Algol Combo & Tech Trap Discussion

I'm still not sure
44B > 66A+B > FC 8B BE > 2A+B > 3B BE > QI B > 3B (166+) 50% meter and its extensions are true combos. The only way I can get it to work is to set the dummy ukemi to off, otherwise the QI B misses. However,
44B > 66A+B > FC 8B BE > 2A+B > FC 8B BE etc. seem extremely reliable.

I did have that happen but wasn't sure why. I'll test it again later. Algol has the weirdest combo issues I swear. why would it matter if ukemi is on or off if they are in the air -_-
 
The 44B combo with the multiple FC 8B BEs is somewhat wierd because I've been getting higher damage when delaying the 2A+B slightly (ukemi settings on) and when there isn't a clean hit on the first "headbutt" than when it does get the clean hit.

I tell you, some of the most screwed up ass combo issues I've ever seen...

Also, I might think that it must be a small training mode bug
 
I tell you, some of the most screwed up ass combo issues I've ever seen...

Also, I might think that it must be a small training mode bug

very screwed up. I can't remember ever having a SC character with combo issues like this. if they are set to ukemi the QI B won't splat them. I tried it by recording the combo on myself too. No matter which way I air control the QI B splats me, but if i air control while mashing G it will never splat me. Makes absolutely zero sense to me.

44B combos with QI B that were posted recently have been removed from the sticky

still trying to confirm if you can even get the full damage ender in those CH 1B > 8B BE combos in match play. I have yet to see it still and suspect it is a trianing mode issue
 
Patch Changes:

66A+B has a reduced launch height on the second hit.

-------------------------------------------------------------------------------------------------------------------------

With these changes his damage has been indirectly nerfed because whenever I tried doing this combo:
- 44B > 66A+B > FC8B BE > 2A+B > FC 8B

The enemy can now ukemi after the FC 8B BE, preventing the rest of the combo to continue. This means that this combo: 44B > 66A+B > FC8B BE > 2A+B > FC 8B BE > 3B BE > QI A+BB BE > 66B can no longer combo, also any other combo involving this portion: (66A+B > FC8B BE > 2A+B) will no longer work because the opponent can ukemi out of it either left, right, or back (front still catches, but who ukemi frontward?).

Instead now, we must do 3B BE after the FC 8B BE knockdown to continue the combo for a grand total of about 20 LESS damage.

This technically is a nerf, but not a massive one. We still can get 130 damage from a 44B whiff punish/JG/GI/Guard Burst for only 1 BE, we just can't get the 135+ damage for the same amount of meter.

I guess we'll have to change the data once again on the combo page with the edited combos.
 
thanks for the heads up. how annoying, I'm gonna have to change the 44B combos again -_- I'll do it later.

44B > 66A+B > FC 8B BE > 44B (123+)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB (146+)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B (167+)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B BE > 44B (197+) (2 clean hit chance)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > 3B BE > QI B > 3B (198+) (better meter gain)

any problems with those let me know. I'll put them in the sticky to replace the old ones
 
Wouldn't the 4B+K trigger the attack throw into the 196 damage combo? I don't understand why there's the BT A+B.
Try it out. 4B+K glitches when it catches a back tech off 66A+B for some reason. He teleports into the opponent, then launches them up over his head.

Anyways on an unrelated note, 44B > 66A+B > FC 8B BE > 2A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B still works if the 44B hits a backturned opponent (the first FC 8B BE splats them with their head towards you, just like it did before the patch). Could be useful against Voldo.
 
Try it out. 4B+K glitches when it catches a back tech off 66A+B for some reason. He teleports into the opponent, then launches them up over his head.

Anyways on an unrelated note, 44B > 66A+B > FC 8B BE > 2A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B still works if the 44B hits a backturned opponent (the first FC 8B BE splats them with their head towards you, just like it did before the patch). Could be useful against Voldo.

I'll try out the 4B+K tech trap glitch thing, but this is extremely useful that the old combo still works, although on a BT opponent and Voldo , so we can keep this one combo and say it's character specific like Pyrrha and Xiba only combo with 4B+K > 2A+B > 66B+K meterless damage.

Slade, did you try to escape the combo yourself?
 
I'll try out the 4B+K tech trap glitch thing, but this is extremely useful that the old combo still works, although on a BT opponent and Voldo , so we can keep this one combo and say it's character specific like Pyrrha and Xiba only combo with 4B+K > 2A+B > 66B+K meterless damage.

Slade, did you try to escape the combo yourself?
It's not specfically on Voldo, I just mentioned him because he's usually in a backturned state so you're far more likely to get a 44B launch on a BT opponent against Voldo; it shouldn't work on him when he's facing you. I only bothered testing it on Pyrrha and I didn't test escapes because it looks like it works indentically to the pre-patch combo. I did have one of the ukemi settings on (I forget which) and the opponent was unable to attempt any ukemi before the bubble launched them after the first FC 8B BE.

It might be worth testing if a 44B launch after WR A will allow the combo to work, as WR A puts the opponent in a BT state (technically right side towards).

I'll test all this as soon as possible if someone else doesn't get it done before me.

EDIT: Tested it, 44B launch after WR A will allow the full combo.
 
1A > 3AA Catches all except back tech. 67 damage.
22A > 3AA Catches all but back tech. ~60 damage.
8B+KK > 1A Catches all and hits grounded. ~79 damage. 119 if opponent techs again into 3AA. Gimmicky.

I'm not very good at testing tech traps so if someone can verify for me it'd be awesome.

Also Slidekick > 3BB is a combo for 62 damage.
 
Walking forward into slidekick_66B is probably Algol's best mixup because both options lead into the Algol combo.
 
After 44B → 33ABK:
2A catches left, right, and forward tech. 100 damage and leaves you at +8.
4B+K catches back tech. 44B → 33ABK → 4B+K (tech catch) → 2A+B → FC 8B = 169 damage meterless.
3B and CE hit grounded for a total of 99 and 162 damage, respectively. CE1 → 4BA → QI A+BB yields a total of 130 damage.
 
Regarding 22A_22B:

(Wall on opponents right) 22A , W! . During this wall splat, the opponent is considered standing for a practically FREE attack! I've been able to connect 22A W! 6B,B,B > 1B > 2A+B > FC 8B BE > 3B BE > QI A+B BE > 66B BE > 4B,A for around 153 damage (the 6B,B,B and 1B appear to take on CH stun properties during the comb). This combo appears to be character dependent due to the 6B,B,B (I've connected it on male character, not any female characters). Sometimes you won't get the CH on the 1B. Also, other times, after the QI A+B BE, it would teleport me and leave me in BT (instead of facing my opponent) and my opponent would bounce off the wall, allowing for a BT A+B to finish for 143 damage instead.

A good meterless variation of this is 22A W! 6B,B,B > 1B > 2A+B > FC 8B for 103 damage. Wall on the opponents right side.

22A W! 6B,B,B > 66B > 3B BE > QI A+B BE > 3B BE > QI B > 3B BE > QI A+B for 149 damage . Wall on the opponents right side.

22A W! 6B,B,B CE 2 - 137 damage (time the CE when the bubble connects). Wall on the opponents right side.

Also, check this out - you can also connect 22A W! 44B > 66+A+B > FC 8B BE > 2A+B > FC 8B BE > 3B BE > QI A+B BE > 66B for 149 damage (yes, the old combo before the 1.03 patch). Wall on the opponents right side.

88A W! 44B > 66+A+B > FC 8B BE > 3B BE > QI A+B BE > 66B BE > 4B,A for 142 damage (wall on opponents left side).

In general, 22_88A W! 44B will combo on both sides, but which side you're on will determine what combo to do.

22_88A W! 44B > 66B+K - 88 damage
22A _88 W! CE 2 - 120 damage

22A_88 W! 1A > CE 2 - 181 damage (gotten as high as 210)

This seems like pretty good tactic for levels that have walls and ring outs - 11_77K on side ring edges versus 22_88 A agains the wall. 22_88A also rings out if close enough on hit at the ring's edge.

Please test, confirm, and advise of your thoughts...
 
Not sure if it's been posted already, but 33A can lead to some interesting combos:
--> BT A+B (46)
--> 3B BE + combo of your choice (you have to be very fast with this 3B)
--> CE2 (110)

What is the best combo after Guard Burst?
 
What is the best combo after Guard Burst?

Probably these if you have FC 8B buffering down.
:2h:
44B > 66A+B > FC 8B BE > 44B (123+)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB (146+)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B (167+)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > FC 8B BE > 44B (197+) (2 clean hit chance)
44B > 66A+B > FC 8B BE > 3B BE > QI A+BB BE > 3B BE > QI B > 3B (198+) (better meter gain)
 
Not sure if it's been posted already, but 33A can lead to some interesting combos:
--> BT A+B (46)
--> 3B BE + combo of your choice (you have to be very fast with this 3B)
--> CE2 (110)

What is the best combo after Guard Burst?

Just ask yourself if you Guard Burst with either: 22_88B, QI A, WR K [K], QI K (in some scenarios), CE1, 33AB (in some scenarios on 2nd hit), Chair Teleport (you facing backwards post Teleport), or BT A+B ; if you did, then 66B or 3B them into a combo.

If you Guard Burst them after anything else, then I'd suggest to do one of Algol's 44B combos (check the combo sticky thread for more information)

Also, Algol is able to land his powerful 44B combos post-GI (except the full meter combos)
 
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