Algol Top 10 moves, now with 100% bubbles.

22B only gives +1 on block so you can only really frametrap with 2A against very fast characters. 2K could work well at these frames too

6K[K] is kinda cool because if first hit connects on normal hit they must block the guard break, and if connects on CH the second hit will be guaranteed.

6BBB is kinda crappy since it's unsafe and hard to hit confirm. doesn't give you a bubble or good tech trap after the stun on the 3rd hit either
 
I'm not sure, you should check the thread with Sacharja's list.

On paper Algol looks very strong at CF but in practice I feel he's lacking. Mixups > CF so you should kill them before you can CF them anyway almost all the time.


You could play a different style algol to focus on CF but CF is something that is more hit or miss to base your game on. Mixups are more solid.
 
Tiamat is 100% right. Algol's main CF stuff is all on completely different moves then stuff you'd use to mixup/kill your enemy, especially now that 33B is unsafe. The reason chars like Voldo/Yun/Sophie are so good at CF is that their strongest CF tools are things they should be using anyways regardless of whether they are trying to CF you or not. If Voldo's 3BB were unsafe do you think they'd be whoreing it out for CFs? Absolutely not, haha.

So many of the CF moves Algol has are just mega unsafe or moves that totally blow in the first place. The major exceptions to this are 2B+K and 1B, but 1B, that's pretty steppable and tends to whiff crouchers at it's tip range. He's got nothing like Yun 6B, Sophie... everything, Voldo 3B, stuff he can EASILY make the enemy block and he either still gets a mixup (Yun-> Crane/GC Mixup, Sophie lol, Voldo 3BB/3B 1K mixup versus step/GI)

2B+K is definitely the move I start using a LOT if I want to go for a CF. It's also a pretty good 623B setup.
 
2B+K is certainly the way to go. 22/88A is decent as well, just very slow to come out. In both cases a backstep G is difficult/impossible for the opponent to punish if blocked.

1B has good CF on paper but it's -10 on block so the opponent can apply strong frametraps against Algol for trying to do anything but block (or GI depending on how slow their move is). This means you're not gonna be able to make them block again for a bit, especially if you get knocked down by their mixup, as this will give their gauge some time to recover.
 
I wouldn't use 6BBB for punishment when I get more damage/reward off of the faster AA, not to mention 6BB's piss poor range. 6BBB is a tool I've been using a lot lately, though, since 6BBB is High/mid/mid and the final hit is surprisingly safe versus a lot of characters in SC4. It's kind of a low risk but steppable CH alternative to 6AAB, which I also throw out a lot lately since a lot of people are not familiar with the third hit.
 
6BBB gets me nowhere. doesnt lead to anything at all.

2B+K is where its at. use it against ppl that like to crouch grabs.

1B rapes.

6K[K] is good if they too close for comfort.

2A+K[A+B] is superb for okizeme. dunno why noone mentioned this
 
6BBB is good punish for sieg's 3 because it will CH if he tries to attack after it iirc

generally I don't like it though

currently working on a guide for algol btw, should be done by this weekend
 
lookin forward to that guide tiamat. might as well just spill the beans on all of algols tricks since the sc community cant handle him.

btw how unsafe is aB? its a bad habit but i tend to throw it out in the open and it seems to work well at mid distance. i usually backdash to lure them in and then aB in their face. if i see a slight frame of movement from them than i just use the move. fast and seems like its hard to sidestep as well.

dunno, i just like the knockdown where i can apply ground game shit. 2B+K ,throw mixups, and 2A+K[A+B] if they roll or sleep.
 
aB isn't that unsafe but it's not really worth using unless you're fighting kilik or hilde (it's good for beating their auto GIs)

-14 maybe
 
its a good move to pull out if the other player is near the edge. wait for them to make a move and then backdash and aB to ring them out.

also is 2A uninterruptable to most attacks after a 1A hit? i know 1A gives negative frames on hit but not alot of ppl can intterupt 2A afterwards.
 
aB isn't that unsafe but it's not really worth using unless you're fighting kilik or hilde (it's good for beating their auto GIs)

-14 maybe

It counts as a body attack? I didn't know that, lol.

Edit: About 6BBB: For what it's worth, it's i15... thought AA gives more advantage, for slightly less damage (If used as a punisher).
 
I was very happy when I found out it is a body attack, makes it very useful in those matchups.
 
I take back any good things I said about 6BBB- turns out it's -16 now as opposed to -13. Guess it was broken or something. *eyeroll*

Also, 623ABK, if the B is ever blocked, THEY CAN NOT GI OR STEP the K it seems like. I sat in practice mode trying to GI that shit forever, but it's so damn hard because you have to recover from BT first. Sophie AA seems to be able to interrupt the B though. Can step the B too, but since the 623 A is already safe and they risk stepping, they pretty much set themselves up for BT mixups.
 
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