GEMINI_KNIGHT
[09] Warrior
Astaroth: Quick Strategy Reference
Interupts:
6A (vs non TC_FC attacks), 4B, 6K, 2K
Mixups:
Command Throws, Bullrush, 2A (when outside of max throw range)
Anti-Step:
4A, A+B, 2_8A+B
Whiff Punishment: (to include side stepping attacks)
From Close to Mid Range: 6K, Bullrush, Command Throws
Outside Mid Range: 44A, 44B, 22_88B~4
Post GI Options:
6G: Command Throws, Bullrush, Fully Charged Bullrush, 44[A]
4G: If they stay grounded use 2A+K, 2B+K~A+G, 1B, or 2A. If anticipate tech after 4G, use crouch throws.
Low Throw Strategy:
You get a low throw attempt after blocking unsafe lows that recover crouching, such as 2K, 1K, most 1A attacks, etc.
Options after CH 4B and Normal Hit 4:
If they stay grounded use 1A+G_1B+G, 2A+K, 2B+K~A+G. If anticipating tech, use crouch throws.
Options after opponent blocks 4:
In an open area, 6K will clash against fast 2A’s and beat out everything else.*
If 6K does clash with 2A, 1B is still guaranteed afterwards.
With opponent’s back to the edge, 4B will beat out everything.*
*Some stance shifts will make the 6K whiff, and attacks with GI properties (i.e. Algol’s 623B) will avoid the mixup altogether.
Free 22_8B attempt:
Your opponent must guard 22_8B after getting hit with the following:
All uncharged variations of Bullrush, 22_88B. 44B, 4A+B
Interupts:
6A (vs non TC_FC attacks), 4B, 6K, 2K
Mixups:
Command Throws, Bullrush, 2A (when outside of max throw range)
Anti-Step:
4A, A+B, 2_8A+B
Whiff Punishment: (to include side stepping attacks)
From Close to Mid Range: 6K, Bullrush, Command Throws
Outside Mid Range: 44A, 44B, 22_88B~4
Post GI Options:
6G: Command Throws, Bullrush, Fully Charged Bullrush, 44[A]
4G: If they stay grounded use 2A+K, 2B+K~A+G, 1B, or 2A. If anticipate tech after 4G, use crouch throws.
Low Throw Strategy:
You get a low throw attempt after blocking unsafe lows that recover crouching, such as 2K, 1K, most 1A attacks, etc.
Options after CH 4B and Normal Hit 4:
If they stay grounded use 1A+G_1B+G, 2A+K, 2B+K~A+G. If anticipating tech, use crouch throws.
Options after opponent blocks 4:
In an open area, 6K will clash against fast 2A’s and beat out everything else.*
If 6K does clash with 2A, 1B is still guaranteed afterwards.
With opponent’s back to the edge, 4B will beat out everything.*
*Some stance shifts will make the 6K whiff, and attacks with GI properties (i.e. Algol’s 623B) will avoid the mixup altogether.
Free 22_8B attempt:
Your opponent must guard 22_8B after getting hit with the following:
All uncharged variations of Bullrush, 22_88B. 44B, 4A+B