Zoidberg747
[10] Knight
I cant help you with that, have not faced an Algol(havent even unlocked him yet, honestly).
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I'm not very confident against Algol yet and I'm not sure how he's supposed to play is really figured out yet anyways.
Generally I feel most comfortable against Algol in his face. His backdash and wiff punishment with 3b* makes playing around mid range feel quite risky. Against all his fireballs just side step and move forward. You can think of side stepping like neutral jumping a fireball if you want a SF analogy.
Look for 2b+k, b (low kick into fireball). If you block the first hit at close range jg the 2nd for a free 3b. If you block it further out you can QS the fireball and punish. Also if they do this as part of a combo don't tech or you'll get juggled by the bubble. Take the hit on the ground then stand up to block the bubble. If you stay on the ground they can hit you into the bubble as well.
Look for 1a you can block it on reaction for 236b. If you can jg it on reaction you get 4kb or crouch cancel 3b (i.e 4~3b).
His 22a is -0 on block iirc so be careful after blocking that. You might want to just 2a to interrupt.
Watch out for his 6kk, the 2nd hit is high but tricky to punish. A lot of normal from crouch options like fc1b will wiff. Instead duck it and cc~3b (i.e. 6~3b).
Watch out for his 8wr right/back k (11 on p1, 77 on p2). It's got like more than half screen reach is low and spaced correctly seems to be safe. If spaced incorrectly you get 236b on block.
Algol basically only has to win 2 rounds. If he wins 2 rounds he's probably got 2 super bars and Algol with 2 super bars basically gets a free round. 66b into 2bar super does 70% or more with clean hit.
Algol's command throw is an A break so favor breaking A against most Algol players.
Algol has a backdash counter (4b+k) that gives him ~50% damage. If he wiffs this launch him with 3b or run up 33b if he's far away.
His 4ba is punishable by 3b on block from most ranges. Be careful you're in range though because if he blocks 3b he gets 4ba. This move also give him a really easy damaging punisher for sidestepping almost anything you do so be careful using linear moves.
Look for 6bbb. You can duck the 2nd hit (which prevents the fireball from coming out) and punish with 236b hold. If you miss ducking it 22b around the fireball and he has to block it.
If he does hcf a+b, a+b block the first fireball sidewalk the 2nd hold 3/9 for a moment then hit with 33bb or 33b 236b. If he does the BE version and you don't correct in time you'll just get 11b which will still hit. This is really only for scrub busting no good player should be using this outside of combos afaik.
3aa is pretty strong anti side step, be sure to punish it with 6b9 on block.
Algol's ws kk is really annoying because you can charge the 2nd hit to a guard crush and release at any time which makes it hard to just guard. Side step left even on hit if he charges it at all, it's a combo if he releases it early enough but if he charges too long you get 236b hold. If he starts doing it uncharged on block you get 236b.
His chair vortex is a really annoying gimmick, BT b+k and BT a+b. The easiest way to deal with it is to move forward when he's going to teleport.
Also fc 1bb is guaranteed pretty much always on normal hit against Algol.
Has anyone mentioned that if you transition into Mist using 66B+K (or 88~6B+K) the transition retains super tech crouching frames similar to SCIV? I was just doing some minor testing and it easily goes under Mid's like Pyrrha's 236B.
This is a good tip, I've tried it and it works6b2 after 236B BE inputed too quickly or 'buffered,' results in a 6B:2. The visual cue to avoid this is to wait for the character animation to have returned to neutral before performing 6b2.
not true 22A its -10 on blockIf you keep stepping his 22B on reaction, he might start throwing out 8wr A moves, but these are fairly low damage, and are all punishable on block with Mitsu's BB or AA.
not true 22A its -10 on block
Actually matchup have been reversed from scIV now it seems mitsu has better pokes and more range..
If you QS a lot you risk 1K, A+B,A combo....
22B is good and also 11BA
raph suffers crouch and pokes more than step now......
If a raph does the mistake of entering stance NEAR you FC1BB is granted even on counterhit (except an awful K option nobody use), otherwise he can get out of range with prep4, or SE and punish heavily.
Absolutely Agree. i use to rush into the 6b2 and the end result was the just frame. As you said best tip is to wait for character animation to recover to neutral. Perfect example is after connecting 66A+B. I try to sneak in 6b2 and the result is the jf version because I didnt wait long enough for mitsu to recover.6b2 after 236B BE inputed too quickly or 'buffered,' results in a 6B:2. The visual cue to avoid this is to wait for the character animation to have returned to neutral before performing 6b2.