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! <br>qcb+[[image:snka.gif]]<br><br> | ! <br>> qcb+[[image:snka.gif]]<br><br> | ||
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* 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 | ||
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! qcb+[[image:snkc.gif]] | ! > qcb+[[image:snkc.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
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== | |colspan="9" align="center"| '''SDMs''' | ||
|- | |||
! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]] | |||
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|colspan="3" | [[image:Athena02_hcbx2AC.png|center]] | |||
| '''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 | * same properties as the DM version, except slightly more damage and less vulnerable hitbox due to the energy surronding her body | ||
|- | |||
! <br>> qcb+[[image:snka.gif]]<br><br> | |||
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|rowspan="2" colspan="3" | [[image:Athena02_hcbx2ACqcbP.png|center]] | |||
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! > qcb+[[image:snkc.gif]] | |||
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|- | |||
! hcb,f+[[image:snka.gif]]+[[image:snkc.gif]] | |||
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|colspan="3" | [[image:Athena02_hcbfAC.png|center]] | |||
| '''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 | ||
|- | |||
! qcf+[[image:punch.gif]] | |||
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| '''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]] | |||
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| | |||
| '''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 | ||
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! dp+[[image:punch.gif]] | |||
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| | |||
| '''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 | ||
|} | |||
===HSDMs=== | ===HSDMs=== | ||
Revision as of 04:04, 3 October 2013
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
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