Astaroth Q&A/Discussion Thread

Hey Astaroths,

Sorry for what might be an obvious question...does 63214B+G into 22B BE into 28B+G work?

EDIT: Thanks Slade for answering the question (the short answer being "sometimes"). Someone can delete this post if it's in the way.
I'd be interested in knowing when those "sometimes" are because I know that the A+G air throw would normally work but not 28B+G.
 
I'd be interested in knowing when those "sometimes" are because I know that the A+G air throw would normally work but not 28B+G.
Basically, the same requirements for getting 22B BE ground hit → 28B+G to combo in any situation.
1) Has to be against larger characters. There's probably a complete list of who it works on somewhere.
2) 22B BE has to hit them in the foot.

Now considering that 63214B+G causes them to land at the exact wrong angle for it to work, your best chances of getting it to happen are to land the 22K dead trap after 63214B+G.

So basically, it'd be do the command throw, then run up and move as far around their side as possible while also doing 22K in time for it to 'combo' (when they don't ukemi*), then keep stepping as far toward their feet as possible (clockwise seems to be the best for doing this) before doing 22B BE while still doing it early enough for it to combo.

*If they do ukemi here, 66[K] will tech trap them infinitely until they stop teching.
 
here's something I don't understand mixups with astaroth.

when I see lolo play astaroth, he makes astaroth looks like he's high on speed, seems as though he's + frames all the time even when shit gets blocked. opponent barely block punish his attacks. how is he able to keep pressing without stopping even when at disadvantage? or maybe I am just too noob to understand how he space out at the proper moment to prevent punish?
 
here's something I don't understand mixups with astaroth.

when I see lolo play astaroth, he makes astaroth looks like he's high on speed, seems as though he's + frames all the time even when shit gets blocked. opponent barely block punish his attacks. how is he able to keep pressing without stopping even when at disadvantage? or maybe I am just too noob to understand how he space out at the proper moment to prevent punish?

LOLO IS RIDICULOUS.
 
when do you use 3 A+B? it's really bad on block, and has little range. on counter hit you can get grab attempt or 1AA, but other than that it's quite gamble.

btw, here's something I don't get. on ch 3A+B, it combos into 1AA which comes at 36 frame, but it can only tech trap 22B at 30 frames. if target has enough stun time to get hit by 1AA without any showing any teching movement, why can they tech out of 22B? is it because of the quick step motion? ch 3A+B 22B become a true combo if you do 6632B instead to skip the quick step animation?
 
Quickstep adds 10F to 22B's startup. While 662B does skip the QS animation, it does so by entering an 8wayrun state from which you can do the move. It's akin to doing [2] ... B, except forward dash cancels faster than a sidestep. The net result is still equal to or slightly slower than just doing 22B though.
 
it realigns to the direction he steps, so if you step the same way it tracks, but doesnt if you go the other. Of course when its 22B BE you're in the shit either way, lol.
 
So, veteran Astaroth players, which characters do you fear the most?

Cervantes? Mitsurugi? Pyrrha? Viola? Just guessing it would probably be one of those based on my own experiences. Astaroth mirrors?
 
Mitsu and believe it or not... Leixua. That character has such a stupid tiny hitbox... Reminds me of SCV when my 22/88B often wiffed through standing little girls(especially Sophie)...
 
I've noticed Asta's 22_88B often whiffs against attacks that advance forwards, so maybe the fact that half her moveset is made up of advancing attacks could have something to do with this. I've never tested this though.
 
Mitsu and believe it or not... Leixua. That character has such a stupid tiny hitbox... Reminds me of SCV when my 22/88B often wiffed through standing little girls(especially Sophie)...
I actually consider Astaroth one of the tougher matchups when I play Leixia, though that might have a lot to do with the way I play her. But, Leixia certainly does get her share of lucky whiffs from other characters. The biggest problem I've had when playing Astaroth is how 2A+G and 2B+G sometimes won't connect against Natsu-sized or smaller girls after a successful 6AA or CH 4A. 22K after a wall splat or CH 6K/6B misses a lot against them too.
I've noticed Asta's 22_88B often whiffs against attacks that advance forwards, so maybe the fact that half her moveset is made up of advancing attacks could have something to do with this. I've never tested this though.
It seems like whenever I've seen 22B whiff it was when they were just standing there or did something where they end up beside you and even though the attack clearly connects it doesn't count.
I don't particularly suffer any character...I think Asta can handle them all
One thing I like about Astaroth is how there are no truly horrible matchups, but Cervantes' space control, Mitsurugi's ability to interrupt everything you do for HUGE damage, and Pyrrha's constant tech crouching and stabbing have been causing me some trouble.

Actually, Natsu if they get in and stay in rather than bouncing and windrolling around has emerged as problem too.
 
I don't fear Cervantes probably because that's the MU I know the most and feel more comfortable with. I think he is a little bit advantaged, but not much....both characters hit heavy and have to take some risks.
Just be sure to not whiff any move and play carefully.

About Pyrrha, I neved had much problems dealing with her because of Astaroth range: playing patiently, making her block a lot of hits and work her guard burst seems to work fine.

Both characters will punish heavily when ducking Asta's throws, so obviously one has to adjust.
Personally I don't do many throws anyway.
 
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