Algol General Discussion/Q&A

6BBB is very hard to react to until you've seen it a million times, tougher than Xiba or Siegfried AAs. When you do duck it though Algol is left recovering for a long time--long enough to stand back up and launch him.

The first hit does jail you into the 2nd if it connects on NH though, so it's not like Ezio 66AB where you can duck the 2nd hit on all but CH. This also means it's a decent i14 punisher with good range.

While you're at it, you should also get used to ducking 6AAB's second hit. Bonus points if you use an i18 or faster TC move to punish the first hit into block and duck the second hit. Failing that, the third hit can also be stepped and launched with anything.
 
i find some situations when the opp is cornered(wall or ring edge) and if he/she eats a 6BBB on CH, you can combo with a very good stun combo.
 
At certain distances you can combo 6BBB off CE1 and the bubble will hit early enough to combo but late enough to allow you to combo off the bubble's hitstun. So you can theoretically do combos like 44B → 66A+B → iFC 8B BE → CE1 → 6BBB → 3B W! → 6KK W! → 4BA → 623B. The distances required are too fastidious for my liking however, so combos of that sort aren't of much use outside of combo videos. Algol is top tier in combo videos.
 
if the distance is correct you can do this:

CH 6BBB > 8B > 3B(BE)...... or
CH 6BBB > 66A for a ring out
 
I've noticed that not only is 22A his best step-killer but it can also be used in the form of 662A to establish good forward pressure. Just something to think about
 
I was experimenting with GIs on aerial attacks and it seems as though almost all air attacks have similar trajectories when GIed. There appears to be a sweet spot for comboing both the "fall damage" and an attack which is somewhere between i24 and 27. i27 is weird; Algol's 44B can be blocked, Xiba's 2A+B is guaranteed after an air GI. For Algol, this means:
  • 44K is the easiest way to tack on 19 damage after any air GI.
  • Ever so slightly delayed 3B or 1K are guaranteed after an air GI. 3B BE allows combos.
  • 44B is an absolute force block. It cannot be avoided, GIed, or Just Guarded. Anything other than G will result in it hitting (ground hit).
 
It looks like sometimes QI A+BB has three hits. Seems like the bubble arm has a hitbox so it only happens when his arm is in the opponent's hitbox. Not entirely consistent but seems most likely to happen big hitbox characters like Aeon and Nightmare after 4BA at tip.

Also I've been exploring 7_8_9B+K. If only it weren't unsafe it could be incredible. It has some crazy jank like after 1A if they don't tech.
 
Hilde and a few others can only punish 8B+K for poke damage. It's abuseable in some matchups.

8B+KK is the move to find setups for. The frames on guard and the guard damage are retarded, not to mention the damage if it hits.
 
Hilde and a few others can only punish 8B+K for poke damage. It's abuseable in some matchups.

8B+KK is the move to find setups for. The frames on guard and the guard damage are retarded, not to mention the damage if it hits.

I had the same thought, but I haven't figured out a really great way to encourage people to block it...any suggestions?
 
I haven't found a single way to make TD K a force block. My favorite setup atm though is 22A TD9 K. When they stop standing there and find it's completely avoidable well...that's that. But at least 9B+K on oki tracks side rolls and can make the camera switch which messes up opponent inputs.
 
Discussing Algol's unconventional use of bubbles, 8B+K, etc. To get this rolling I'll throw out a couple fun ones:
4A+Ba+b+k, 214A+B... "Prove Yourself", "This is True Power"
If you've got your opponent under pressure & they won't let go of block, throw out
6BBB, 6BBB, 11K. The 6BBBs will lay a couple bubbles in front of your opponent, & the sweeping 11K kick will knock them off their feet, into the bubbles, & high into the air; combo at will. Example, 6BBB, 6BBB, 11K, 33ABK, 4A+Ba+b+k, 214A+B.
 
i use a lot, the 7_8_9 B+K against some chars, when i know they start attacking, especifically 9B+K, Algol simply fall over them and you can do a combo with 3B(BE).

Some attacks can be interrupted-punished with this attack, like Astaroth 1AB, you block the first hit and punish the second by jumping with 7B+K K >3B(BE) > QI A+B.....etc
 
I found a very weird Algol Hitboxes VS Hilde.....the thing is, when Hilde do some frame traps, other characters only can do a force block, or at least a Just Guard or Guard Impact, but never a backstep, but Algol can do a backstep and punish....look...




EDIT: i think very large characters are pushed a bit more than little ones, with the Hilde attacks, i tested with astaroth and the same happens but only with the 66A+B>[A]1, the 22B>66K is a force block for astaroth.....is really strange.
 
44K has evasive properties against lows. Not much application where backdash → 44B wouldn't be a better choice though.

Also, random interesting find: 4B+K's launch can be comboed off an opponent who gets hit out of backdash by a bubble. This causes the bubble's stun to scale the entire combo pretty badly.
 
44K has evasive properties against lows. Not much application where backdash → 44B wouldn't be a better choice though.

Except that 44K is neutral on block, forces crouch, and breaks guard at basically the same rate as 44B. If you're sure that your opponent will block, it's the superior option.
 
Would 44K work as a force block against the opponent after a throw? It's 0 on block and does good guard damage (breaks in 10 I think). I'm not so sure if it's really good to toss out every once in a while.
 
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