Algol Combos and Tech Traps

Ooofmatic

World Warrior
I didn't have time to complete this but I will when I do. Feel free to contribute if you notice any missing combos, or find better combos, and I'll update this post.

Natural combos (NC)
A,A
6A,A,B
3A,A
4A,A
623A,B,K

B,B
6B,B
3B,B
3B, 41236B
4B, A+B

6K,K

Natural Combos on Counter Hit (NCc)
CH 6B,B,B
CH 6K,[K]

Combos & Juggles

aB
--> 2B_11B - 41 dmg

6A,A,B
--> K_2K - 47 dmg

3A,A
--> 2A+B, aB, 2B_11B - 59 dmg

3B
--> 41236B, 2B - 85 dmg

1B
--> 2A+K - 35 dmg

33_99B
--> 8B+K - 70 dmg
--> 4B+K, 8B+K, BT B+K - 67 dmg
--> 4B+K, 2B+K, aB, 2B - 70 dmg
--> 4B+K, 2B+K, aB, 11B - 72 dmg

FC 8B
--> 2B - 37 dmg

FC 8
--> 2A+B, aB, 2B_11B - 79 dmg

WS B
--> 8A+B, 6A+B, aB, 2B_11B - 71 dmg
--> 8A+B, 8A+B, 8A+B, aB, 11B - 81 dmg (Against another Algol only)8

4[K]
--> 623A,B,K - 62 dmg

WS K
--> 2B - 46 dmg

BT 2K
--> 2B - 28 dmg

A+B
--> 2A+B, aB, 2B_11B - 60 dmg

4B+K
--> 2A+B, 22B, 2A+B, aB, 2B - 83 dmg

BT B+K
--> ???

CH 6B,B,B
--> 2B - 60 dmg

CH WS B
--> 8A+B, 8B+K - 77 dmg
--> 8A+B, 8A+B, aB, 2B_11B - 75 dmg (rings out)

Tech Traps

1B -> 11A, 2A+B, 22B, 2A+B, aB, 2B_11B

2A+K -> A+B, 8A+B, 6A+B, aB, 2B_11B

CH 1K -> 11A

CH 6K.[K] -> 1K -> 11A
 
Thank you for making this post; it's good to see this forum get some traffic. :)
 
Ok, matic time to show of the new combos I found with mr.Algol. And beside, I'm the better Algol's player. NOTE: I'm just joking with matic, ok? And beside we had some good matches with Algol vs. Algol anyway. He's a very good Algol player also to :).

combo time!!!!


let's start simple.

3A,A,2B+K. 81 dmg

3A,A,2A+B,6AAB. If hit 56 dmg at 6 hits. If first two hits miss foe can block the last hit, but if he doesn't then you knock them up into the air for a free K.

warning this is a really big combo.

33B,8A+Bx2( or twice),22B,2A+B,623ABK. Note if last hit misses do B+K for a recover move. Cause if he miss Algol back is trun so a free B+K go to you good sir. Also, here the damge for the combo is 155 dmg. On Ch i thnik 226 or 180.

A+K(put you in Crouch), and whlie rising B.

here some of the things you can do with this.

the first two hits of 623ABK hit whiel the last one miss give you a free B+K.

6AAB works, but remember what I said about the last hit of it.

2A+B work to, but the character mus hit the ground or very close to it for it to work an 623ABK after it.

6(hold),B,A, an 623ABK.

And that show you that I'm the better Algol player. I hope you guys enjoy. I be back for more later on.

That all folks!!!
Another NOTE: And matic I want a first to 5 Algol ditto match!!!
 
CrazyYoshimitsu: When testing your combos, set your Freestyle to "2nd Action Standing Guard All". 623ABK in juggles are all escape-able to one direction, the funny part is that direction changes depending on the launcher/juggle used. Thus most of us use aB->2B as a juggle ender.

A+K -> WS B sounds new and guaranteed, I'll check it out when i switch on my box.
6[Hold]BA is more commonly known as 66 :) Held directions are usually 8wr movements. 8wr movements are done by either holding the direction, tapping it twice, or entering 8wr and switching directions.
Thus the notations are
[6]BA (least commonly used), 8wr6BA, or 66BA (most commonly used).

As you can see, the easiest to type (66BA) is easily the preferred choice when it comes to listing out moves, so you can use that next time, its easier to type, easier to read, and easier to understand.

OOF: Saw a few typos in there so thought I'd just polish a little XD (There was a 423 and a 1A instead of 11A in there somewhere XD)

Adding on to 1B.
1B on hit or CH can only be teched to the opponent's left. In which case, a delayed 3B,41236B will catch them. If they stay on the ground, 2A+B, aB, 2B is free. (In fact, most players will mistake that for a guaranteed combo after trying a few techs and failing).
11A is also a superb option, as it hits grounded for decent damage even if the opponent doesn't tech.

Finally, 11A -> 2A sets you up to do many things. I love using this setup for me to range myself, land a throw, or force a mixup.

1B -> 2A -> 66A+G_B+G and 1B_2B+K mixup
1B -> 2A -> 22_88A+B
1B -> 2A -> 33B_11A mixup
1B -> 2A -> FC [A+B] into more mixups.
 
Thanks for the new way to type some moves, and I'm going to trun my box to see if your right about 623ABK being escapeable. Also, i might sound like a new asking this, but how do you do Slide inputs with Algol? Or for that fact any other character.
 
Yo!!! I found a bug wit hyour WS B. I'm on my PS3 workign with all of your combos and stuff. And when I try CH WS B,8A+B,8A+B,aB,22B_11B. When I did the aB need the ring the chaarcter jsut when into it down postion, and didn't fall off. But you hear there death cry. Wried stuff guys.
 
Universal glitch. Seen it happen quite a few times.
More entertain when half of the opponent's body gets stuck in the ground though :P
I'm not sure how we're supposed to react to it even :P

And its spelt weird. lol
 
I dont think the 3rd hit of 623ABK missing in a combo gives you a "free" BT B+K. Dmg looks also off because of scaling. Maybe its a tech-trap of some sort.

1B(tip)~2A+B~22B~2A+B~aB~11B does 60ish damage and is guaranteed.
1B~11A is guaranteed for 37 damage and tech catches all directions.
 
I don't know if this is the place to ask but seems as good a place as any.

Does anyone know what 4B+K does?And if so how it's used?
The move list shows it as an attack throw, but I can never get it to do anything.
 
I find 4B+K to be a great opening move, as lots of people like to step back as at the start of the match. Also some people randomly step back when barraged with bubbles.

It's not listed, but the 4B+K combo is:

4B+K, 2A+B, 22B, 2A+B, aB, 2B

The timing can be tricky, I'll update the first post to include this combo.
 
Yo, matic I have found some ring outs combos with Algol.

here there are....

Now, I have foud nthis jsut today, and I think I should have seen a little bit logner ago.

But anyway...

It's

33B, 4A+B, 8A+B, 623 ABK. rings out around mid or close to the edge.

And BTW matic. How's the dmg on the 4 B+K combo?
 
whats that asshole low sweep that goes into the ball shot bounce into a stun into another ball shot bounce into a shoulder ram?

yea, real high tech notation, but i just got beat by a mixup of that asshole low sweep and some other midhitting move. first time ive ever seen it and i hate it.

sidenote: algol is the worst character design i've seen in a long time.
 
The sweep you are talking about is 11_77A

*ah, I interpreted "sweep" to mean sweeping strike.
If you're talking about the leg sweep 'combo', it is the 2A+K A+B 22B 2A+B aB 2B

~ Colin
 
whats that asshole low sweep that goes into the ball shot bounce into a stun into another ball shot bounce into a shoulder ram?

yea, real high tech notation, but i just got beat by a mixup of that asshole low sweep and some other midhitting move. first time ive ever seen it and i hate it.

sidenote: algol is the worst character design i've seen in a long time.

the low sweep your referring to is probably 2a+K, A+B. its a tech trap so you should be ok staying on the floor after the sweep, the ball should go past you.

the mid move is probably 3bb

i lost to a very similar player on my first algol encounter, i added him afterwards and played quite a few games with him so im a little more comfortable with playing against him
 
im pretty sure i didnt try to get up after the sweep hit and i still got bounced. then again, i cant really recollect off the top of my head. i can recall having been hit by said juggle before except the end was change to RO me from quite a distance.

actually, ive seen quite a few characters who can RO from a crazy range other than algol. hilde may be the worst.
 
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