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
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