Algol Combo & Tech Trap Discussion

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.
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.

oh and as far as we are talking about derpy combos, how about otg 8b+k bbbb 9b+k k . now thats regally gross.
 
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.



* this combo may be character dependent, use w/ caution. There are some characters that I cannot get it on or get it consistently. I have posted a revised (and reliable) combo below.
 
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.
 
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.
i ended your combo w/

66B (BE),4 B.A

it costs an extra meter but ends up doing 123 damage. Not sure if the extra 20 or so damage is worth it but it could seal the deal in a match up where you need the extra damage.
 
yea id just personally rather save the meter generally, in fact i have been thinking about stoping the combo prematurely and leaving them in an oki situation ive been working on.
 
i've noticed people getting caught in the chair are like, i was steppin down, or down back, has anyone tested that?
 
A few general, pretty unrelated questions: Have all a+k inputs disappeared? Is there no reason to map a button to it now?

Also can you no longer tech roll to the right and left immediately after a knockdown?

Sorry havn't followed this game upto release.

On another note how does 4B+K work? I swear i remember catching a front step with it today.
 
A+k moves are indeed gone. You can tech to the sides. And 4b+k has really unique properties, basically anything the game considers a retreating movement. This also counts for some attacks( catching things like a 44b ) ill be making a thread later dedicated to 4b+k and iits properties later.
 
Actually when i tried to catch a 44b the chair stuck to my hand...lol kinda like sc4 charge cancel glitch with algol...
Your bb turned into a chair smack
 
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.
 
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.

Here is a variation of the Murzim Sinn (33 or 88 B) starter:

33 or 88 B, 2A+B, 66B (BE), 4B.A ----- does 84 damage and costs 1 BE

I like 33 or 88 B as a combo starter. The move has excellent range which I think makes up for it's slow start up. Something to mess around w/ as I am sure there are many more options off this.

Edit: you can also simply do 3B.B after the bubble pops them up. This costs zero meter and only does 10 less damage, around 70. The whole combo would look like this: Edit: no 3B.B, it can be air controlled out of.
33 or 88 B, 2A+B, 3B.B --- 71 damage, meterless
 
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.

If they tech they have time to block it.

33 or 88 B, 2A+B, 3B.B --- 71 damage, meterless

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.
 
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.
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.

I am looking into more 33/88 B combos right now.

edit: can't find anything better then 33/88 B, 2A+B, 3B.B for a meterless combo from that starter. 70 damage isn't too bad for no meter I guess.
not a 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
 
solid 33b stuff guys. shame that move is a straight up whiff punish . but yea im starting to feel his best move is 3bBE it adds damage to almost anything. like good ole 6kk
6kk is our 14f punish(range dependent) typically it gets us bout 40 points. BUT NOW with our handy dandy 3bBE we can pump that up to 88 points by doing 6kk 3bBE a+bb. Still not enough ? well dont worry cuz as long as you got meter you can KEEP adding damage lol.
my current max damage 14f punish is 6kk 3bBE a+bbBE 66bBE 4ba for 135 . but with tiamat's new tech its safe to say we can do 6kk 3bBE a+bbBE 3bBE Qb 3bBE a+bb for TONS OF DAMAGE (and oki).
 
btw this is not applicable in actual play but if you look at those combos I just posted, that would be an infinite if you had no meter limitations. you can seemingly just loop it forever. just some training mode fun if you're bored I guess


oh also....22A CE is guaranteed for 158
 
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
Thanks for the info, I did find something that does work and does almost the same damage and it is a true combo.

33/88 B, 2A+B, 66B = 63 damage, meterless

also, if you have meter to burn:

33/88B, 2A+B, 66B (BE), 4B.A = 86 damage, 1 BE **

** This is a more reliable version of the combo I posted in post 43. I am posting this because I think that other combo may be character dependent, sometimes I just can't land it. This version does 3-5 less damage but is reliable

EDIT:

using 4B.A as a starter (which punish perhaps, it's decently fast)

4B.A, QflipA+B.B = 60 damage, meterless

4B.A, 66B(BE), 4B.A = 70 damage, 1 BE
 
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