(→Combos) |
m (→Basic Combos) |
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==General Info== | ==General Info== | ||
Crouch height: Low<br> | Crouch height: Low<br> | ||
Jump: 4/43/1<br> | |||
Hop: 4/32/1<br> | |||
Dash: 3/10~∞/3<br> | |||
Backdash: 3/16/3<br> | |||
Wakeup: 15 frames<br> | |||
Recovery roll: 23 frames<br> | |||
{| | {| | ||
! Stand | ! Stand | ||
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| [[image:Athena02_colorD.png]] | | [[image:Athena02_colorD.png]] | ||
|} | |} | ||
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
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|align="center"| Feet invincible: F8~End | |align="center"| Feet invincible: F8~End | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 9/4/25 | |align="center"| 9/4/25 | ||
|align="center"| KD/-7 | |align="center"| KD/-7 | ||
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| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 13/7/- | |align="center"| 13/7/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
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|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
|- | |- | ||
! f+[[image:snkb.gif]] | ! f + [[image:snkb.gif]] | ||
|align="center"| 6/2(6)4/13 | |align="center"| 6/2(6)4/13 | ||
|align="center"| +3/+1 | |align="center"| +3/+1 | ||
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| Considered airborne. Cancellable into air moves on second hit. | | Considered airborne. Cancellable into air moves on second hit. | ||
|- | |- | ||
! j.d+[[image:snkb.gif]] | ! j.d + [[image:snkb.gif]] | ||
|align="center"| 5/12/2 | |align="center"| 5/12/2 | ||
|align="center"| KD/- | |align="center"| KD/- | ||
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|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
|- | |- | ||
! qcb+[[image:snka.gif]] | ! qcb + [[image:snka.gif]] | ||
|align="center"| 14/-/32 | |align="center"| 14/-/32 | ||
|align="center"| 0/-2 | |align="center"| 0/-2 | ||
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|valign="bottom" style="border-right:0px;"| [[image:Athena02_qcbA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Athena02_qcbA1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Athena02_qcbA2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Athena02_qcbA2.png|center]] | ||
|rowspan="2"| '''Psycho Ball - qcb+P''' | |rowspan="2"| '''Psycho Ball - qcb + P''' | ||
* Athena throws a projectile that hovers above ground | * Athena throws a projectile that hovers above ground | ||
* qcb+A travels slower and recovers much faster than qcb+C | * qcb + A travels slower and recovers much faster than qcb + C | ||
|- | |- | ||
! qcb+[[image:snkc.gif]] | ! qcb + [[image:snkc.gif]] | ||
|align="center"| 13/-/45 | |align="center"| 13/-/45 | ||
|align="center"| -13/-15 | |align="center"| -13/-15 | ||
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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Athena02_qcbC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Athena02_qcbC2.png|center]] | ||
|- | |- | ||
! dp+[[image:snka.gif]] | ! dp + [[image:snka.gif]] | ||
|align="center"| 1/2(1)3(1)18/20+11 | |align="center"| 1/2(1)3(1)18/20+11 | ||
|align="center"| KD/-31 | |align="center"| KD/-31 | ||
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|valign="bottom" style="border-left:0px; border-right:0px;"| [[image:Athena02_dpA2.png|center]] | |valign="bottom" style="border-left:0px; border-right:0px;"| [[image:Athena02_dpA2.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Athena02_dpA3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Athena02_dpA3.png|center]] | ||
|rowspan="6"| '''Psycho Sword - dp+P(ground,air)''' | |rowspan="6"| '''Psycho Sword - dp + P(ground,air)''' | ||
* Athena does a vertical rising attack that comes out quickly | * Athena does a vertical rising attack that comes out quickly | ||
* A version comes out faster but does less hits and doesn't rise as high as the C version | * A version comes out faster but does less hits and doesn't rise as high as the C version | ||
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* Invincibility: A: Upperbody 1f; C: 1f, Upperbody 2-3f. | * Invincibility: A: Upperbody 1f; C: 1f, Upperbody 2-3f. | ||
|- | |- | ||
! j.dp+[[image:snka.gif]] | ! j.dp + [[image:snka.gif]] | ||
|align="center"| 1/2(1)3(1)18/until land+11 | |align="center"| 1/2(1)3(1)18/until land + 11 | ||
|align="center"| KD/- | |align="center"| KD/- | ||
|align="center"| Su, Fi, Fo | |align="center"| Su, Fi, Fo | ||
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|valign="bottom" style="border-left:0px;"| [[image:Athena02_dpA3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Athena02_dpA3.png|center]] | ||
|- | |- | ||
!rowspan="2"| dp+[[image:snkc.gif]] | !rowspan="2"| dp + [[image:snkc.gif]] | ||
|rowspan="2" align="center"| 3/2*2*3*22/23+15 | |rowspan="2" align="center"| 3/2*2*3*22/23+15 | ||
|rowspan="2" align="center"| KD/-42 | |rowspan="2" align="center"| KD/-42 | ||
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|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Athena02_dpC4.png|center]] | |colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Athena02_dpC4.png|center]] | ||
|- | |- | ||
!rowspan="2"| j.dp+[[image:snkc.gif]] | !rowspan="2"| j.dp + [[image:snkc.gif]] | ||
|rowspan="2" align="center"| 3/2*2*3*22/until land+15 | |rowspan="2" align="center"| 3/2*2*3*22/until land + 15 | ||
|rowspan="2" align="center"| KD/- | |rowspan="2" align="center"| KD/- | ||
|rowspan="2" align="center"| Su, Fi, Fo | |rowspan="2" align="center"| Su, Fi, Fo | ||
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|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Athena02_dpC4.png|center]] | |colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Athena02_dpC4.png|center]] | ||
|- | |- | ||
! <br>qcf+[[image:snkb.gif]]<br><br> | ! <br>qcf + [[image:snkb.gif]]<br><br> | ||
|align="center"| 12/11/4 | |align="center"| 12/11/4 | ||
|align="center"| | |align="center"| | ||
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|align="center"| - | |align="center"| - | ||
|rowspan="2" colspan="3" | [[image:Athena02_qcfK.png|center]] | |rowspan="2" colspan="3" | [[image:Athena02_qcfK.png|center]] | ||
|rowspan="2"| '''Psycho Teleport - qcf+K''' | |rowspan="2"| '''Psycho Teleport - qcf + K''' | ||
* Athena teleports forward, where qcf+B goes a bit less than half screen while qcf+D goes full screen | * Athena teleports forward, where qcf + B goes a bit less than half screen while qcf + D goes full screen | ||
* has a long startup, where she can easily be hit out of it. The image of where she was standing when she chose to teleport, can be attack | * has a long startup, where she can easily be hit out of it. The image of where she was standing when she chose to teleport, can be attack | ||
* All but last active frame are feet invicible. Last frame is fully invincible. | * All but last active frame are feet invicible. Last frame is fully invincible. | ||
|- | |- | ||
! qcf+[[image:snkd.gif]] | ! qcf + [[image:snkd.gif]] | ||
|align="center"| 12/21/4 | |align="center"| 12/21/4 | ||
|align="center"| | |align="center"| | ||
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|align="center"| - | |align="center"| - | ||
|- | |- | ||
! qcb+[[image:snkb.gif]] | ! qcb + [[image:snkb.gif]] | ||
|align="center"| 12/[1(1)]x11,1/27 (Reflector: 11/24/27) | |align="center"| 12/[1(1)]x11,1/27 (Reflector: 11/24/27) | ||
|align="center"| KD/0 | |align="center"| KD/0 | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Athena02_qcbB.png|center]] | |colspan="3" | [[image:Athena02_qcbB.png|center]] | ||
| '''Psycho Reflector - qcb+B''' | | '''Psycho Reflector - qcb + B''' | ||
* Athena creates a barrier in front of her that reflects normal and DM projectiles | * Athena creates a barrier in front of her that reflects normal and DM projectiles | ||
* The reflector is cancelled straight to recovery if it connects or reflects, giving it very fast recovery on block. | * The reflector is cancelled straight to recovery if it connects or reflects, giving it very fast recovery on block. | ||
|- | |- | ||
! j.qcb+[[image:snkb.gif]] | ! j.qcb + [[image:snkb.gif]] | ||
|align="center"| 6/1(2)[2(2)]x∞/17 | |align="center"| 6/1(2)[2(2)]x∞/17 | ||
|align="center"| +1/-1 | |align="center"| +1/-1 | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Athena02_jqcbB.png|center]] | |colspan="3" | [[image:Athena02_jqcbB.png|center]] | ||
|rowspan="2"| '''Phoenix Arrow - qcb+K(air)''' | |rowspan="2"| '''Phoenix Arrow - qcb + K(air)''' | ||
* Athena performs a diagonal rolling attack from the air, with the B version going down at a steep 30% angle while D version is a 45% angle | * Athena performs a diagonal rolling attack from the air, with the B version going down at a steep 30% angle while D version is a 45% angle | ||
* D version does more hits and ends in a somewhat punishable (on block) high priority kick. This kick will change directions in case the opponent switched sides before it came out | * D version does more hits and ends in a somewhat punishable (on block) high priority kick. This kick will change directions in case the opponent switched sides before it came out | ||
* supercancellable on all hits, though easiest to supercancel is the last hit of the D version | * supercancellable on all hits, though easiest to supercancel is the last hit of the D version | ||
|- | |- | ||
! j.qcb+[[image:snkd.gif]] | ! j.qcb + [[image:snkd.gif]] | ||
|align="center"| 9/1(2)[2(2)]x∞(13)21/12 | |align="center"| 9/1(2)[2(2)]x∞(13)21/12 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
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|align="center"| 2/182/27 (Projectiles: 62*61*28*31) (ABCD: 58f) | |align="center"| 2/182/27 (Projectiles: 62*61*28*31) (ABCD: 58f) | ||
|align="center"| KD/- | |align="center"| KD/- | ||
|align="center"| > qcb+A, > qcb+C, > ABCD | |align="center"| > qcb + A, > qcb + C, > ABCD | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Athena02_hcbx2P.png|center]] | |rowspan="2" colspan="3" | [[image:Athena02_hcbx2P.png|center]] | ||
|rowspan="2"| '''Shining Crystal Bit - hcbx2+P(ground,air) (cancellable with ABCD)''' | |rowspan="2"| '''Shining Crystal Bit - hcbx2+P(ground,air) (cancellable with ABCD)''' | ||
* two balls of energy rotated around Athena diagonally for a few seconds or until cancelled | * two balls of energy rotated around Athena diagonally for a few seconds or until cancelled | ||
* can be cancelled with ABCD or you can throw the ball with qcb+P | * can be cancelled with ABCD or you can throw the ball with qcb + P | ||
* the cancel with ABCD has 58f (A ver.) or 64f (C ver.) of recovery and can be punished easily, though not as easily as just not cancelling at all | * the cancel with ABCD has 58f (A ver.) or 64f (C ver.) of recovery and can be punished easily, though not as easily as just not cancelling at all | ||
* has startup invincibility, one of the best anti-airs in the game<br> | * has startup invincibility, one of the best anti-airs in the game<br> | ||
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|align="center"| 2/212/36 (Projectiles: 62*61*61*28) (ABCD: 64f) | |align="center"| 2/212/36 (Projectiles: 62*61*61*28) (ABCD: 64f) | ||
|align="center"| KD/- | |align="center"| KD/- | ||
|align="center"| > qcb+A, > qcb+C, > ABCD | |align="center"| > qcb + A, > qcb + C, > ABCD | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>> qcb+[[image:snka.gif]]<br><br> | ! <br>> qcb + [[image:snka.gif]]<br><br> | ||
|align="center"| 30+0~120/-/53 | |align="center"| 30+0~120/-/53 | ||
|align="center"| KD/-20 | |align="center"| KD/-20 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Athena02_hcbx2PqcbP.png|center]] | |rowspan="2" colspan="3" | [[image:Athena02_hcbx2PqcbP.png|center]] | ||
|rowspan="2"| '''Crystal Shoot - qcb+P (can be held) (after hcbx2+P)''' | |rowspan="2"| '''Crystal Shoot - qcb + P (can be held) (after hcbx2+P)''' | ||
* the balls of energy surrounding Athena concentrate into her hand | * the balls of energy surrounding Athena concentrate into her hand | ||
* can be delayed before thrown by holding the P button | * can be delayed before thrown by holding the P button | ||
* qcb+A throws the ball horizontally, while qcb+C makes it curve upwards | * qcb + A throws the ball horizontally, while qcb + C makes it curve upwards | ||
* if the opponent rolls behind her when she is holding it, they will get hit if she releases it then | * if the opponent rolls behind her when she is holding it, they will get hit if she releases it then | ||
|- | |- | ||
! > qcb+[[image:snkc.gif]] | ! > qcb + [[image:snkc.gif]] | ||
|align="center"| 30+0~120/-/55 | |align="center"| 30+0~120/-/55 | ||
|align="center"| KD/-22 | |align="center"| KD/-22 | ||
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|colspan="9" align="center"| '''SDMs''' | |colspan="9" align="center"| '''SDMs''' | ||
|- | |- | ||
! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]] | ! hcbx2+[[image:snka.gif]] + [[image:snkc.gif]] | ||
|align="center"| 2/-(11)[1(1)1(2)]x34/24 (Projectile: 120*28*34) (ABCD: 58) | |align="center"| 2/-(11)[1(1)1(2)]x34/24 (Projectile: 120*28*34) (ABCD: 58) | ||
|align="center"| KD/- | |align="center"| KD/- | ||
|align="center"| > qcb+A, > qcb+C, > ABCD | |align="center"| > qcb + A, > qcb + C, > ABCD | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Athena02_hcbx2AC.png|center]] | |colspan="3" | [[image:Athena02_hcbx2AC.png|center]] | ||
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* Invincibility: 1-11f. | * Invincibility: 1-11f. | ||
|- | |- | ||
! <br>> qcb+[[image:snka.gif]]<br><br> | ! <br>> qcb + [[image:snka.gif]]<br><br> | ||
|align="center"| 30+0~120/-/53 (Projectile hits 3 times) | |align="center"| 30+0~120/-/53 (Projectile hits 3 times) | ||
|align="center"| KD/-19 | |align="center"| KD/-19 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3" | [[image:Athena02_hcbx2ACqcbP.png|center]] | |rowspan="2" colspan="3" | [[image:Athena02_hcbx2ACqcbP.png|center]] | ||
|rowspan="2"| '''Crystal Shoot - qcb+P (after Shining Crystal Bit SDM)''' | |rowspan="2"| '''Crystal Shoot - qcb + P (after Shining Crystal Bit SDM)''' | ||
* same properties as the DM version of Crystal Shoot, except the ball thrown is bigger, does 3 hits, and a bit more damage | * same properties as the DM version of Crystal Shoot, except the ball thrown is bigger, does 3 hits, and a bit more damage | ||
|- | |- | ||
! > qcb+[[image:snkc.gif]] | ! > qcb + [[image:snkc.gif]] | ||
|align="center"| 30+0~120/-/55 | |align="center"| 30+0~120/-/55 | ||
|align="center"| KD/-21 | |align="center"| KD/-21 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! hcb,f+[[image:snka.gif]]+[[image:snkc.gif]] | ! hcb,f + [[image:snka.gif]] + [[image:snkc.gif]] | ||
|align="center"| 7/13/14+40 | |align="center"| 7/13/14+40 | ||
|align="center"| KD/-49 | |align="center"| KD/-49 | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Athena02_hcbfAC.png|center]] | |colspan="3" | [[image:Athena02_hcbfAC.png|center]] | ||
| '''Psychic 9 - hcb,f+AC''' | | '''Psychic 9 - hcb,f + AC''' | ||
* Athena dashes forward. If the attack is blocked or the distance she dashed is too great, she will fall, leaving her wide open for a combo | * Athena dashes forward. If the attack is blocked or the distance she dashed is too great, she will fall, leaving her wide open for a combo | ||
* if she connects, you must input a sequence of button presses every time she attacks the opponent. The input should be started after the second hit: A, B, C, A, B, C, D, followup | * if she connects, you must input a sequence of button presses every time she attacks the opponent. The input should be started after the second hit: A, B, C, A, B, C, D, followup | ||
* Invincibility: Complete startup, first 14 frames of recovery. | * Invincibility: Complete startup, first 14 frames of recovery. | ||
|- | |- | ||
! qcf+[[image:punch.gif]] | ! qcf + [[image:punch.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| | |colspan="3"| | ||
| '''Sailor Finish - qcf+P (after hcb,f+AC)''' | | '''Sailor Finish - qcf + P (after hcb,f + AC)''' | ||
* hard knockdown | * hard knockdown | ||
* does the same amount of damage as Fire Sword Finish | * does the same amount of damage as Fire Sword Finish | ||
|- | |- | ||
! hcb+[[image:kick.gif]] | ! hcb + [[image:kick.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| | |colspan="3"| | ||
| '''Fire Sword Finish - hcb+K (after hcb,f+AC)''' | | '''Fire Sword Finish - hcb + K (after hcb,f + AC)''' | ||
* does the same amount of damage as Sailor Finish | * does the same amount of damage as Sailor Finish | ||
|- | |- | ||
! dp+[[image:punch.gif]] | ! dp + [[image:punch.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| | |colspan="3"| | ||
| '''Psycho Finish - dp+P (after hcb,f+AC)''' | | '''Psycho Finish - dp + P (after hcb,f + AC)''' | ||
* does more damage than Sailor Finish or Fire Sword Finish | * does more damage than Sailor Finish or Fire Sword Finish | ||
|- | |- | ||
|colspan="9" align="center"| '''HSDM''' | |colspan="9" align="center"| '''HSDM''' | ||
|- | |- | ||
! qcf+[[image:snka.gif]]+[[image:snkb.gif]]+[[image:snkc.gif]]+[[image:snkd.gif]] | ! qcf + [[image:snka.gif]] + [[image:snkb.gif]] + [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 7/13/14+40 | |align="center"| 7/13/14+40 | ||
|align="center"| KD/-49 | |align="center"| KD/-49 | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Athena02_hcbfAC.png|center]] | |colspan="3" | [[image:Athena02_hcbfAC.png|center]] | ||
| '''Psycho Medley - qcf+ABCD''' | | '''Psycho Medley - qcf + ABCD''' | ||
* same properties as Psychic 9, except different sequences need to be input for her followups: D, C, B, D, C, B, A, followup | * same properties as Psychic 9, except different sequences need to be input for her followups: D, C, B, D, C, B, A, followup | ||
* Invincibility: Complete startup, first 14 frames of recovery. | * Invincibility: Complete startup, first 14 frames of recovery. | ||
|- | |- | ||
! > qcf+[[image:snka.gif]]+[[image:snkb.gif]] | ! > qcf + [[image:snka.gif]] + [[image:snkb.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| | |colspan="3"| | ||
| '''Healing Athena - qcf+AB (after qcf+ABCD)''' | | '''Healing Athena - qcf + AB (after qcf + ABCD)''' | ||
* recovers about 1/3 of a life bar of health, but does no damage | * recovers about 1/3 of a life bar of health, but does no damage | ||
* hard knockdown | * hard knockdown | ||
|- | |- | ||
! > qcf+[[image:snkb.gif]]+[[image:snkc.gif]] | ! > qcf + [[image:snkb.gif]] + [[image:snkc.gif]] | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| | |colspan="3"| | ||
| '''Momoiro Gatame - qcf+BC (after Psycho Medley)''' | | '''Momoiro Gatame - qcf + BC (after Psycho Medley)''' | ||
* does about the same damage as a crouch D would, so unless this is going to kill the opponent, it is probably a better idea to use Healing Athena instead | * does about the same damage as a crouch D would, so unless this is going to kill the opponent, it is probably a better idea to use Healing Athena instead | ||
|} | |} | ||
===Notes=== | ==Short Movelis== | ||
* | |||
* CD is cancellable into specials and DMs | * f + B | ||
* | * air d + B (Overhead.) | ||
* Air throw. | |||
* Triangle jump. | |||
* dp + P | |||
* air dp + P | |||
* qcb + P | |||
* qcf + K (Teleport.) | |||
* qcb + B (Reflect projectiles.) | |||
* air qcb + K | |||
* DM air qcf qcf + K | |||
* DM hcb hcb + P (May be done in the air.) | |||
** ABCD (Cancel.) | |||
** qcb + P (May charge.) | |||
* SDM hcb hcb + AC (May be done in the air.) | |||
** ABCD (Cancel.) | |||
** qcb + P (May charge.) | |||
* SDM hcb f + AC | |||
** A B C A B C D | |||
*** dp + P | |||
**** Any special. (But nothing will combo.) | |||
*** hcb + K | |||
*** qcf + P | |||
* HSDM qcf + ABCD | |||
** D C B D C B A | |||
*** qcf + AB | |||
*** qcf + BC (Does zero damage, but heals Athena.) | |||
==Notes== | |||
===Cancellable moves=== | |||
* Close: A, B, C, D | |||
* Far: A, B | |||
* Crouch: A, B, C | |||
* Jump: A (Not vertical high jump.), C (Only high.) | |||
* CD is cancellable into specials and DMs. | |||
* j.CD is cancellable into command moves, specials and DMs. | |||
* f + B (2) is cancellable (on air attacks). | |||
* air d + B is cancellable (on air attacks). But as it causes knockdown, you can only combo on a counterhit. | |||
===Super cancellable moves=== | |||
* dp + P | |||
* air dp + P | |||
* air qcb + K | |||
===Free cancellable into moves=== | |||
* '''dp + P''' | |||
* '''air dp + P''' | |||
* qcf + K | |||
* qcb + B | |||
* '''air qcb + K''' | |||
=== Free cancellable out-of moves=== | |||
* f + B (1) | |||
* '''dp + P''' | |||
* '''air dp + P''' | |||
* '''air qcb + K''' | |||
===Moves with Invincibility=== | |||
* st.D (Feet: startup (last part) & active & recovery.) | |||
* j.C (Full: recovery.) | |||
* dp + A (Upper: startup.) | |||
* dp + C (Full: startup (1st part). Upper: startup.) | |||
* air dp + A (Upper: startup.) | |||
* air dp + C (Full: startup (1st part). Upper: startup.) | |||
* qcf + K (Full: active (last part). Feet: active.) | |||
* DM air qcf qcf + P (Full: startup (1st part).) | |||
* DM hcb hcb + P (Full: startup & active (1st part).) | |||
* DM air hcb hcb + P (Full: startup & active (1st part).) | |||
* SDM hcb hcb + AC (Full: startup & active (1st part).) | |||
* SDM air hcb hcb + AC (Full: startup & active (1st part).) | |||
* SDM hcb f + AC (Full: startup & recovery (1st part).) | |||
* HSDM qcf + ABCD (Full: startup & recovery (1st part).) | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
* Air throw is a hard knockdown | * Air throw is a hard knockdown | ||
==Combos== | ==Combos== | ||
''' | ===Basic Combos=== | ||
* cl.C / cr.C > | |||
2. | ** f + B (2) | ||
*** (S)DM air hcb hcb + P/AC (Corner) [32%/??%] {1 stock/Max Mode + 1 stock} | |||
*** '''air dp + A [28%]''' >> | |||
**** '''(S)DM hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}''' | |||
*** air dp + C (Corner) [30%] >> | |||
**** (S)DM air hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks} | |||
*** '''air qcb + D (Corner) [31%] >>''' | |||
**** '''(S)DM hcb hcb + P/AC [55%/??%] {2 stocks/Max Mode + 2 stocks}''' | |||
** qcb + C [20%] | |||
** dp + C [23%] | |||
** SDM hcb f + AC > [followup] {Max Mode + 1 stock} | |||
** HSDM qcf + ABCD > [followup] {Max Mode + 1 stock} | |||
* cr.B x 2 > | |||
** dp + C | |||
** SDM hcb f + AC > [followup] {Max Mode + 1 stock} | |||
** HSDM qcf + ABCD > [followup] {Max Mode + 1 stock} | |||
* cr.B > | |||
** '''f + B > ...''' | |||
** (S)DM hcb hcb + P/AC (Point blank.) {1 stock/Max Mode + 1 stock} | |||
* Very close or corner: ... dp + C (1-6) >> (S)DM air hcb hcb + P/AC [+17%/+??%] {2 stocks/Max Mode + 2 stocks} | |||
* j.A > | |||
** air qcb + B {15%} | |||
** DM air qcf qcf + D {30%} {1 stock} | |||
===Max Mode=== | |||
* st.D >> BC, run, st.D >> | |||
** SDM hcb f + AC > [followup] {50+%} | |||
** HSDM qcf + ABCD > [followup] | |||
* cr.B, cr.A >> BC, cr.C > | |||
** SDM hcb f + AC > [followup] {50+%} | |||
** HSDM qcf + ABCD > [followup] {50-70%} | |||
===Combos Notes=== | |||
* The dp + P finisher of SDM hcb f + AC, deals more damage than the other two. | |||
* Weak attack > f + B will combo only if you are very close and the first hit of f + B connect. | |||
* On hard attack > f + B, the first hit of f + B will almost always miss, but the second hit will combo (even if you are not very close). | |||
==Strategies== | |||
* Use your Psycho Ball (qcb + P) at far distance and your teleport (qcf + K) if your opponent if close | |||
* Psycho Sword (dp + P) is an excellent anti air, also its an aereal optional move, you can make instant air move with uf dp + P | |||
* B Phoenix Arrow (air qcb + B) is a great follow up after f + B (2). D version its riskful. | |||
* Psycho Reflector (qcb + B) its useful for reflect projectiles. | |||
'' | * Psychic 9 (SDM hcb f + AC) and Psycho Medley (HSDM qcf + ABCD) are strictful timming DMs, don't use it if you don't dominate it, well, a good timming trick its to bring the sequence after the first hit of those DMs. | ||
{{Template:The King of Fighters 2002}} | {{Template:The King of Fighters 2002}} | ||
[[Category:The King of Fighters 2002]] | [[Category:The King of Fighters 2002]] |
Latest revision as of 22:07, 24 October 2021
General Info
Crouch height: Low
Jump: 4/43/1
Hop: 4/32/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 15 frames
Recovery roll: 23 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelis
- f + B
- air d + B (Overhead.)
- Air throw.
- Triangle jump.
- dp + P
- air dp + P
- qcb + P
- qcf + K (Teleport.)
- qcb + B (Reflect projectiles.)
- air qcb + K
- DM air qcf qcf + K
- DM hcb hcb + P (May be done in the air.)
- ABCD (Cancel.)
- qcb + P (May charge.)
- SDM hcb hcb + AC (May be done in the air.)
- ABCD (Cancel.)
- qcb + P (May charge.)
- SDM hcb f + AC
- A B C A B C D
- dp + P
- Any special. (But nothing will combo.)
- hcb + K
- qcf + P
- dp + P
- A B C A B C D
- HSDM qcf + ABCD
- D C B D C B A
- qcf + AB
- qcf + BC (Does zero damage, but heals Athena.)
- D C B D C B A
Notes
Cancellable moves
- Close: A, B, C, D
- Far: A, B
- Crouch: A, B, C
- Jump: A (Not vertical high jump.), C (Only high.)
- CD is cancellable into specials and DMs.
- j.CD is cancellable into command moves, specials and DMs.
- f + B (2) is cancellable (on air attacks).
- air d + B is cancellable (on air attacks). But as it causes knockdown, you can only combo on a counterhit.
Super cancellable moves
- dp + P
- air dp + P
- air qcb + K
Free cancellable into moves
- dp + P
- air dp + P
- qcf + K
- qcb + B
- air qcb + K
Free cancellable out-of moves
- f + B (1)
- dp + P
- air dp + P
- air qcb + K
Moves with Invincibility
- st.D (Feet: startup (last part) & active & recovery.)
- j.C (Full: recovery.)
- dp + A (Upper: startup.)
- dp + C (Full: startup (1st part). Upper: startup.)
- air dp + A (Upper: startup.)
- air dp + C (Full: startup (1st part). Upper: startup.)
- qcf + K (Full: active (last part). Feet: active.)
- DM air qcf qcf + P (Full: startup (1st part).)
- DM hcb hcb + P (Full: startup & active (1st part).)
- DM air hcb hcb + P (Full: startup & active (1st part).)
- SDM hcb hcb + AC (Full: startup & active (1st part).)
- SDM air hcb hcb + AC (Full: startup & active (1st part).)
- SDM hcb f + AC (Full: startup & recovery (1st part).)
- HSDM qcf + ABCD (Full: startup & recovery (1st part).)
Moves with autoguard
(none)
Other Notes
- Air throw is a hard knockdown
Combos
Basic Combos
- cl.C / cr.C >
- f + B (2)
- (S)DM air hcb hcb + P/AC (Corner) [32%/??%] {1 stock/Max Mode + 1 stock}
- air dp + A [28%] >>
- (S)DM hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}
- air dp + C (Corner) [30%] >>
- (S)DM air hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}
- air qcb + D (Corner) [31%] >>
- (S)DM hcb hcb + P/AC [55%/??%] {2 stocks/Max Mode + 2 stocks}
- qcb + C [20%]
- dp + C [23%]
- SDM hcb f + AC > [followup] {Max Mode + 1 stock}
- HSDM qcf + ABCD > [followup] {Max Mode + 1 stock}
- f + B (2)
- cr.B x 2 >
- dp + C
- SDM hcb f + AC > [followup] {Max Mode + 1 stock}
- HSDM qcf + ABCD > [followup] {Max Mode + 1 stock}
- cr.B >
- f + B > ...
- (S)DM hcb hcb + P/AC (Point blank.) {1 stock/Max Mode + 1 stock}
- Very close or corner: ... dp + C (1-6) >> (S)DM air hcb hcb + P/AC [+17%/+??%] {2 stocks/Max Mode + 2 stocks}
- j.A >
- air qcb + B {15%}
- DM air qcf qcf + D {30%} {1 stock}
Max Mode
- st.D >> BC, run, st.D >>
- SDM hcb f + AC > [followup] {50+%}
- HSDM qcf + ABCD > [followup]
- cr.B, cr.A >> BC, cr.C >
- SDM hcb f + AC > [followup] {50+%}
- HSDM qcf + ABCD > [followup] {50-70%}
Combos Notes
- The dp + P finisher of SDM hcb f + AC, deals more damage than the other two.
- Weak attack > f + B will combo only if you are very close and the first hit of f + B connect.
- On hard attack > f + B, the first hit of f + B will almost always miss, but the second hit will combo (even if you are not very close).
Strategies
- Use your Psycho Ball (qcb + P) at far distance and your teleport (qcf + K) if your opponent if close
- Psycho Sword (dp + P) is an excellent anti air, also its an aereal optional move, you can make instant air move with uf dp + P
- B Phoenix Arrow (air qcb + B) is a great follow up after f + B (2). D version its riskful.
- Psycho Reflector (qcb + B) its useful for reflect projectiles.
- Psychic 9 (SDM hcb f + AC) and Psycho Medley (HSDM qcf + ABCD) are strictful timming DMs, don't use it if you don't dominate it, well, a good timming trick its to bring the sequence after the first hit of those DMs.