about the only character I really enjoy using in Soul Calibur, but so far he feels like he's got some pretty hard caps on his high level viability. He just feels so much more risky (A different kind of risky than the JI fest of his SCV iteration), although his reward is good in some situation, and just ok in others.
Also, what has been your guys' go-to combos after LH 4A+G (airborne opponents), and LH A+B? I've just been doing 44B after the LH air throw. I was really hoping you could land a 28A+G, but that's just me being greedy. After LH A+B I just 22_88B.