Algol Gauge Data

Sacharja

[12] Conqueror
Critical Gauge Data

60pts = 1 BE

120pts = 1 CE

Code:
Move        Hit    Block      Wiff

a            2        2        1

aa           4        2        2

6a           5        2        1

6aa          7        4        2

6aab         12       6        3

3a           3        2        1

3aa          5        3        1

2a           2        2        1

1a           6        3        1

4a           6        2        1

4ab          8        4        2

fc 2a        2        2        1

ws a         5.8        2        1

9a           2        2        1

bt a         2

bt 2a        2

Code:
Move        Hit    Block      Wiff

b             5        2        1

bb            7        4        2

b8            8        ?        1

6b            5

6bb           8

6bbb          9

3b            8

3bb           16

2b            5

1b            10

4b            5

4ba           10

623b          15

fc 2b         5

fc 3b         8

fc 8b         8

ws b          10

9b            2

bt b          6

bt 2b         8

Code:
Move        Hit    Block      Wiff

k            2

6k           3

6kk          9

3k           6

2k           2

1k           2

4k           6

4[k]         2

fc 2k        2

ws k         3.8

ws kk        6

ws k[k]      20

9k           2

bt k         3

bt 2k        2

Code:
Move        Hit    Block      Wiff

a+b          1

6a+b         1

2a+b         1

4a+b         1

8a+b         1

214a+b       1

fc 2a+b      1

b+k          ?                  1

6b+k         8

2b+k         3

2b+kb        4

4b+k         7

bt a+b       11

bt b+k       6

Code:
Move        Hit    Block      Wiff

66a          8

33a          5

33ab         20

33abk        33

22a          6

44a          8

44aa         17

66b          10

22b          13

11b          2

44b          13

66k          10

22k          5

11k          2

44k          11

66a+b        2

66b+k        13

66b+k (at)   22

slidekick    2

Code:
Move        Hit    Block      Wiff

a+g          10

b+g          11

r.throw      14

l.throw      12

b.throw      15

Code:
Move        Hit    Block      Wiff

QI A         8

QI B         10

QI B (AT)    16

QI K         2

QI A+B       1

QI A+B       3

8B+K         17

8B+KBBBB     4

8B+KK        18

Code:
Move        Hit    Block      Wiff

3b be        8

fc 8 be      0

4a+b be      0

66b be       0

QI A+B be    0

CE           0

CE 236a+b+k  0
 
Too lazy to make it pretty right now. Will add B&W data later. You can generally do rough math on those yourselves, tho.

Observations: Algols meter gain is not as good as I originally thought, tho 33A series is still awesome for that purpose. The 2nd hit of QI A+BB gives A LOT more meter when it hits a standing opponent and yes, a charged 4K gives less meter than a regular one.
 
Too lazy to make it pretty right now. Will add B&W data later. You can generally do rough math on those yourselves, tho.

Observations: Algols meter gain is not as good as I originally thought, tho 33A series is still awesome for that purpose. The 2nd hit of QI A+BB gives A LOT more meter when it hits a standing opponent and yes, a charged 4K gives less meter than a regular one.


Note that the forums is kind of retarded.
Whenever you click edit it'll ruin the spacing.
Basically to fix the spacing you have to edit the post then click more options, then paste it in from somewhere you formatted it using a fixed-width font.

http://codepad.org/R8POP0io
 
Note that the forums is kind of retarded.
Whenever you click edit it'll ruin the spacing.
Basically to fix the spacing you have to edit the post then click more options, then paste it in from somewhere you formatted it using a fixed-width font.

http://codepad.org/R8POP0io

Yeah, kind of retarded you still can't use regular tabstops. Thanks for the heads-up.

Many thanks for the meter gain info, but the back-turned attacks and his BE attacks are unlisted. Sorry if it's a hassle.

Were too much of a hassle to test, so I left them out for now. Might add them later.
 
The easy way to test BE is set meter to 50% reset positions, wiff a gi, and then you can do the BE test normally.

For BT set opponent to lay on the ground jump over them then switch them to standing and test normally.

Both are only slightly more annoying than normal.

P.S. good shit grinding all of this out :)
 
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