Algol General Reference

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Slade

[14] Master
Interrupts
Standing Interrupts (speed, level, block):
AA (i13, high, safe)
2A (i13, s-low, safe)
K (i13, high, safe)
6BBB (i14, high, unsafe)
6KK (i14, mid, unsafe)
BB (i15, mid, safe)
BT A+B (i15, mid, advantage, BT only)
623B (i30, aGIs all mid/low from F4-14, extremely unsafe)

FC Interrupts:
FC A (i12, s-low, safe)
FC K (i14, low, somewhat unsafe)
FC 3B (i15, mid, safe)
FC 8B (i16, mid, TJ, unsafe)

Anti-Step Tools (level, range, speed, block):
SIDESTEP
AA (high, short range, fast, safe)
2A/FC A (s-low, short range, fast, safe)
3AA (mid, medium range, slow, unsafe, KND)
6AAB (high, medium range, somewhat slow, unsafe, great damage on CH)
4AB (high, medium range, slow, relatively safe, KND)
WR A (high, medium range, medium speed, safe)
66A (high, medium range, medium speed, relatively safe)
44AA (high, medium range, slow, unsafe)
4A+B (slow, unsafe, viable as a gimmick)
QI A (high, long range, extremely slow, advantage)

BACKSTEP
1B
3BB
4B+K
FC 8B

Mixups
Standing Mixup Tools:
1K (unseeable, 0 on hit low, moderate tracking, low damage)
66B (unseeable, -4 on block mid, no tracking, meter dependent for damage)
11_77K (borderline unseeable, -4 on hit low sweep, can be used for ringouts and whiff baiting)
2K_FC K (unseeable, -2 on hit, generic)
Throws
Run K (unseeable, KND low, requires run state)
QI B and QI K

Guard Burst Tools (recommended tools for bringing opponent to the red):
9B+K (7, unsafe but effective; use in force block setups such as after FC 8B on aerial opponent)
3BB (7.5, unsafe but effective)
44B (9, quite negative but not punishable by most)
22B (9, advantage)
44K (10, neutral)
QI B (11, quite negative but not punishable by most)
22A (12, neutral)
66B (12, tiny disadvantage)
66K (12, moderate disadvantage)

Guard Burst Tools (recommended tools for bursting guard due to speed and/or low recovery; allow 44B after burst):
3K
FC 3B
66B
FC 8B
4K
1A
3B
3BB
66A
9B+K
QI B

Note: the following moves do NOT allow a 44B after they guard burst: 33AB, 623B, 44AA (unless only first hit is used to burst), 6B+K (first hit bursts, 2nd hit automatic; ruins your entire burst), 22B, 4AB (same deal as 44AA), QI A.

Guard Preservation Tools (moves that will not cause guard burst):
All "normals": AA, BB, K, 2A_FC A, 2B_FC B, 2K_FC K, Jump A_B_K,
6A series
3A series
6B series
WR KK
BT A+B
All bubbles
33A
22K
Throws
Oddly enough, 4[K] cannot break guard, although 4K can.

Guard Burst Combos (check your recovery on burst, some combos impossible after certain moves):
Ringing out the opponent is always preferable after a guard burst. 3B BE → QI B is excellent for this. See the Algol Ringout Reference for information on how to ring the opponent out.
If a ringout is not possible, consult the Algol combo list for his most effective known combos.

"Guts" Circumvention Tools (quick, simple pokes above 20 damage):
FC 3B (mid)
11B (low)
4K (high, antistep)
8_9K (mid, TJ)
66B (mid)
QI K (low)

Wakeup Tools:
1K
2K
3B
2B
44B

"Wakeup" Tools (consistency is player dependent):
2B+KB
1A
44K
22B
11K
QI B_QI K
Throws

Ringout Tools:
Algol Ringout Reference

Punishing
Standing Whiff Punish Tools:
4BA
66B_66B BE
3B BE → QI B
44B

Sidestep Whiff Punish Tools:
33ABK
44B

FC Whiff Punish Tools:
FC 8B
4BA

Standing Block Punish Tools:
AA, 2A (i13)
6KK, 6BBB (i14)
BB (i15)
4BA (i16)
66B BE (i18)
3B BE (i19)
44B (i27)

FC Block Punish Tools:
FC A (i12)
6KK, 6BB (i14)
FC 3B (i15)
FC 8B, FC 8B BE, 4BA (i16)
66B BE (i18)
WR B (i20)
44B (i27)
 
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