Against long range fighters, the following all helps:
Once you have a life lead, you can sorta play the keep away game yourself. If you run away, they will have to eventually come forwards to attack you (especially on the infinite stages). When they do so, this is your chance to poke them out of their advance, or to back dash more and punish their whiff if they try to run up and attack (236B is ideal if they are in range for it). 3A has deceptively good range. 22_88_44B+K has decent range, same with 44A/44B if you are already sidestepping/walking backwards and they whiff. The longer range fighters tend to be slower than you.
If you don't have a life lead, you'll need to be more patient and try to force them to whiff something to give you a chance to move in. Side stepping at range will let you dodge a vertical poke, which is your opportunity to run in and start your offense (66B and 66A are good moves here, you can whiff punish some stuff with 66B, and 66A will stuff highs/sidestepping from your opponent). Forward movement is rather fast in this game. You can also run up and guard, if you block their poke at you, you'll probably be at frame advantage to continue your advance afterwards anyways.
If they try to run away from you, chase after them (until you are in their attack range again), and try to again bait out whiffs by back/side stepping. If they don't fall for that, then you'll probably be able to run in and finally attack yourself again.
236K is a bit of a weird move, it'll dash forwards and crouch under lots of stuff, rather slow/unsafe though the startup does kinda look like an empty 236 angel step. Its usefullness depends heavily on who your opponent is. If they don't punish or see this, then abuse it.
Just guard reduces/prevents push back on attacks, or at the very least buys you frames to dash in on, that will help you get in closer if you just guard something at range.
Once you are in, keep applying the pressure and don't let them get away. And don't purposefully knock them far away from yourself either if you can avoid it (something like 33B BT B+K is a horrible idea if you aren't going to ring out with it for example).
If Algol tries to play keep away with his bubbles, your A+B auto-gi can deflect them for free.