Cynic
[08] Mercenary
a fun one i found
44B 4A+B BE 33A,B,K =105 dmg
44B 4A+B BE 33A,B,K =105 dmg
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IMO if you are in a situation where you can WRb , you can do 4ba and 66b out of FC s yea i feel WRb is a useless move.as far as meterless punish im a fan of 4ba Qflip a+bb decent damage and great positioning afterwards. just dont be derp and do it near the edge.Also, quick question. Are there any good followups to WR B or is this move useless now? I suspect 66B(BE) > 4BA but I'd prefer meterless.
i ended your combo w/did some testing..... i currently feel 3b BE is invaluable to algols game. the fact we can get it off of 1a, 66b, 4ba, or even just off an otg. a small example of how to make 66b hurt with 3b is 66b 3bBE a+bbBE 3bb ..thats an easy 102 points for catching someone with a safe TC rushing mid.
didn't see this combo:
92 damage, 1 BE
33 or 88 B, Qflip A+B.b, 66B (BE), 4B.A
must do the 66B(BE) fast or it will miss. Pretty easy once you get the timing down.
I have been looking for most combos that don't rely on 44B to start, people are going to get wise to that if it's all we ever use.
Not sure if it's been mentioned but 6B+K > CE2. 170 damage, which is 5 more than CE2 off 66B. Timing is a bit strict but it appears to be guaranteed.
33 or 88 B, 2A+B, 3B.B --- 71 damage, meterless
I didn't know that but I am not sure if it would matter here since the second hit in that combo is that last one. They won't gain control until after the hit lands.If they tech they have time to block it.
the second hit of the 3BB is air controllable.
some new full meter combos:
3B BE > QI B > 3B BE > QI A+BB BE > 3B BE > QI B > 3B (160)
4B+K > 2A+B > 3B BE > QI B > 3B BE > QI A+BB BE > 3B BE > QI B > 3B (196)
3B BE > QI B > 3B does more than 66B BE > 4BA as an ender, so my 190 damage combo now does 196.
psh! algol has no limitsno meter limitations
Thanks for the info, I did find something that does work and does almost the same damage and it is a true combo.when 3B hits an airborne opponent they just have to air control to the side to make the followup hit miss
to test combo these settings are good
2P settings > control settings > moves slot 1 stand normal > moves slot 2 stand all guard
then just toggle the different ukemi and air control settings to make sure there's no way out