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Revision as of 03:45, 3 October 2013
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
DMs
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
- can be cancelled with ABCD or you can throw the ball with qcb+P
- the cancel with ABCD has some recovery time 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
- can hit low sometimes
2a. Crystal Shoot - qcb+P (can be held) (after hcbx2+P)
- the balls of energy surrounding Athena concentrate into her hand
- can be delayed before thrown by holding the P button
- 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
SDMs
1. Shining Crystal Bit - hcbx2+AC(ground,air) (cancellable with ABCD)
- same properties as the DM version, except slightly more damage and less vulnerable hitbox due to the energy surronding her body
1a. 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
2. 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
- 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
2a. Sailor Finish - qcf+P (after hcb f+AC)
- hard knockdown
- does the same amount of damage as Fire Sword Finish
2b. Fire Sword Finish - hcb+K (after hcb f+AC)
- does the same amount of damage as Sailor Finish
2c. Psycho Finish - dp+P (after hcb f+AC)
- does more damage than Sailor Finish or Fire Sword Finish
HSDMs
1. 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
1a. Healing Athena - D, C, B, D, C, B, A, qcf+AB (after qcf+ABCD)
- recovers about 1/3 of a life bar of health, but does no damage
- hard knockdown
1b. Momoiro Gatame - D, C, B, D, C, B, A, 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
Notes
- cancellable normals are far A, crouch A, close B, far B, crouch B, close C, crouch C, close D, jump A(not vertical high jump), high jump C
- CD is cancellable into specials and DMs
- she has the ability to wall jump by pressing uf when she has jumped towards a wall
- Air throw is a hard knockdown