I wanted to share some stuff that people really don't do (or I haven't seen very often) that tend to cause other players to lock-up. It might help newer players trying to get better or think he's "slow".
I used to think
/
was bad, because i just read it was, but it's hugely tasty when used during some wake-ups or just at neutral. You virtually won the mind game if you catch a random one (lol). People always want to attack after (
+
/
+
, etc due to grabs low recovery frames), and if they get wise, they lock up again, which is good for you. Being airbourne is great for lowering risk for potential combos too.
Run up low grab. It's somewhat punishable, but they usually won't.
I mentioned backstep
. Some will start to dodge, but at mid-long range it's hard to punish after step. Then you start
'ing or grabbing. Mixing this with backstep
can also be annoying and effective.
Step into
on point-blank Oki (usually hits in every direction) can be pretty risky, but hit's a lot and reminds them you're more than just mids and grabs.
Also, I don't see enough
+
and responsive low-grab attempts from lows and I can't imagine why. Characters like Yoshi, raph and ezio are strong at this, but it's still a net loss when they get hit a couple times with some hard low grabs from those attempts.
Watching for patterns is the biggest deal I see work on great players. Seldom do I see players so focused on their own game plan actually branch out and try to change their patterns mid game, but these patterns are big signals for Asta--I'd go as far as to say that's his only game at that level. You could say the same for any character and set-ups, but we all know how binary fatass can be. Lowering the risk for attempts is more important for asta than just about anyone else. 'One reason
from a jerky neutral game can be so rewarding, and it's his main JG fighter.