SoulCalibur II/Astaroth

From SuperCombo Wiki

Move List

I'm just gonna list and some stuff about the moves you're actually going to use.

FRAME DATA: props to Tharon_Mortis

http://soulcalibur.com/forums/showthread.php?s=1da1e4fccef55c96b1b6c280cdf0c8bc&threadid=18927


A,B

A decent spacer and setup. The first hit covers right side steppers and the second hit hits mid for people who might try to duck. Most people just block. It pushes out quite a bit, and opponents who try to run back in will often eat PT or 66B. If they stay out, stay ahead and keep winning.

66B

Always hits mid. i15 for punishing purposes. Dirty damage on close hit. It's a good tool for 50/50 mixups. Safe on block. Be careful with it, cause if it's stepped, you're probably fucked.

PT aka 214A(A)(A)(A)(A)(A)

360 step coverage. Mid hitting. Slow, but worth using. It's got a bit of crouching animation. Impacts in something like 36 frames, but if the first hit it's clean (regular or counter hit) shifts to an attack throw for 90ish damage. Mad unsafe on block and pretty unsafe on whiff. You're going to eat something big if your opponent didn't block any of it. If your opponent has a punisher (most characters do) you're going to eat something on whiff too.

While you're doing followup A's you can move Astaroth directionally. Away from the opponent and sideways are good movement options. 2 or 8 directionally will induce step properties and away for safety. If they've blocked the first hit move away after 2 or 3 hits. Mixup your hits if you're opponent tries to GI your second and third hits.

2A

A decent poke that hits low. It's not very fast, but low hitting for it's speed. Also safe on block. WC 2A hits grounded opponents, while 2A from standing converts to the pickup.

4B (4[B])

A good interupt that hits mid and grounded opponents. If you setup a charge it's +5 on block a solid throw setup. Excellent damage as well.

66_33_99[A]B

Huge right side coverage. On counter hit the entire thing combos for half bar (120ish damage). Too slow to use in close throw it out occasionally at a distance. There's a couple setups for it like max range WS A.

B6 (K)

Another decent interupt. On CH combos to air throw. Pretty safe on block.

6A([B])

Your fastest move. Very short ranged. But on regular hit free throw attempt and on CH (throw whiffs) the uncharged B followup is guaranteed with a solid chance of 4B hitting the grounded opponent.

1_11_77[A](A_B)

A long range throw your opponent will see from a mile away. Don't expect this to land. If it does the A followup will combo. The B version is stupid. Don't be predictable with it, since it's blockable on reaction. A decent tool for spacing.

1K(A)

The A followup is ok damage, but you can land 66B off a 1K instead for better damage and spacing. It's mad unsafe on block. But it's a long range low, if you know you're opponent.

4[A]

Don't use the charged version much, but 4A is +0 on block setting up another one. At close range on hit it will setup a throw. An excellent poke that rings out right on CH.

66_33_99K_[K]

An awesome tool. It rings out forward like mad. Tech crouches. Hits in 16ish frames. Pretty safe on block. Charged version will launch for and combos to air throw. You can cancel the charged version with G. Use the 33_99 version as it will move you off access and allow you to recover closer to your opponent.

FC3K_[K]

Same as above, but punishes from crouching. Also, it cannot be charged.


~~ work in progress ~~