Voldo vs Astaroth

Sporko

Big Gimpin
I'm about to make a statement without clarifying it with any useful information.

*clears throat*

I don't like this match, but it's not even close to as bad as this matchup was in 4.
 
I'm about to make a statement without clarifying it with any useful information.

*clears throat*

I don't like this match, but it's not even close to as bad as this matchup was in 4.
I dunno, it doesn't feel too bad. He gives Voldo extra damage in certain combos because he's a fatass, like 666b 66b be w! (b+k) mcht k

Also voldo can step bullrush BE and hit a backhit 22B

Only thing that really sucks is that asta can randomly throw out a low grab at just about any point in the match
 

Sporko

Big Gimpin
Only thing that really sucks is that asta can randomly throw out a low grab at just about any point in the match
Exactly. That can be horrifying.

However, in 5 it's no big deal as that's all he really had.

I stand by the fact that in SC4 Astaroth was one of Voldo's 3 worst matchups
 

The Landslide

[13] Hero
Exactly. That can be horrifying.

However, in 5 it's no big deal as that's all he really had.

I stand by the fact that in SC4 Astaroth was one of Voldo's 3 worst matchups
Agreed, Asta is not that bad for Voldo in 5, but in 4 it was a really tough time.
 

Enkindu

This town needs an enema
I find myself wanting to stay out of Astaroth's grab range, and also limit my use of moves that have tech-crouches.

4A - pushes out far enough to where grabs can be reacted to and 2K's will whiff thus allowing a BS 4B4B 66B BE punish. Also BS 6ABB can be used right after 4A hit or block to get hit confirmable CH combos.

BS 4B - for the same reasons as 4A. It will push Asta out of 3K range, so if you see this move, or any whiff, punish with a 666B combo.

44A - I will use this when I am already outside, or just within sweep distance to maintain distance and tempt fast, short-ranged whiffs.

4K - I will use this to go OTG fast and try to roll out of danger. You recover in BS however, so if they whiff their punish, you can then punish with quick rise G, BS 4B4B 66B BE. This usually baits attacks that hit grounded so don't miss out on these.

I will use Landfish at times, but I'm very precautious and don't use it much. When I do use it, if I see myself about to be hit by a 22B, I will use LF K at the right time for the 22B to hit me as if I was grounded, thus knocking Voldo backwards instead of up into the air and into a more dangerous wakeup situation, also taking less damage too as everything does less damage to a lying opponent.

One thing I've been meaning to try using 66B as a frame trap against Astaroth. It's i16 and only -10 on block. If Astaroth wants to throw, 4K and 1B beat it easily. I'd need to test it more.


I studied this matchup a little bit after EVO 2k12, and you guys are right for the most part. Limit your use of moves with tech crouching properties is very important. Also, stay out of Blind Stance, back throws hurt a lot. I've also noticed that you can throw Astaroth players a lot more than others because of their choice not to rush most of the time. Also important to learn how to GI/JG 22B consistently, only way to do that is to hit training mode hardcore.

When you pick and poke Astaroth, he'll start to back off and try to hit you with something big. Don't stick out random moves or dance around. Wait to see when he'll attack and counter that slow moving thing with a 1(K) combo.