SOULCALIBUR VI

SOULCALIBUR VI

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Throw breaking Astaroth
Any tips from Astaroth players? I don't know which throws to break with either A, B or K or can I just spam A for that, and can every throw (except the launched one) be broken?
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Showing 1-4 of 4 comments
Debrel Jun 24, 2021 @ 5:04am 
Spam any attack button to break throws, and spam any attack button + back to break back throws. The most basic back throw that every character has is simply throw + back.
Does his crouch throw can be broken as well?
Debrel Jun 24, 2021 @ 6:01am 
yes, low throws can be broken the same way
Awesomesauce Jun 24, 2021 @ 2:18pm 
Some tips:

6A+G will give asta meter at the cost of lower damage.

214A+G is almost always more deadly than 236A+G, so breaking back is usually a good choice off the bat. These throws can be held to both avoid GI/RE, and to give them unblockable/untechable properties.

There are 4 main followups to 214A+G for asta:
22_88B will provide guaranteed damage.

44B [Unblockable] will provide huge damage with followup options, but can be ukemi'd to the side.

66K will catch a Ukemi for a LH, with a 22_88B followup for monumental damage, don't get hit by this, only Ukemi if you see the 44B.

If he does the throw directly facing the wall, you will drop close enough for him t 2B+K pop-up into air throw into full wall combo. You can Ukemi the pop up, which is always advised as it's usually less damage than getting caught by a low throw when ukemi'ing.

His low throws will catch any sideways or backwards ukemi as if you were crouching. Still techable though. The 2A+G low throw will do lower damage and can wallsplat and ringout. the 1A+G low throw will do more damage and side swap you. The damage of these is substantially increased during SC. They're all techable.

He has a high air throw on 8A+G so be careful doing fancy ♥♥♥♥ up high like Mitsurugi's 7_8_9A+B. It's not techable.

He also has regular standing height air throws that are not techable, they'll catch you if you're in any way airborne inside the throw's hitbox. A+G can ring you out forward, 6A+G can wallsplat you forward but not ring out, and 4A+G flips behind asta and can ring out and wall splat.

He has two ducking throws, 46A+G will damage you and re-stand you, avoiding all high attacks on the approach and having long range, but it's very slow. 64A+G is much the same but just damages and leaves you prone. Techable

He has two armoured throws, they're still techable. They can resist one high or mid attack, though not moves that do high damage, or are break attacks, or hit low. You cannot sidestep this move. It's advised you low attack or throw him when he's coming at you with this, though he'll likely do it when you've already committed to something. He moves quite far with them, and both the back and forward versions have the option to switch to a low throw at the end should you try to duck, though the low version is much less dangerous.

66A+G will ring you out or splat you, and deal moderate damage. 66A+G, 2 (low version) will do low damage and can ring out. 44A+G will deal high damage and can be just-framed to do more and get possible followup. 44A+G, 2 will do low damage and leave you prone.

His CE is also a throw, it's untechable but does not ignore GI/RI/RE. It cannot be ducked if you're standing up when the cinematic starts. The best indicator to duck is his feet burst into flame and his meter will drain with a bright flash. It does high damage for a CE, particularly with Guts.

Any further asta questions hmu
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Date Posted: Jun 24, 2021 @ 4:49am
Posts: 4