Algol General Discussion/Q&A

what are algols best meter building moves? 623B?

33ABK is his best meter building move. You can use it as an anti step, a whiff punish (though be careful not to use it against moves that recover crouching), or after 44B as a combo.

the 623B builds good meter, as does 3BB (though I'd recommend mostly reserving this for a combo ender near walls). 66B gives an ok amount. throws give a decent amount and the command grab gives more meter than his other grabs

QI B gives quite a bit of meter if it causes a groundsplat, but generally speaking you have to spend meter to land this anyway so it really just returns you some of the meter you just spent on your 3B BE
 
tnx for the reply!
would you say algols meter is one of his weaker points in his game, i'm getting into him atm, so don't have the battle experience, but it seems he really needs meter to compete in dmg.
or would you say it pretty normal to have a constant flow of meter going in and out during a match?
 
tnx for the reply!
would you say algols meter is one of his weaker points in his game, i'm getting into him atm, so don't have the battle experience, but it seems he really needs meter to compete in dmg.
or would you say it pretty normal to have a constant flow of meter going in and out during a match?

his meterless damage is pretty bad but generally unless you are using your meter stupidly you will have at least 25% and can do good damage. If you're using his meter well (which I can discuss more if needed) I think you'll generally only have less than 25% if its the very start of the match or you just landed a lvl2 CE. Full meter BE combos generally leave you with 25% at the end

he is certainly a meter dependant character but if you know how to manage it well it isn't a major problem. For example, I recommend only spending one BE after hitting 66B if you only have two BEs stocked because the 2nd BE will not add much damage (though if its gonna kill them go ahead).
 
So what would you guys say that Algol has problems with? He seems to have lost the JF charge bubbles, but what about him has really changed from SC4 Algol?
 
So what would you guys say that Algol has problems with? He seems to have lost the JF charge bubbles, but what about him has really changed from SC4 Algol?

- lost charged, slow moving bubbles (though he does still have a couple slow ones like 8A+B and 6A+B)
- bubbles must disapear before new ones can be set. there is still a 4 bubble + 1 big bubble limit just like in SC4 but unlike SC4 you cannot replace existing bubbles with new ones
- bubbles now cause a knockdown stun when they hit, unlike SC4
- core moves from SC4 like BB, 2B+K (now 6B+K), and 1B are heavily nerfed. BB range is crap now and doesn't track one side like it used to, 6B+K does crappy damage, and 1B now has stun only on CH and a slower TC
- lost 1A, probably the biggest low poke you could hope for
- 4B+K is majorly buffed
 
-1B now has stun only on CH and a slower TC
- lost 1A, probably the biggest low poke you could hope for
- 4B+K is majorly buffed

Is 1B unsafe in this game? I forgot if it was unsafe before. What's different about 4B+K? Does it give combos or somethin?

And what would be the best approach to fighting against him?
 
4B+K catches people back stepping and back side stepping (basically moving in the direction of 1 or 7). It also catches people doing a retreating motion in their attacks (e.g. Mitsurugi 1A, or Natsu 1A, or Raphael 44B)
 
Is 1B unsafe in this game? I forgot if it was unsafe before. What's different about 4B+K? Does it give combos or somethin?

And what would be the best approach to fighting against him?

1B used to be -10 up close, basically safe in SC4 since usually you didn't use it point blank anyway. now it is -13

4B+K used to get fucked up by people canceling backstep into attacks/guard/etc but now it's instant prettymuch

Against algol you should try to take advantage of the fact that all his good pokes are steppable. Also, his anti step stuff is all highs really other than 3AA(unsafe) and 22A(slow). Bubbles are quite a lot of neg frames if guarded from reasonably close so it's not all that bad an idea to just run up and intentionally guard a bubble to get frame advantage. they are generally about -14 on average if blocked up close
 
This appears to be the changelog for the patch update:

http://www.soularchive.jp/SC5/adjust/index.html

I highlighted Algol's changes below:

Time itself has been reduced rigidity of the third-stage technique: (Tari bit Eruta Nin Inert) B when 6B.B guard or hit. In addition, knock-back has been reduced during injection.
Gave (20,30 → 40,20), the incidence of clean hit up the damage: (Arles ~Tsu hippopotamus Vega) 8B crouching. (The pad) direction (direction key is needed for the time out from our case 2 was to reduce the time to put).
Four four B (application Inert Was Ju Al): I gained some damage (30 → 34).
Increased the time to give rigidity when the opponent hits: (Ikuraruwararu) B in Kamaruikuraru.
236236A + B + K (Arca circle cut Haar) has lowered the damage of the second stage (when additional input) (125 → 120).


From what I can tell, there's less damage on his CE and 44B got more damage. I can't make out the other stuff.
 
This appears to be the changelog for the patch update:

http://www.soularchive.jp/SC5/adjust/index.html

I highlighted Algol's changes below:

Time itself has been reduced rigidity of the third-stage technique: (Tari bit Eruta Nin Inert) B when 6B.B guard or hit. In addition, knock-back has been reduced during injection.
Gave (20,30 → 40,20), the incidence of clean hit up the damage: (Arles ~Tsu hippopotamus Vega) 8B crouching. (The pad) direction (direction key is needed for the time out from our case 2 was to reduce the time to put).
Four four B (application Inert Was Ju Al): I gained some damage (30 → 34).
Increased the time to give rigidity when the opponent hits: (Ikuraruwararu) B in Kamaruikuraru.
236236A + B + K (Arca circle cut Haar) has lowered the damage of the second stage (when additional input) (125 → 120).


From what I can tell, there's less damage on his CE and 44B got more damage. I can't make out the other stuff.

Here's his highlights from the english version of the patch notes:

- 6B.Bhit or during guard B (Talitha Eltanin Nath): shortened freeze for performing the third attack. Stay close after shooting.

- While crouching 8B (Alruccaba Vega): Increased damage (20,30→40,20). Increased chance of clean hit possibility. Reduced hold time when executing from standing.

- 44B (Wazn Nath Tawr): Increased damage (30→34).

- During Qamar I'klil B (I'klil Uf"uwan): lengthened opponent's freeze on hit.

- 236236A+B+K (Al Qamar Qahhar): decreased second attack's (optional input) damage (125→120).
 
Heh, yeah, I just saw SDTekken's update. I was gonna update my post but I see you go to it. Right on.
 
The damage for 44B in the changelist is wrong. I'm pretty sure it does 24 damage currently not 30.

He looks basically untouched to me.
6BBB/FC 8B=who cares
CE dmg nerf=expected, but if its really only 5 less damage then again, who cares
QI B=sounds like it either gives more time on groundsplat to hit them or the normal (non groundsplat QI B) allows for combos now. if normal QI B allows for combo now that is a nice buff
 
The damage for 44B in the changelist is wrong. I'm pretty sure it does 24 damage currently not 30.

He looks basically untouched to me.
6BBB/FC 8B=who cares
CE dmg nerf=expected, but if its really only 5 less damage then again, who cares
QI B=sounds like it either gives more time on groundsplat to hit them or the normal (non groundsplat QI B) allows for combos now. if normal QI B allows for combo now that is a nice buff

I agree, he's still solid as fuck! This patch moreso proves they want us to play him in tournament and that they didn't think he was overpowered to begin with.
 
Pretty sure theres youtube videos of QDogg playing him. Maybe some other people too, but i dont remember any others.
 
The patch is out in Europe so I decided to test the changes to Algol.

  • QI B knocks the opponenet down in a way that you can follow up with a few things (3B BE, CE, 2K and maybe more.) The combos are guaranteed.
  • 6BB:B puts you closer to the enemy. I used to use things like 1A after this move but I guess I'll be hit out of a bit more often now.
  • FC 8B does a nice chunk of damage now but that's it really. I never used this move much but I'll see if I can incorporate it into my game.
  • The opponent will still bounce on the second bubble after 44B, 4A+B BE. I was worried they might have tweaked it since it looks a bit unnatural.
I haven't noticed anything else but I haven't spent that long in training mode so there may be something that I missed. Other than the small nerf to his CE, Algol looks better now. He escaped while the characters around him got hit hard by the nerf bat. Things are looking good for the king.
 
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