Astaroth's Combo (Discussion)

Guys, when testing combos in practice mode, I think the best way is to use the record feature to record your combo, then manually try to escape it yourself with all directions of ukemi and air control rather than use the CPU. Then double check it.

Just sayin.
 
Facing w! side - 63214B+G, 22B~BE, A+G, w!, 6B, 22K, 22B~BE, A+G, w!, 1BB, w! 3A+B, 1AA = 239 dmg

i think you can escape it cos the health reset after the 1bb in practice mode, the cpu has not been able to tech it yet though.

Facing w! side - 63214B+G, 22B~BE, A+G, w!, 6B, 22K, 22B~BE, A+G, w!,1BB,w! 3A 66K~BE 2A = 284 damage if they try and tech after the 3A, if they stay down then the 66K~BE hits ground but doesn't give anything free after.
You got 3 !W only because the CPU try to tech actually, try without any teching and the 1BB wont !W at all.
 
Facing w! side - 63214B+G, 22B~BE, A+G, w!, 6B, 22K, 22B~BE, A+G, w!,1BB,w! 3A 66K~BE 2A = 284 damage if they try and tech after the 3A, if they stay down then the 66K~BE hits ground but doesn't give anything free after.
i like this tech trap
 
facing w! - 44[A] AB 22_88K 22_88B (BE) A+G w! 2B+G (BE)- 144 damage, costs 100%, builds 50%

facing w! - 44[A] AB 22_88K 22_88B (BE) A+G w! 3A 1A+B_B+G - 137 damage and a standing mixup, costs 50% builds 50%
 
Facing w! - 44[A], AB, 22_88K, 22_88B BE, A+G, w!, 3KA, w!, 3A+B, 2A+G, w!, 66K BE I've goten from 233 to 240 dmg with this in training.

Facing w! - 236B+K, A+G, w!, 6B, 22_88K, 22_88B BE, A+G, w!, 3A+B, A+G, w!, 66K BE for 310 dmg.
Obviously no one with any amount of skill will ever get hit by the Demented Moon so this is more of a for fun kind of combo.
 
Has this been posted?

63214:B+G, 22_88B~BE, 66K~BE, 66K~BE for 145 damage. Takes a ton of meter, but it could be useful in final rounds when you have a lot of it left. 145 is nothing to scoff at from a throw either, especially since no walls are needed.
 
Has this been posted?

63214:B+G, 22_88B~BE, 66K~BE, 66K~BE for 145 damage. Takes a ton of meter, but it could be useful in final rounds when you have a lot of it left. 145 is nothing to scoff at from a throw either, especially since no walls are needed.

Unfortunately it can be teched outside of the corner.
 
if they tech after 66k~BE then 2aA is guaraneed for a decent amount.
Do you mean 1AA (the double sweep) or is it another move I'm not thinking of? And is it guaranteed after every combo that ends with 66K BE?

*Well it aint the sweep. Did you mean just 2A? Cuz I've been getting that to land some.
 
i actually just meant 2A but must have hit the A key twice, i tested a few other options but couldn't land anything.

also just found that if you get CH 66AB (the non charged version) then you can land 6k, or 66k~be as a tech trap.
 
Ok I figured that was it. Sadly it looks like that 2A won't connect after those long wall combos I had above. I was hoping to get an extra few points out of them, oh well.
 
The 2A after Bullrush BE seems to be character/situation specific. It'll always work in the corner, but some characters can escape it mid-screen. Works more often than not, however.
 
Not very combo related, but.....interesting snippet:

you can perform 63214A+G JF air throw in combos. No damage or property changes that I have found (including with Clean hit animation grab) but if you're looking to confuse your opponents....and of course, it looks cool.

63214B+G JF animation whiffs.
 
I guess it's not surprising, but it looks like character creation models are slightly different, even when using the suggested height and build. I couldn't get counter 1BB, 2A+G/B+G to connect against Aeon. Using stock Astaroth, it'll connect fine, though.
 
This may have been posted already but I found the staple JF 63214+B+G, 22B_88B does 83 dmg? I replaced the 22B_88B, with on 1P side 77B, K and it did 88 dmg. (I think it was. Not near the system.)​
 
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