GEMINI_KNIGHT
[09] Warrior
1) 634B+G. The most versatile command throw in the game. Can do from ten points less than, or the same amount of damage as Ivy’s SS, and if your opponent isn’t paying attention, you can do even more damage. Can set up RO’s and wallsplats no matter who is at the edge. Your opponent must respect its potential.
2) 634A+G. Not the most damaging command A throw in the game, but with the threat of 634B+G, this is the most annoying command A throw in the game. It does a quarter life, and your opponent is in a bad spot after this throw. Asta’s command throw game is the best because he doesn’t have to be in a certain state or stance, as they are always available to him in many situations.
3) 66K. Bull Rush. This IS Astaroth’s Signature move. Always knocks down, always RO’s/wallsplats, and always pushes your opponent back. It discourages your opponent from ducking, doing highs when at small adv/disadv, and forces your opponent to Re GI. On hit, 22_88B must be teched and defended. Against Re GI, full charged Bull Rush can take from over 1/3 to nearly half life.
4) 4A. When outside of throw range, this is your best step killer. RO’s/wallsplats right.
5) 6K. The Knee. As unsafe as it has become, it’s still a good move if used wisely. Perfect mixup on normal hit, can do a quarter of life on CH. It’s TC and TJ properties in its animation makes it ideal against quick highs and lows when at a disadvantage.
6) 6AB. One of the most damaging fast CH tools in the game. Can do a quarter of life damage.
7) 22_88B(~4). 22_88B is the staple damaging follow up for many of Asta’s attacks that allows it. After some attacks that knock down on hit, it must be guarded standing, forcing your opponent to lose a little bit off of the soul gage. 22_88B~4 is a very damaging tool after stepping attacks, with the potential to do 1/3 life of damage.
8) 2A+G_2B+G. Good tool for tech traps, wall splats, and after blocking 2K and other unsafe lows. Both can RO.
9) 4B/4. 4B is good when 6A gets TC’d on, and 6K isn’t fast enough. 4 is for when you have no idea what you want to do when you have the advantage, especially when your opponent’s back is to the edge.
10) GI. Astaroth is generally slow, and when fast characters get in on him, it’s trouble. Guarding is good to wait for your opponent to give you the advantage, but you have to watch your soul gage, and 6K won’t magic through mids. This is where GI shines, as Asta has good options after a repel or parry . After a repel, command throw attempts are pretty much guaranteed, and if you ever come across someone who can consistently JI them, then you have the back up of 66[K] or 44[A]. After a parry, your opponent must get up wisely and deal with the crouch throw/2A+K_2B+K mixup. Not many characters have a Post Repel mixup where they can take a quarter life if the opponent doesn’t Re GI(and in this case, doesn’t JI), and can take between a third to half life if they did.
Notables:
K. Decent speed. On hit, 6A will lose to Taki’s A, clash with X’s A and Amy’s 6B, and interrupts all other quick highs.
2K. Decent speed, but disadvantaged on any hit. Good when 6A get’s TC’d on and 4B isn’t fast enough.
2A. Decent when used outside of max throw range. Hard to punish when blocked at max range.
2) 634A+G. Not the most damaging command A throw in the game, but with the threat of 634B+G, this is the most annoying command A throw in the game. It does a quarter life, and your opponent is in a bad spot after this throw. Asta’s command throw game is the best because he doesn’t have to be in a certain state or stance, as they are always available to him in many situations.
3) 66K. Bull Rush. This IS Astaroth’s Signature move. Always knocks down, always RO’s/wallsplats, and always pushes your opponent back. It discourages your opponent from ducking, doing highs when at small adv/disadv, and forces your opponent to Re GI. On hit, 22_88B must be teched and defended. Against Re GI, full charged Bull Rush can take from over 1/3 to nearly half life.
4) 4A. When outside of throw range, this is your best step killer. RO’s/wallsplats right.
5) 6K. The Knee. As unsafe as it has become, it’s still a good move if used wisely. Perfect mixup on normal hit, can do a quarter of life on CH. It’s TC and TJ properties in its animation makes it ideal against quick highs and lows when at a disadvantage.
6) 6AB. One of the most damaging fast CH tools in the game. Can do a quarter of life damage.
7) 22_88B(~4). 22_88B is the staple damaging follow up for many of Asta’s attacks that allows it. After some attacks that knock down on hit, it must be guarded standing, forcing your opponent to lose a little bit off of the soul gage. 22_88B~4 is a very damaging tool after stepping attacks, with the potential to do 1/3 life of damage.
8) 2A+G_2B+G. Good tool for tech traps, wall splats, and after blocking 2K and other unsafe lows. Both can RO.
9) 4B/4. 4B is good when 6A gets TC’d on, and 6K isn’t fast enough. 4 is for when you have no idea what you want to do when you have the advantage, especially when your opponent’s back is to the edge.
10) GI. Astaroth is generally slow, and when fast characters get in on him, it’s trouble. Guarding is good to wait for your opponent to give you the advantage, but you have to watch your soul gage, and 6K won’t magic through mids. This is where GI shines, as Asta has good options after a repel or parry . After a repel, command throw attempts are pretty much guaranteed, and if you ever come across someone who can consistently JI them, then you have the back up of 66[K] or 44[A]. After a parry, your opponent must get up wisely and deal with the crouch throw/2A+K_2B+K mixup. Not many characters have a Post Repel mixup where they can take a quarter life if the opponent doesn’t Re GI(and in this case, doesn’t JI), and can take between a third to half life if they did.
Notables:
K. Decent speed. On hit, 6A will lose to Taki’s A, clash with X’s A and Amy’s 6B, and interrupts all other quick highs.
2K. Decent speed, but disadvantaged on any hit. Good when 6A get’s TC’d on and 4B isn’t fast enough.
2A. Decent when used outside of max throw range. Hard to punish when blocked at max range.