Aeon
1A - WR K
1K - WR (B)
11K - FC 3B
11B - WR K
66K - 6B
BBB - step between any of the hits and punish
3B - 6K (only if close block)
his 11(A) and 66B goes to his Sand Winger stance. From this stance he only has a K followup unless he does BE fireball or BE fireball cancel. All are punishable by a sidestep to a 3B/33B, though you'll get air hit if he does the BEs and you attack too quickly.
Algol
Discussion
-Duck second hit of 6bb and punish with wr A or standing 3B.
-Step qflip A+B B to your left. You can punish with 33bBE or GS B.
-Step out of his BT b+k BT a+b vortex by stepping the spikes to your left. The timing is tight though. Alternatively, you can backstep or use A+B. Algol might not do the spikes and instead could go for a grab or something else, so be careful.
-Punish qflip K with 4kBE.
-22a is 0 on block; remember that. The most common options after a blocked 22a from Algol is to 2a or backstep.
-You can JG 3bb for a 3b or step it to your right for a free GS B/4A/44B. If you fail to do either of these, you can punish with 6k.
-His 11_77k are pretty big disadvantage on hit; but they can ring you out. Remember he has them, and attack if they hit you. They're both wr B punishable on block.
-Be sure to duck the second hit of his 6kk
-JG or step his wr K(K). He can stop the GB early though, but if he charges it too long its still steppable. If he charges it right, it becomes unsteppable, but its wr B punishable on block.
-44AB is 4kBE punishable, though the pushback could make it whiff. You can JG it for a free 3B, but its difficult timing.
-2b+k B becomes steppable to your right at tip range.
-Duck the second hit of 6AAB and punish with wr A or B. If he finishes the string, you'll get a CH.
-Qflip B and K are both steppable to your left. However, the timing is very delayed, so you'll have to practice it. Qflip A will kill your step, but if you use 99K to step you'll be fine.
Astaroth
Discussion
-You mainly want to step to his left; its his weak side.
-Step the second hit of bb6 to his left. He can mix up with grabs and 4a, so be careful. You don't want to block bb6 since its +2, so if he's killing your step, try to JG it, though its only -13 on that way.
-JG is your best friend; learn to JG 22_88b, 66k BE, 44(a), 4(b), and AB on reaction.
-Instead of JG, you might want to step 66kBE to your right for a GS B/4A/44B. FYI, 66kBE is extremely hard to step at tip range. You can also a+b the second hit for easy mode.
-If you get hit with 66kBE, 22b is a forceblock that you MIGHT be able to JG, though it will be very hard. 2B+G/A+G is a tech trap and 2A is guaranteed. If you stay down, he gets 4B or another bullrush BE.
-Its a good idea to tech backwards or forwards in this matchup. Doing so will allow you enough time to step, interrupt, or JG/GI his 22B oki (mainly after a CH 66k or 44a); though don't be too predictable with this.
-His B command throw can ring out and wallsplat to the right, left, and forward directions. His A command throw can ring out and wallsplat behind him and to his right slightly.
-JG 1aa and step 1ab. If you JG 1aa, you get 33bBE and GS B, though 33bBE might be the better option in most cases since the GS B is meaty, due to Astaroth recovering in crouch. Stepping 1ab gives you whatever you want, namely 4a and GS B.
-Learn to step his fully charged 66(k) on reaction. It eats up the guard gauge and is advantage on block. The further he is, the more advantage he gets. If you JG it, its safe. You're only option is to step it and punish, though the recovery is very good, making it hard to punish properly. Also, its hitbox is insane, so stepping it might not even work some times. You could always GI it too, but don't forget he can reGI.
-66k and 66k BE destroy your stance game. Against a competent Astaroth, don't bother with most NSS and GS mixups. The exceptions being 66K and 44b. At the tipmost range, you can 3(b) into backstep to make 66k whiff, but that's a dangerous gamble.
-66k is an exception because you can hit-confirm your 66k6 into a GS A if you hit a 66k BE, and it will GI the followup bullrush. Also, 66k6 GS A will beat out a bullrush, but he can alter his timing. If he does, you can do 66k into JG to catch it. Its a mixup game, and one that is in your favor.
-44b is an exception because you can mixup 44(b) and 44b into tricking astaroth into thinking he gets a free 66k, giving you a free JG/step after 44b.
-Don't break ground throws (1a+g/b+g) when he has meter. There's a glitch that allows him to get a 66k BE for free if you do, but not a normal 66k.
-Be sure to duck 6aa for a free wr A, wr B, fc 3b, or standing 3b.
Cervantes
Dampierre
Ezio Auditore
1A - WR (B)
11K - WR (B) note: this low is + on hit
6K2 - 66B (lol) on guard, 4K BE free if hits
33BB - step after 1st hit and whiff punish 2nd hit
2B+K (low crossbow shot) - FC 3B if in range
CE - WR (B)
33A mid can go to high or low crossbow
A+B headbutt thing and 6B+K high crossbow can go to sideroll low shot
Hilde
CE - 3AA
Ivy
Discussion
Leixia
Discussion
3B - K
1KK - can jump 2nd hit on block, but can't directly block punish either hit
2A+B - FC 3B, she can cancel this move
WR A+B - WR B after 1st hit is blocked
CE - agA, 4K BE
Maxi
Discussion
CE - agA
Mitsurugi