Algol General Discussion / Q&A

that will work online. but online sux so who cares?

his A+B is kida fast and makes alot of attacks whiff him so i dont see why u can use it

i get it to hit alot

if u dont like 11k get out of dodge

is a fast TC chip low mose chip lows r - on hit
 
One thing I would like to see changed about Algol, is his 6B+K... I believe the big bubble only should be unblockable but it could have the same GI/ JI frames as his 214A+B... It's too slow of an attack to be a M, SM and punishable on block...
I do still like the attack though, don't get me wrong, he's stuck with it and I can manage etc... But if the bubble was unblockable it would make the attack seem like it belongs in his list... And it can't be G~cancelled, thats another reason to make it an unblockable... Or at least let the user G~cancel the attack...
Algol's 11*77K is i19...
For bait with A+B, you could 44K, A+B... thats wierd...
Or if you've done a plethera of BB's, you could B, A+B...
Or 6BB/ 6B, A+B... Baiting is easy... why ask about that stuff it's easy to figure out...
 
I only just realised 22b works after 1b. I dunno i thought most ppl thought the only good techtrap if the opponent doesnt know after 1b is 11a but for me that never works i dnt bother trying. 22B will still does around 43 dmg if they dnt tech which is close to the dmg from the 1b combo. It catches all directions besides left so if sum1 doesnt know that i guess you could try 1b 22b for more dmg.
 
thing is

1B is really inconsistent at range with the bubble

soo if you know the range it doesnt combo

you should do 22B

good find
 
Why do 1B~22B when 1B~11A is a combo and a tech trap? if you play Algol enough you know the range at which the bubble connects so if you're outside that range you can just 11A and get free damage or the tech trap. Most of the time you can get people to still get hit by the bubble anyway because they don't know the range. Once they do find out then it's still a mixup because if they try to get up they get hit with 11A or if they stay down it's 2A+B.
 
Why do 1B~22B when 1B~11A is a combo and a tech trap? if you play Algol enough you know the range at which the bubble connects so if you're outside that range you can just 11A and get free damage or the tech trap. Most of the time you can get people to still get hit by the bubble anyway because they don't know the range. Once they do find out then it's still a mixup because if they try to get up they get hit with 11A or if they stay down it's 2A+B.

dunno it seems like every1 knows about 1a. And most ppl seem to block it since it isnt a combo at sum ranges. 22B you can only escape by teching left and less ppl know about it. Also i think it does more dmg if they dnt tech too. And 1b 22b is a combo and techtrap isnt it? I think it would probably do the same dmg as 1b 11a too.
 
I guess I'll have to test that, but I really wouldn't think it would be as good as the 1B~11A combo/ tech trap just because it's shorter range. Glad that people are still trying to figure out new stuff with him though.
 
I set the comp to 2nd action block with no teching and sometimes it blocked the 11A. Im sure i did it fast enough too.
If they dnt tech against 11A it does 36-37 dmg On free style the comp always techs so you have to do it on yourself or contoller.
22B does 45 dmg

When they do tech 11A does 95 dmg
22B does around the same maybe a few points more. Even tho 22B does 35dmg compared to 20 dmg the dmg scaling seems to make it even.

Theres no way to escape the extra 16 dmg when you dnt tech 11A unless they do it to slow (which happens quite a bit online). 22B they can tech left on some characters left always works. (Algol vs algol) But on e.g darth vader it still catches left at some ranges.

22B and 11A have pretty much the same range. Or even if it was the tiniest difference it doesnt matter. When you 1B you move close enough and both attacks step in quite a bit so will always hit.

Anyway theres not really a big difference between either they can both work so yh use both :)
 
One thing I would like to see changed about Algol, is his 6B+K... I believe the big bubble only should be unblockable but it could have the same GI/ JI frames as his 214A+B... It's too slow of an attack to be a M, SM and punishable on block...
I do still like the attack though, don't get me wrong, he's stuck with it and I can manage etc... But if the bubble was unblockable it would make the attack seem like it belongs in his list... And it can't be G~cancelled, thats another reason to make it an unblockable... Or at least let the user G~cancel the attack...
Algol's 11*77K is i19...
For bait with A+B, you could 44K, A+B... thats wierd...
Or if you've done a plethera of BB's, you could B, A+B...
Or 6BB/ 6B, A+B... Baiting is easy... why ask about that stuff it's easy to figure out...

Lol i found that if u try sidestepping 6B+K and doing a move like 22A 22B 22K depends the bubble still usmtimes hit u but it depends how much u sidestep for dif moves.

Anyway dunno if this is known but CH 22A (delay) aB 11B is a techtrap which catches all sides. It works best to just delay it a bit then do aB (doing a slight 6 then aB doesnt work as well for sum directions)

If they start to not tech then buffer 22B after the 22A. Im not sure if this hits as a combo all the time. On the CPU with no tech 9/10 times it hits but sumtimes the cpu just ends up blocking it and im doing it as fast as possible each time. Oh well tbh ive seen the CPU blocking a lot of stuff that cant be blocked. I did it on command playback and when i tried to do what the cpu did i just ended up teching and after the 22b they get a free 2A+B etc... lol

Also what do ppl think of 44B? It puts them in crouch when they block so they cant do much more then a 2a from it i think or a 2k if u dnt block it but not really threatening. It seems like his best move when walking back.
 
22A also techtraps after aB..so sometimes i try to mixup 22A with 22B after Combos that end with aB....i should test it again though, i think there is something range dependent in it, not sure....
 
22B combo does less damage than 11A because the stun scales the rest of the combo when you start with 22B.

22B 2A+B aB 2B is 63 dmg
11A 2A+B aB 2B is 70 dmg

the other problem is that 22B can be teched left after 1B hits. though it does do the most damage for an unblockable ground hit from the 1B

44B imo sucks cause it doesn't hit the ground reliably, doesn't recover terribly fast on block, and is a bit slow for the damage it does. I did find that CH 1K > 44B is a combo though (36 damage, highest guaranteed possible as far as I know)
 
22B combo does less damage than 11A because the stun scales the rest of the combo when you start with 22B.

22B 2A+B aB 2B is 63 dmg
11A 2A+B aB 2B is 70 dmg

the other problem is that 22B can be teched left after 1B hits. though it does do the most damage for an unblockable ground hit from the 1B

44B imo sucks cause it doesn't hit the ground reliably, doesn't recover terribly fast on block, and is a bit slow for the damage it does. I did find that CH 1K > 44B is a combo though (36 damage, highest guaranteed possible as far as I know)

The end with 11B instead and they both do 73-74 dmg.

Isnt 2A+B guaranted after CH 1k? And btw is 6KK 1K a good way to try and get the counter hit? I find it kinda hard to get in and get the CH cause of 1K's range and 6KK doesnt push back. They'll only beat u out if they do sumthing fast like 2A.

One thing ive started doing that seems cool and work great on shorter range characters is just tapping 4 to backdash then aB. It feels like an evading move such as X's 44B cause of Algols awesome backdash lol. Against mitsu edgemaster BB blocked or hit you can often hit em with a 4 aB afterwards.
 
neutral/back tech will evade 2A+B after CH 1K

i wonder if there are any tech traps from CH 1K worth using
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The end with 11B instead and they both do 73-74 dmg.

Isnt 2A+B guaranted after CH 1k? And btw is 6KK 1K a good way to try and get the counter hit? I find it kinda hard to get in and get the CH cause of 1K's range and 6KK doesnt push back. They'll only beat u out if they do sumthing fast like 2A.

One thing ive started doing that seems cool and work great on shorter range characters is just tapping 4 to backdash then aB. Pretty use it feels like an evading move such as X's 44B cause of Algols awesome backdash lol. Against mitsu edgemaster BB blocked or hit you can often hit em with a 4 aB afterwards.

i like doing this

but i think its better to use 1B instead less risk more reward and such
 
Hey guys, can someone here tell me what the heck :4:B+K does? There was this wierd attk throw that had me on algol's thrown then me blowing up. Since it's not on the movelist, I'm stumped.
 
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