At range against Algol you should be doing 3 things, stepping his bubles, watching for 1A (ranged low), and keeping an eye out for his QI A... If you think about it, (what do his bubbles really do?) It boils down to a ranged attack that stops rushdown, can be used as an anti-air move, juggles opponents in combos, and generates frame advantage by making moves that hit before the bubble safe or in some cases, after the buuble hits into a combo... When the bubbles get parried back, all this is working for you... The best time to GI bubbles is either out of range of Algol's 1A, or at the time Algol throws out an attack (either BB/ 1B/ or 1A) and bubbles just happen to be around... When Algol shoots a slow bubble the property of the bubble changes it into a Vertical attack, otherwise bubbles are Horizontal (90% sure)... Kilik can use 66A and 4 against Algol at range as well as 11A...
Good Algols will seldom use bubbles (most likely either after they knock you down or as a projectile type poke for anti-air and spacing, to be able to react to spacing pressure applied by the opponent... Algol's back dash is left as the problem for players, being able to step as far back as Nightmare's back dash + B+K~NSS all in just one dash... But against ranged characters like Kilik, Algol is locked in using it except at appropriate times... Kilik can 6B, 3A, 2A, iWR A, 1B, iFC 3B, 33A, 22A, 6K, A+K, and 6B+K to stop Algol's back dash at close-mid range, and use 4, 66A, and 11A at far range (with those moves already stopping bubbles, esp. 11A)... And, now that Algol's Bubbles and Back Dash are worked just look at his tools... Without Bubbles and Back Dash what does Algol have in his favor:
1. B*BB (mid range/ good tracking for a vertical/ poke)
2. A*AA (fast high/ mid range/ fastest step catch and poke)
3. 1A (long range/ step catch/ this move does not TC)
4. 3B (mid~long range/ high damage punisher/ fear advantage on first hit/ does TC/ tracks left)
5. 1B (long range/ TC/ staple combo starter)
6. 1K (fast low poke/ on CH is a staple combo starter/ +0 on hit)
7. k6 (vertical attack/ safe spacing tool with good pushback/ mid~long range)
8. FC 3B (TC [1-15]/ fast (i15)/ safe and might be a body attack)
9. 2B+K (high damage main poke/ KND on hit/ good SCD)
10. 2A*FC 2A (standard SC4 2A attack)
11. WR B (high damage bubble combo launcher/ i19 mid speed/ safe (-9 on grd))
12. 33B ("king combo" launcher/ slow/ tracks left/ does TC/ X-tier punishable)
13. 66A (mid~long range step catcher/ TC/ fast attack (i17)/ KND on hit)
14. 623A (see 66A)
15. QI A (super long range step catch/ 100% tracing I believe/ +2 on grd/ TJ)
16. QI B (super long range vertical attack/ 80~90% tracking/ safe anti-air attack throw/ TJ)
17. QI K (super long range slide kick/ has the least amount of tracking of the 3 moves/ Low Attack/ TJ)
18. 623B (auto-repel attack/ big GI window [2-14]/ initial hit is super slow (i31~i32)/ TC's early/ TJ's after initial hit follows through/ very unsafe (-22 on grd))
19. 3K (fast mid kick poke/ safe/ close range attack)
20. 2K (fast close range low/ good poke/ advantage on CH/ Algol ~FC)
21. 2A+K (slow low kick/ shoots bubble on hit/ bubble catches tech launching opponents for a combo/ the bubble makes it safe)
22. 4B*4B(on hit)A+B (shoots bubble on hit or grd/ actually generates adavantage for Algol on grd/ mid~slow speed high poke/ spacing tool)
This is Algol's arsenal, lets seprate it by range since thats how you're probably going to deal with him:
Long Range - QI A/ QI B/ QI K/ 1A/ 1B/ 66A/ 623A
Mid~Long Range - 3B/ k6/ 33B
Mid Range - B/ BB/ A/ AA/ 623B/ WR B/ FC 3B/ 2A+K/ 4B/ 2B+K
Close Range - 2K/ 3K/ 2A/ FC 2A/ 1K/ Throw