Algol Guide

Tiamat

[11] Champion
Algol Gameplay Guide



A) Interrupts

Standing Interrupts:
K, 2A, 2K, 3K, AA, 1K, 1B, 623B, 8/9B, 8/9K

FC Interrupts:
2A, FC K, WR K/[k], FC 3B

Anti-Step:
AA, 66A, 3AA, 88A, 11K, 1A, 11A, 66A+B

“Body” attack:
aB

B) Mixups

Close Range Mixup:
1K, throw, BB, 2B+K, 1B, 33B

Mid Range Mixup:
11K, 2A+K, 11A, BB, 2B+K, 1B, 33B

Far Range Mixup:
1A, 1B

FC Mixup:
throw, WS B

Post-GI Mixup:
Fast - 66BA
Slow - ?

C) Whiff Punish


Distance Whiff Punish:
1B, 3B

Sidestep Whiff Punish:
3B

FC Whiff Punish:
WS [B|, 66BA

D) Frametraps

On hit:
AA, BB, 3K, 9B

On CH:
2K/FC K

On Block:
22B, FC 8



Attack use detail:


Lows:

2K – i15, nh: -4, ch: +2 b:-14 just like almost everyone else, meaning this is a good move.

1K – fast low attack with neutral on normal hit and stun on CH. Due to the speed of this attack, you can use this as both a mixup option and an interrupt. The flaw with this move is its short range, so keep that in mind. On CH if opponent holds G they will evade a 2A+B, but a slightly delayed 11A will tech trap them for doing this, so you do have some options to play with.

11K – fast TC low with good step tracking. Negative even on CH but the combination of range+speed+tracking on this attack makes it a useful poke.

1A – best low poke in the game. 100% sidestep tracking, somewhat fast, and HUGE range. Negative on hit, however, when used from distance they cannot hope to take much advantage of this due to Algol’s backdash and other good poke attacks.

11A – very slow and blockable on reaction, however, always try this first to see if they can react or not. Good TC on this, so even if they can block it on reaction you may land this here and there. This good move to throw out if you expect the opponent to GI your fast mids. -16 on block is not that bad, only a few characters can hurt you much for this on guard

2A+K> A+B/[A+B] – this move is also slow and blockable on reaction, however, it is nearly safe on guard because of the canned bubble followup. If they try to GI the bubble, mixing up fast and slow bubble can work depending on distance. This move tracks the opposite way BB does. (opponent must step right). There are some character specific things with this which I will detail at another time, namely that the charged bubble will launch ground rollers against some characters at the right distance.


Mids:

3K - +5 on hit, otherwise not much so say here

BB – i16, Surely the best BB in the game. Absurd range and +5 on hit, with great block recovery. Using occasional single Bs for mixup is a good technique

2B+K – i18, safe power mid with good pushback and block recovery. Most versatile move for CF damage. On hit will tech trap to 2A

1B – slower than 2B+K but has extremely fast activating TC frames lasting through virtually the entire animation. Great range and stuns for a tech trap/combo mixup on normal hit. -10 on block means the opponent will get a decent mixup depending on the character, so don’t get too crazy even though it’s techinically safe (except vs taki). When this hits, 11A is both a tech trap and a combo, but if they do not tech the 11A will ground hit which is weak. 2A+B combos on far hit 1B, and you can use it after close hit 1B once you have trained the opponent not to tech.

3BB – unsafe power mid with good range and a brief TC. Damage is roughly the same as 2B+K making this move rather pointless.

3B q flip B– this allows for very powerful combos but is highly unsafe and non hit confirmable. It is an ideal whiff punisher, and punishes some things on block as well

33B – with -14 on guard, it is not terribly unsafe but unsafe enough not to use it much. Very linear and does not hit grounded, can use as a power mid for large damage to punish crouch guard

WS B – this attack is completely safe on guard and gives good combos

aB – this is a “body attack” which means it is immune to certain auto GIs such as kilik’s Asura and Hilde’s C2/C3 As. This is a good power mid to use in these matchups, though it is linear so and unsafe. It’s not horribly unsafe so most characters aren’t gonna hurt you bad for this.

66A+B – this move tends to hit sidestep a lot because of the gigantic hitbox. The move is 4 hits and you want to try to get all the hits. Furthermore, you want all 4 hits blocked if you don’t hit them because it causes huge block pushback. The range for this pushback is right outside point blank range. This move has a built in sidestep at the beginning so it will sometimes dodge attacks. Be careful with this move as it is horrible on block if you don’t get the super pushback.

22A/88A – quite slow to come out but has excellent step tracking and block recovery



Basic Combos:
aB > 11B (or 2B)
3B q-flip B > 11B (78 dmg, 2B much easier but weaker ender)
33B > 8B+K (70 dmg)
WS B (far hit) 6A+B > aB > 11B (or 2B)
WS B (close hit) 4[A+B] > 6A+B > aB > 11B (or 2B)
66A+B (4 hits) > 2K
11A > 2A+B > aB > 11B (or 2B)
66BA > (delay) aB > 11B (83 damage)
1B (far hit) > 2A+B > aB > 11B (or 2B)


Tech Trap:
1B > 11A (also combo)
CH 1K > (small delay) 11A

Standard Version of Character specific combo:
WS B (close hit) 4[A+B] (causes super launch) > 6A+B x2 > 8A+B > 4A+B x3 > 6A+B > aB > 11B (109 dmg)

The timing changes based on the character as well. For example, against Sophie you must delay the 4[A+B] a bit. Against Cervantes, Nightmare, Astaroth and some others you just need to do it immediately. To get all three 4A+Bs you will need to look at their position and time accordingly, but it’s not terribly difficult. The combo may also depend on the side of the screen you are on.



Movement:


Sidestep:
Algol has an incredibly bad sidestep. This makes it nearly or completely impossible to step certain attacks. However, do not kid yourself into thinking his sidestep is entirely useless. Many of the slower, more powerful mids can be stepped easily by Algol provided you aren’t at a very heavy disadvantage.


Backstep:
To compensate for his exceptionally bad sidestep ability, Algol has the best backdash in the game. Backdash can be canceled with guard (Backstep G), just as with other characters, but this is especially useful for Algol. Backstep also cancels to front step, sidestep, and attacks. This allows you to backdash cancel by doing 4(near end of backdash)6~4(near end of backdash) > 6~4 x infinite. All characters can do this but it is once again, Algol does it best.

BB/88A/2B+K blocked into backstep G will prevent most opponents from applying any strong mixups. Negative on hit lows like 1A and 11K into backstep G are also good.



Okizeme:

Algol is somewhat weak in this area. All his throws give untechable knockdowns though.

A+G: 1K cannot be groundrolled. Still pretty lame oki from this so you should go for 66A+G instead since that does way more damage
66A+G: just set some bubbles or something
B+G: 1K cannot be groundrolled. For a shenanigan, do an empty jump over the opponent into a BT B+K or BT 2K. There is a way to beat both of those options but most people won’t figure it out. Another thing about this knockdown is that if you do 2A+B it will catch sideroll to one side.

His combos generally do not yield strong knockdowns so usually you should just try to set some bubbles, or do whatever you see fit given the situation and the opponent. If you give up the ender options after aB you will have time to set bubbles pretty safely.



Bubbles:

Basic Info:
- 1P side bubbles are purple, 2P side bubbles are pink
- 4 bubble max per Algol (if Algol vs Algol, max bubbles onscreen is 8). Regardless of if the bubbles have been GIed or shot by algol himself, this limit will remain in effect.
- If you do 6B+K it sets a large bubble which is not limited by the 4 bubble max, but the use of this move is still somewhat a mystery as the large bubble disappears quickly.
- After 4 bubbles are set, if Algol tries to set more bubbles the oldest bubble(s) will disappear first
- bubbles do not disappear when Algol is hit, unless…
- all bubbles disappear if Algol or the opponent character is thrown. Even if the throw is broken all bubbles disappear. In addition, any attack throws that hit algol will make all bubbles disappear.

2A+B: this move is key for a couple reasons. Algol retreats as he fires the shot, so this is good for gaining some extra space. In addition, many moves that go under other bubbles will not be able to go under this. As an added bonus the odd trajectory of the shot makes it unlikely to hit algol even if it is GIed back at him. This can also evade some low attacks. Excellent
2[A+B]: charged version, moves extremely slowly, occupies some space on the screen in front of algol for quite a while, very low risk if it gets GIed.
4A+B: double shot, usually you just wanna do the charged version
4[A+B]: for whatever reason, of all algol’s charged bubbles, this one comes out the fastest. Excellent
6A+B: fast shot, can use to interrupt opponent from a far distance
6[A+B]: charged version, use this when you don’t want to be pushed back in a situation where you might have done a 2A+B
FC A+B/FC [A+B]: this fires a bubble quite low to the ground and algol retreats when firing it. This is useful against opponents who use long range high moves to attack through bubbles (ivy whip 6B) and also to hit yoshi’s meditation stance, among other things.
8A+B/8[A+B]: anti air bubble, usually not used outside of combos. However, if the opponent is using moves to go over the other bubbles this is something to consider



Basic Bubble strategy:
Whenever you don’t have anything better to do, you should be setting slow bubbles. Slow bubbles are generally far superior to fast bubbles because they stay on the screen for a long time, obstructing the opponent’s movement options. Which ones you use is up to your judgment, but in general you want to be setting 4[A+B] more than anything else. Use others as needed.

Even if you are setting the 4[A+B] bubbles repeatedly the opponent can step around all of them, however, doing so takes time. Taking advantage of this by using moves like 11A, 22A, and 1A when you predict them to start stepping around the bubbles is key strategy.

Different characters have a variety of ways to deal with bubbles so keep an eye out. Sidesteps, GIs, long range attacks, specific auto GIs, specific attacks that go under certain bubbles, teleports, there are many things to consider. Try to use your bubbles without creating a predictable pattern/rhythm. By setting a bubble, then pausing for a varied length of time before another action, you can bait the opponent for jumping the gun with their anti bubble attacks. Above all, observe the opponent. This goes for any character but it is important nonetheless. Just because the character can do a specific anti-bubble move/strategy does not mean the player is aware of it, or is capable of maximizing its effectiveness. Analysis of the opponent character beforehand is essential so that you can focus on the opponent player during the actual match.



Arena Control:

Center Arena:
In most matchups, Algol is best played from the center of the arena. By controlling the area in the center of the arena, you have more space to retreat to when needed, and are unlikely to be RO (unless it is hilde). Keep in mind how your actions in this part of the stage change your position. The start of each round is nearly the center of the arena, but you want to usually be further into the actual center than this.

Opponent back to the edge/wall:
Pressuring the opponent toward the edge can be good but also bad. The good thing is that you have essentially the entire stage of space to retreat to if needed. The bad thing about pressing the opponent to the edge with Algol is that many of his combos become worse if there is a wallsplat, as this causes additional damage scaling and whiffing (ex: 11B whiffs when used near edges). The greater danger is that by forcing the opponent near the edge, there is the risk that the opponent will be able to reverse the situation quickly. Reverse RO from the opponent is something to consider, but also, if the opponent steps your move, they may be able to force your own back to the edge quite quickly.

Algol’s back to the edge/wall:
The worst place for Algol to be is with his back to the edge, as he has no good reverse RO, his backdash will become useless, and his bad sidestep will make it difficult to escape or cause a position reversal. In short, advance when possible, so that one may retreat when needed.

1B hitbox info:
1B misses some crouching characters from far distance moreso than others very noticably. testing from round start these are the results

*miss crouch if not guarding

hit:
asta, cass, cervy, hilde, ivy, kilik, liz, nm, raph*, sieg, soph, vader, yoshi, x

miss:
algol, amy, mitsu, sets, voldo, zas

Random stuff:
- algol cannot buffer 11 and 77 from holding 6 like everyone else. meaning you press 1K from a run you will get 1K not 11K like others. I'm unsure if he can buffer 44 commands because I'm getting inconsistant results
- A+B is not aircontrollable. weird.
- either normal throw to 2B is unrollable. on ground hit if you do 6A+B step right you can dodge it if they GI the bubble after B grab but not from the A grab cause they are too close. 2B is a lot of + on ground hit and FC B/2K/11K will be unrollable

- after aB > 2B you can do either 6A+B step right or you can try QI A/B/K
- 2B+K > 2B is tech trap, guaranteed if they dont tech. it can be escaped by left tech and right tech for some characters (cervy/asta). hits left tech vs algol raph ivy

1K/2B+K is best mixup if in 1K range. 11B does most raw damage of unseeable lows and can be done FC so has some use

in matchups where you want to avoid CF (raph, voldo, maxi, etc) USE PARRY INSTEAD OF REPEL. even if you are green gauge do parry to build yourself some extra insurance for later. parry at super close range can trap to 2A for sides. otherwise shoot a 6A+B or 4A+B
 
Matchup Guide:
All matchups ranks are subject to change as further strategy develops, so keep that in mind. It can be easy to overlook something important so always try to think of alternative strategies, sometimes they can change a matchup entirely.


vs Astaroth:
- by Tiamat

7-3 Algol advantage. This matchup is heavily in Algol's favor for a number of reasons. First of all, as far as speed and range on pokes is concerned, Algol has the advantage at ANY range, so he has the initiative from the get go. The key to this matchup is good use of fast recovery attacks used in conjunction with projectiles and backdashing. BB is your main poke here, as it will beat out all asta's attacks at midrange unless you attack significantly later than he does. BB on block into backdash G is safe from 6K/66K and throws. He will be forced to take a crappy 2A or dash at you. 2A hitting you is not scary at all with asta neg on hit in a crouch state, you can easily use 11K or 1A to retaliate, then backdash away again. After blocking bullrush, or when at great frame advantage for any other reason, 2B+K is the go to move, as it has great block pushback (meaning easy to backstep G after it as well) and high damage. He also has no effective way to get through bubble shield other than basic 8WR or GI strategy, meaning you can effectively mix him up with 22A and 1A for trying to approach. Be sure to punish his 6K on guard with AA.

From Astaroth's perspective, the only way he can win is if the player greatly outplays the Algol player. It is extremely difficult to grab Algol because of his backdash, so the only time Asta will be able to apply a solid mixup is either after blocking 1B up close (-10) or backing Algol up near a wall/edge so that he can't backdash. This means that for the Algol player, you should avoid OVER backdashing, as this may result in prematurely backing yourself into a corner. Also, make sure to avoid overuse of moves like 1B, which though technically safe, is heavy recovery on block (up close anyway), thus granting Asta a strong mixup.

After being knocked down, play dead or sideroll is usually the best option. After bullrush hits for example, it is better to stay down and react to his 22B and guard it than to tech and eat a dashing mid/throw mixup. Be sure to make decisions about teching frequency according to habits of your opponent.

V. Cervy:
- by crow_winters

5/5. Cervy absolutely dominates up close, particularly v. Algol, because of 1K. 1K is Cervy's way of making you duck. +1 on hit plus it forces crouch, which removes your ability to backdash post hit. Note that DP beats ALL Cervy FC options post 1K, including FC Grab. Outside of that, however DP overall kind of blows v. Cervy because of aB. If you duck you risk eating FC A+B (80 damage + tech trap) or 3B/iGDR. Blocked 1K gives very little reward for Algol. Outside of FC A+B, Algol out damages Cervy, and Cervy really can't punish most of Algol's best stuff. Algol can punish a LOT of stuff of Cervy's with AA or better. Cervy dosen't have a reliable way past bubbles- 4[B+K] /can/ work versus bubbles but it's also very easy to bait/punish. Cervy grab game is pretty low damage outside of the FC grab, which is always a B break and I've yet to run into a player that can make the FC animation "invisible" outside of 1K setup. Algol is probably best off v. Cervy's FC A+B GC gimmicks because he can DP after the frame trap all of Cervy's mid options and TC under the inevitable 66A "mixup". If the Cervy misses the JF you can get 30% life or more depending upon how you punish, and it's not hard to tell wether you were gaurd crushed or not. Cervy CAN punish the recovery of 4[A+B] and other slower bubbles if he does a psychic 6A+K gunshot at the same time. Backdash is really important in this matchup. Cervy has a ton of frame traps (1K on hit, the jumping kick on block) that allow him to pressure Algol in close, forceing you to risk DP/GI. It's going to boil down to how well you can fend off Cervy once he gets in and pressures you, and how well you handle getting hit by 1K/blocking FC A+B, which you will. Matchup becoems a lot harder once Cervy starts blocking and punishing DP. Remember that all his damage is from mids and the crouch grab B break, and know when/how to punish him.


V. Lizardman:
- by crow_winters

6/4 Algol. Bubble shield (with a 2A+B/FC A+B variant) dominates lizardman. He can't trade a strong launcher with you because of his range, and Crawl will only go under 4A+B/6A+B bubbles if he dosen't actually move or attack. This matchup is made worse by an Algol player that can spot 1[K] on reaction, which is Liz's only way outside of throws to make Algol duck. Liz also dosen't have many scary highs to discourage DP, most of his best (4B, AA) lack range. Lizardman does not get much of anything if he blocks 1A at mid/far range. Liz has to win by either getting an early life adv or getting in, getting Algol on the ground, and keeping him down with Oki.


vs Xianghua:
- by Tiamat

This matchup is very likely a dead even 5-5. Both character do good damage, have good range on pokes, and have strong mixups at close range. This is a battle of attrition. It is difficult for either character to come back on the other when a substantial health lead is present. X has a hard time getting Algol with a mixup if he's running away from her with backdashes, bubbles, and anti step pokes. On the other hand, Algol has a hard time getting a mixup on X if she is running away from him, because all his strong mixups are up close and Algol's front dash/run is extremely slow.

Xianghua will be at advantage if she is roughly around her AA/1A range so keep this in mind. Beware her iFC 3B, which has a lot of range, is damaging, and difficult for Algol to evade. After being hit by X's 1A, backdash to get out of her good mixup range. On the other hand, when you hit her with a low poke like 1A or 11K, you should usually backdash as well because you are disadvantage. If both players use a turtle style to avoid eating strong mixups, you should expect a lot time ups and/or near time ups.
 
tiamat said-If you do 6B+K it sets a large bubble which is not limited by the 4 bubble max, but the use of this move is still somewhat a mystery as the large bubble disappears quickly

i use 6 B+K to beat rush downs as the bubble keeps them from advancing and does some nice damage if they run into it
 
The move is quite slow to come out and the bubble disappears quickly after being set. It is still very easily steppable like other bubbles so I find it difficult to apply in a beneficial way.
 
The move is quite slow to come out and the bubble disappears quickly after being set. It is still very easily steppable like other bubbles so I find it difficult to apply in a beneficial way.
but the fact that a bubble is in the way makes it safe ,because by the time they step around it you have already recovered. oh well we will agree to disagree then.
great guide anyway great for me because i wanted someone harder than Siegfried to use and thats where algol comes in.
 
nah, the fact is that you can use 4[A+B] or 6[A+B] instead which is more useful since the bubbles dont just dissappear after 3 seconds. why cripple yourself with this move? slow as hell and mega bubble is useless.
 
Once or twice I did 6B+K just to see how they react to it and if the person dosen't know the big bubble exists, they think the attack is just algol's monster tentacles attacking out, they run in and get hit by the bubble.

Not really useful though, just something I've done before, haha.

Tiamat is <3, great guide thus far. how indepth are you gonna get for character specific matchups?
 
as you can see there are mentions of specific characters here and there even throughout the guide so far, because certain moves (FC bubbles) are not even really worth doing in most matchups, so I felt examples were needed

I was thinking of doing character specific matchup stuff in the second post, I just haven't gotten around to doing it yet. I'll try to go as in depth as possible, starting off with Asta, Raph, and Cervantes matchups.


On another note, you'll notice I have 66BA and a "?" mark for Algol's post GI options. This is because 66BA is unblockable and does over 80 damage. However, it is unsafe if guarded, so I am hesitant to use it as a re-GI punish (in which case it will have to be delayed enough to be blockable). What do you guys think would be best for re-GI punish? I could do 22B but it feels weird for the slow move to do less damage than the fast move.
 
Very good work Tiamat... Don't forget K6 as a Far Range mixup, I like "toe-shanking" ppl and I belive it techs off of 2B+K because it hits afterward for me most of the time but thats probably just LagCalibur online, it's also fun for stopping rushdowns cause ppl are like "Did I just get toe-shanked?"... On a further note, K6 is -12 on block but can only be punish by other mid-far range fast attacks because of it's pushback so you will still have time to block, most of the time...
His 3BB doess the most Soul Damage I think, so it's good for that CF you're so close to getting... It is i19, is -16 or so on block but it has decent push-back, both hits tech trap off of some moves aswell, and the second hit is nice against people who try to punish 41236 after 3B; another Algol's B+K for ex.

Don't forget 22A techs side rolls after aB and 22B techs close back/ foward rolls and hits grounded after aB (preferably used against edges or walls after aB knockdown for 2A+B, aB ring outs...
66A+G leaves you at BT for a 2K which hits at times... or a teleport and BT B+K which is risky but very Gol...

For re-GI's I mixup with obvious throws like 66A+G (66 - closing any GI gaps), 1B with more mixups after, and an unconventional 41236B+K then BT B+K which they usually don't see coming... and either aB for an anti-re-GI etc... or 1A backdash G... the are many good options, including Bubbles...

And 66B+K "Iron Maiden Ribcage Attack" has decent techs off of it as well and ducks highs, but because of it's speed I sometimes question it's worth...

If you need any variations off of WS B 4[A+B] please PM me Tiamat and we can talk Algol... but I'm sure you've got your own...
 
If algol is getting pushed to the edge of a map and it's unsafe to go for the 66B+G launch then if i get knocked down (and am still in the ring) then i usually try to follow up with a B WR then 4B+K 8B+K and then just B+K for his back attack although thats not really needed if theyre on their way out. You need to be fairly close for it to work or the 4B+K will go past. Also if your on the max range you can do it from and the 4B+K bounces them off the ground (it can't be charged btw) then the 6B+K will take them even higher allowing you to do two B+K's for even more dmg. Dunno how useful this is but the B seems fairly quick and the combo does decent dmg.

Note: Doesn't work on other algols and certain bigger characters like Asta and Rock as they fall to the ground quicker. Not entirely sure about the small chars but it works well and can't be AC'ed out of against medium sized chars (mitsu, yun seong etc)
 
ZOMBIEBEAR666 said:
Back to edge. WS B, 8A+B is better because you don't have to rely on a 4A+B "super launch"...
33_99B, 8A+B works aswell assuming your stepping an opponent's attack to get your back to the edge and applying the RO combo...

SpongeBob: I think you have your B+K's confused with A+B (bubbles)...
And I'm pretty sure it's 66A+G...

Yeh I meant A+B
 
Hey guys I'm gonna start adding character matchups to the second post this week, maybe ill do one or two a day or something. If you want to contribute for some of the matchups crow, I'll put some of your comments in as well

P.S. Algol vs X is stupid as hell (for both of them)
 
About to get a pretty big playsession in with BLDave/Ryujin/ShardZ/Echeesekid so I'll post all my thoughts after that. :)

Expect ramblings on:
v. Kilik
v. Voldo
v. Lizardman
v. Taki
v. Cervy
 
Sounds good, I've never played Algol vs Lizardman/Voldo/Taki so that's all you.

Added Xianghua matchup to the second post.
 
V. Cervy
5/5. Cervy absolutely dominates up close, particularly v. Algol, because of 1K. 1K is Cervy's way of making you duck. +1 on hit plus it forces crouch, which removes your ability to backdash post hit. Note that DP beats ALL Cervy FC options post 1K, including FC Grab. Outside of that, however DP overall kind of blows v. Cervy because of aB. If you duck you risk eating FC A+B (80 damage + tech trap) or 3B/iGDR. Blocked 1K gives very little reward for Algol. Outside of FC A+B, Algol out damages Cervy, and Cervy really can't punish most of Algol's best stuff. Algol can punish a LOT of stuff of Cervy's with AA or better. Cervy dosen't have a reliable way past bubbles- 4[B+K] /can/ work versus bubbles but it's also very easy to bait/punish. Cervy grab game is pretty low damage outside of the FC grab, which is always a B break and I've yet to run into a player that can make the FC animation "invisible" outside of 1K setup. Algol is probably best off v. Cervy's FC A+B GC gimmicks because he can DP after the frame trap all of Cervy's mid options and TC under the inevitable 66A "mixup". If the Cervy misses the JF you can get 30% life or more depending upon how you punish, and it's not hard to tell wether you were gaurd crushed or not. Cervy CAN punish the recovery of 4[A+B] and other slower bubbles if he does a psychic 6A+K gunshot at the same time. Backdash is really important in this matchup. Cervy has a ton of frame traps (1K on hit, the jumping kick on block) that allow him to pressure Algol in close, forceing you to risk DP/GI. It's going to boil down to how well you can fend off Cervy once he gets in and pressures you, and how well you handle getting hit by 1K/blocking FC A+B, which you will. Matchup becoems a lot harder once Cervy starts blocking and punishing DP. Remember that all his damage is from mids and the crouch grab B break, and know when/how to punish him.

V. Lizardman
6/4 Algol. Bubble shield (with a 2A+B/FC A+B variant) dominates lizardman. He can't trade a strong launcher with you because of his range, and Crawl will only go under 4A+B/6A+B bubbles if he dosen't actually move or attack. This matchup is made worse by an Algol player that can spot 1[K] on reaction, which is Liz's only way outside of throws to make Algol duck. Liz also dosen't have many scary highs to discourage DP, most of his best (4B, AA) lack range. Lizardman does not get much of anything if he blocks 1A at mid/far range. Liz has to win by either getting an early life adv or getting in, getting Algol on the ground, and keeping him down with Oki.
 
I use 6B+K right so it just barley whiffs(which makes it very safe) and it has a deceptively wide hit box and is just generally hard to hit past. I had it GI'd once(lol). Its also a great end of round taunt, since its such a ridiculous move. What are the air hit properties of it? Also how is 3AA for a slow post GI mix up?
 
Someone should edit it then in the Cervy forum!

+1 is still ridiculous good since Cervy has 6K, and +1 from a fast low is an anomaly in this game, lol. 6K > everything Algol has post hit except DP.
 
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