Algol General Discussion/Q&A

I was in practice mode today messing with Algol, and I noticed some inconsistencies doing his CE after 66B. I don't know how, but sometimes I was able to get over 190 Damage off of the combo, instead of the usual 165. Am I missing something here?
 
I've been toying some with throwing out 8A+B at random lately and the move is pretty damn neat. The bubble stays in a threatening space far longer than you think. It sets up some really ambiguous stuff because its really hard to tell if the bubble with hit you or not. I get 1B combos out of it's stun quite frequently. Have even landed a few 1B, 2A+B, (bubble hit), 66B+K and 3B, (bubble hit), 66B+K from it as well.​
 
I am not sure how consistent is this, but his 6K,K can combo into his CE for more Damage than 66B CE, it does about 12 points of more damage, and 6K, K is an i14 move so I generally use it as a punish move into a KO (especially on the final round).


EDIT: Also, has anyone tested 7_8_9 B+K, K into CE yet, I'm a check it out and if this connects, I will post the damage in the combo thread.
 
While Running K into CE works, as well as While Running K into 3B BE goodness.

7_8_9 B+K, K into CE works but I forgot the damage on it, but it's pretty hefty (btw, this is a great move to cause guard break once they're life bar is flashing yellow/red).

In addition to the combo list, I think we should have a list that shows all moves that can combo into CE (66B, 6K,K, 1A, etc). What do you think Tiamat?
 
In addition to the combo list, I think we should have a list that shows all moves that can combo into CE (66B, 6K,K, 1A, etc). What do you think Tiamat?

I'm gonna keep combos sorted by starting move not what they combo to. I haven't been able to get 9K > CE to combo but I was told it is possible. Every time I do it they can guard from the ukemi so the timing must be really hard.
 
I am not sure how consistent is this, but his 6K,K can combo into his CE for more Damage than 66B CE, it does about 12 points of more damage, and 6K, K is an i14 move so I generally use it as a punish move into a KO (especially on the final round).


EDIT: Also, has anyone tested 7_8_9 B+K, K into CE yet, I'm a check it out and if this connects, I will post the damage in the combo thread.
I'm able to right ukemi and block the CE from 6KK. It works off 7_8_9 B+KK, I posted it a bit ago in the combo thread (post #93). Does lots of damage, especially if you get 2 clean hits =)
 
In answer to tenguegg, I start alot of rounds with 8B+KBBBB, alot of people just block it all and I usually follow up with 66A+B it catches some step and people don't expect the bubble.
 
As for queries, I feel like there are a selection of moves I feel I need to integrate into my game more, and I'm wondering how much players here agree, if at all, hence why I'm noting the moves down on this forum and not on notepad or something.
  • 623B: The guide says it catches all mids and lows, which is pretty darn rad. That'd be an automatic big plus for my defensive play.
  • 6KK: I've recently got to using this as a stab punisher, and already it's been hella useful for just that.
  • WR 8B [BE]: WR KK is my go to low guard punishing tool if I'm not 100% sure that 4BA will land, and this move has more range/damage for the same startup as far as I know.
  • 22_88A: The guide reckons it's 0 on block. Even if that turns out to be a misprint and it's something like 10, I feel like I should be abusing this more.
  • 44B: Knowing that I can score 80+ damage without meter or 110+ with it, I desperately want to find ways of making this land: it pains me to pass up that sort of damage at such a low cost.

623B: its good, but only if it you know it works. learn what mixups or strings you can interrupt with this. it TCs and GI's mids and lows, so it can deal with everything at somepoint.

6KK:good, just be careful of the 2nd kick being duckable. I think you can hit-confirm it a bit.

WR 8B BE: THE go to wake up/low guard punish move imo. I dont use this enough myself.

22_88A: its good, but its harder to abuse than you think since the move is pretty damn slow. good for characters like Asta, who are a little slower on the draw

44B: I use it to break Guard, if I know they like to just sit there. or post GI/Guard Break. Algol doesnt have any attacks that give him GREAT frame adv, to be able to really use this. but it does TC, keep that in mind.

3AA is a decent attack to keep in mind, I think its like Algols ONLY horizontal mid besides like 1A. lol
 
I think I worded that last sentence in my other post wrong. it made sense in my head. lol

BUT YES. 1A IS A LOW. 3AA is a horizontal I would prefer to use due to its speed and not being beaten by all the stupid ass attacks in this game that just happen to TECH CROUCH.
 
I found yesterday, I did a 4B+K, and it put them in the chair, then had like a line of fire going away from me, but let them out of the chair... It was crazy!
 
Can somebody give me a list of Algols best block punishment tools standing and crouching?

So far (ignoring range) I've worked out:

Standing
-13 AA
-14 6KK
-16 4BA
-18 66B

Crouching
-12 FC A
-14 6KK
-15 WS KK
-16 FC 8B_4BA
-18 66B

Am I missing any key punishers?
Thanks in advance. =)
 
Can somebody give me a list of Algols best block punishment tools standing and crouching?

So far (ignoring range) I've worked out:

Standing
-13 AA
-14 6KK
-16 4BA
-18 66B

Crouching
-12 FC A
-14 6KK
-15 WS KK
-16 FC 8B_4BA
-18 66B

Am I missing any key punishers?
Thanks in advance. =)

standing:
K (more range than AA)
2A (I'm seriosly thinking about just using this more and giving AA the finger since the range is awful. this has better frames on hit anyway)
BB for i15 punish

crouching:
FC 3B at i15. decent range and good + frames on hit

also, I have steadily been updating this topic in a very incognito way http://8wayrun.com/threads/algol-matchup-reference.10460/
 
I was in practice mode today messing with Algol, and I noticed some inconsistencies doing his CE after 66B. I don't know how, but sometimes I was able to get over 190 Damage off of the combo, instead of the usual 165. Am I missing something here?
i did it out and after a little workout i think it's a techtrap coz if u perform ur CE in combo state it does 165 but if u wait just a moment (like end of the slide out of 66b) U get 180+ depends on the clean hit (the most i get consistently is 196-198)...
 
Back