spongebob
[08] Mercenary
Games still new and Algol SA doesn't have a ton of discussion but oh well.I don't see these moves getting talked about enough.
1. FC 8B - Really, its 16f and does 40 dmg with a 2k follow up. Great punish with a lot of dmg.
2. 8B+K K- Seems to have a lot more tracking than in SCIV but I havn't played that game in years. If you do this after a knockdown and the opponent techs it will auto correct itself and hit them. Also really safe on block and does a lot of dmg.
3. 4A,B - Pretty unsafe but the A+B push's back enough iirc. The B can be delayed a fair bit though and hits mid so theres maybe some mixup you can get out of this.
4. 7/8/9k - Decent jumping attack with knockdown, Algol's only good one, used on reactable lows that are safe from anything substantial on block.
5. 263B - Due to GI costing meter and JG being hard auto gi's are great this time round and 236B interrupts a bunch of slower strings on block.
1. FC 8B - Really, its 16f and does 40 dmg with a 2k follow up. Great punish with a lot of dmg.
2. 8B+K K- Seems to have a lot more tracking than in SCIV but I havn't played that game in years. If you do this after a knockdown and the opponent techs it will auto correct itself and hit them. Also really safe on block and does a lot of dmg.
3. 4A,B - Pretty unsafe but the A+B push's back enough iirc. The B can be delayed a fair bit though and hits mid so theres maybe some mixup you can get out of this.
4. 7/8/9k - Decent jumping attack with knockdown, Algol's only good one, used on reactable lows that are safe from anything substantial on block.
5. 263B - Due to GI costing meter and JG being hard auto gi's are great this time round and 236B interrupts a bunch of slower strings on block.