This is a pretty facile argument. The first thing to take note of is that Algol doesn't actually have any true touch of death combos–in order to do 240+ in one combo he needs 2 full bars and a combination of clean hits, opponent ukemis (not necessarily tech traps, but situations where tech or no tech the combo is guaranteed* but does more damage when the opponent ukemis), damage bonuses on the initial hit (CH, side/back hits, etc), and/or the opponent running face first into a cloud of bubbles (training mode stuff).For Algol, as I said: because of 1-hit kills. He can usually end a round if he gets a guard burst too, as many allow 44B combos. Algol players often complain about needing meter - I guess Viola should complain about needing meter too? Compared to Viola he has linearity problems, but far better options at range. They are both off the scale in terms of risk/reward in this game.
Don't mistake this as a defense of 220 damage combos–him being able to break guard, do one combo, and do a 50/50 demon flip for death against a formerly full-health opponent is pretty retarded. We could delve into the merits and downsides of a 92% midscreen combo after a guard burst relative to forcing a ringout condition, bursting them, and taking the RO (something Algol is also pretty good at thanks to 66A and 3B BE, but again, nothing compared to what Viola is capable of), but that's a slippery slope of if's, and's, apples, and oranges that I'd rather not get into unless absolutely necessary.
*Excepting ukemi JG and extenuating circumstances.
Secondly, the point you make about meter is similarly myopic and fails to address the key differences between Algol and Viola, specifically the retarded amounts of meter Viola gains back from her combos, as well as the larger amounts of damage gained pro rata to her meter expenditure. It's silly to directly compare something like a 6B+K setup and 44B, but just for the purpose of demonstrating the damage disparity between the two characters:
Set 6B+K → 3K combos for 108, 172, 215, 242 (dead), and 267 (ultradead) for 0, 1, 2, 3, and 4 BEs, respectively versus
44B combos for 88, 133, 162, 197, and 220 damage for 0, 1, 2, 3, and 4 BEs, respectively.
Lastly and most importantly, basing tier placements on nothing but damage and a barebones appraisal of risk/reward based on the far-too-often-touted "you deal this much damage on hit vs. you take this much damage when blocked" definition is asinine. Is Algol high tier? Of course. Is he Viola tier? Absolutely not.
P.S.: You're still wrong about Pat B+K being "not too bad on whiff", despite your insistence otherwise.