Astaroth's Combo (Discussion)

I agree it is possible to use the command throw after an off the ground 22_88B BE.
I tested it against a friend of mine, in practice mode, online and it works...but there are some conditions:
1) Use the command throw as early as possible, I input it in the last frames of 22_88B BE
2) It doesn't work against every character....small size ones won't get grabbed
 
Off the ground 22_88B BEs can be followed up with 28B+G on bigger characters, but not consistently enough to warrant even trying.

Their downed body has to hit fairly close and you need to hit either their head or feet for it to land (I couldn't get it to land at all on side hits), and even then it's not 100% consistent.

I'll file this under Roth on Roth gimmicks for now.
 
I did this to Maxi mid fight, so yes it only works on the taller characters of the game (mostly male). If you can get it to work it is a sure fire way to prevent them from rolling anymore. It's quite a big risk though since you are wasting meter if you do miss.
 
2~8B+G JF can be done just like it was in Soul Calibur 4 in that you can hold down [2] and then just make sure you hit 8+G+B at the same time.

Following this advice I am now able to perform it 90% of the time! Initially I was trying to hold down [2] using the d-pad and then hitting 8B+G at the same time still on the d-pad being able to do this 1 out of 3 times, but this evening I started holding down [2] using the analog stick and getting the JF feels much, MUCH easier.
Using this technique I don't think anyone will have problems performing 2~8B+G JF on a pad, hope this helps.
 
Sithlord: Nice video, although it's funny you did the back throw combos against Voldo and ZWEI, two of the characters that can break back throws.

For the air grab, do you get better damage if you execute it as 63214A+G JF instead of just A+G? Or is it the same?
 
My new Video.


@Srayer: I use Voldo a lot because it's pretty easy to hit him in the back since he has a back-turned stance. I do know he can break the grab, but it matters not in the case of CMVs. As for the JF air grabs, they yield NO damage or property changes. I was just try to make an EPIC combo a bit more complex in terms of execution. However, pretty much NO ONE but you mentioned it, so I didn't do any more in my 2nd video.
 
Quick Question: What is the best combo in terms of damage after a Guard Crush. What would be best for no meter and meter combos for a post guard crush?

Also, is it even possible to set the opponent to get guard crushed like in SC4? I don't think there is a way to do it. I mean like resetting the opponents position with a red flashing health gauge.
 
actually 66A{B} is the best combo after a GC, it's 97 or so.
if you want to spend some meter then the best combo for 1 bar is 6B, 22K, 22B~BE, 66B
for 2 bars 6B, 22K, 22B~BE, 66K~BE 2A

as far as i know he doesn't get any 3 bar combos other then CE 22B with sucks after a GC.
 
actually 66A{B} is the best combo after a GC, it's 97 or so.
if you want to spend some meter then the best combo for 1 bar is 6B, 22K, 22B~BE, 66B
for 2 bars 6B, 22K, 22B~BE, 66K~BE 2A

as far as i know he doesn't get any 3 bar combos other then CE 22B with sucks after a GC.

Isn't 66A{B} techable?
 
I've tested it and 66A{B} is not techable or escape-able by any means, it seems.

EDIT:
To clarify - It's untechable when it's a counter or when the armor breaks.
otherwise it is.
 
236B+K > A+G W! > 3KA W! > 6B > 22K > 22B BE > 66B = 241 damage. Landing the hour-long 236B+K unblockable near a wall is 100% tournament viable and therefore Astaroth is a broken character.
 
236B+K W! > 3KA W! > 6B > 22K > 22B BE > 66B = 241 damage. Landing the hour-long 236B+K unblockable near a wall is 100% tournament viable and therefore Astaroth is a broken character.

Confirming this is the most legit combo.
 
^ lol

Don't know if anyone has posted this yet (generic disclaimer #17401) but I was doing this tech trap combo in training-
44[A], BB6, 6632_6698K, 66[K] tech hit, 22_88B BE, 66B for 220 dmg.

The 6632_6698K is the same as 22_88K but inputting it this way will get you close enough so the 66[K] will catch the opponent teching after the ground stomp. If you do the normal 22_88K there 66[K] might still hit but it won't relaunch. And as usual you can sub 6B for the BB6 if you are too far away after the 44[A] for slightly less damage, and if you are facing a wall after the 22_88B BE then you can do A+G for a wall finish. The only thing I'm worried about is if they can see the bullrush charging up and stay down or roll on reaction.
 
Thats almost what I could call an insanely effective tech trap.

Problem is, for a tech trap to truly be effective you need to create some kind of ground hitting 50/50 that also does scary damage. Otherwise you are just playing off of the players potential ignorance, and you should never bank on that. So the question becomes, what incentive can you offer the defender to make him want to get up early? Most people know they can't mash out of astaroths combos so they won't be trying.
 
^ Damn, yeah. I guess thats gonna be a pain unless someone finds something brilliant to do after the usual ground stomp combo besides 22_88B.
 
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