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'''Psycho Reflector (hcb + K)''' - | '''Psycho Reflector (hcb + K)''' - | ||
'''Psychic Throw (hcf + P)''' - A command throw that puts the opponent in a 'launched' state. The fall is unrollable, and has invincibility at startup. The move itself only deals damage if you let the enemy touch the floor. | '''Psychic Throw (hcf + P)''' - A command throw that puts the opponent in a 'launched' state. The fall is unrollable, and has invincibility at startup. The move itself only deals damage if you let the enemy touch the floor, which means that you can enter in MAX mode before he lands to get the damage bonus for it (and for the unblockable Psycho Ball that will follow). | ||
Useful to combo a Shining Crystal Bit or set up a guaranteed unblockable Psycho Ball as they get up from the fall. Activates the unblockable projectile bug. | Useful to combo a Shining Crystal Bit or set up a guaranteed unblockable Psycho Ball as they get up from the fall. Activates the unblockable projectile bug. |
Revision as of 20:38, 31 January 2008
Introduction
Gameplay Overview
Athena is a powerful zoning / runaway character. Not 2k2 powerful, but she still has the tools to ruin anyone's day. While she's not good in the combo front, she does require some execution to do some highly useful stuff, so she may not be the best pick for a beginner.
Combos
Athena isn't very combo friendly. She does have some stuff a good Athena player needs to do, though
- hcf + P, Shining Crystal Bit
- corner only c.C, f + B, Shining Crystal Bit / Phoenix Arrow / Psycho Sword
Doing a Shining Crystal Bit (SCB) after the command throw can take some time to master. If you are in the corner, it's not that hard; just walk a tiny bit and do the DM. Outside of the corner it's more complicated, though. You will always have to jump towards the falling opponent and do a mid-air SCB. I'd suggest you to start doing uf during the throw animation, and do hcb x 2 from that position as soon as you see she's starting to jump.
In-depth Analysis
Normal Throws
b or f+C -
b or f+D -
b or f or d+C/D in air -
Normal Moves
Standing B -
Standing C -
Standing D -
Close C -
Close D -
Crouching A -
Crouching C -
Jumping C -
Jumping D -
Standing CD -
Jumping CD -
Command Normals
f + B -
In air, b + B -
Special Moves
Psycho Ball (qcb + P) - A version comes out faster and travels slowly, C is the opposite. You recover fast from the A version, which is ideal to keep an opponent in the corner and punish attempts to escape via air (Psycho Sword / Shining Crystal Bit), roll (Psycho Throw) or retaliation (Far Standing C). You can also use it to gain positional advantage (running or teleporting) and push your opponent to the corner, the place where Athena becomes more dangerous.
If you get long jumped over an A Psycho Ball, respond with Shining Crystal Bit.
Another great property of this move is that you can make it unblockable by doing hcf + P or the teleport just when your opponent is about to block it. After a knock down, this means free damage in your favor.
Phoenix Arrow (In air, qcb + K) -
Psychic Teleport (qcf + K) -
Psycho Sword (f,d,df + P) -
Psycho Reflector (hcb + K) -
Psychic Throw (hcf + P) - A command throw that puts the opponent in a 'launched' state. The fall is unrollable, and has invincibility at startup. The move itself only deals damage if you let the enemy touch the floor, which means that you can enter in MAX mode before he lands to get the damage bonus for it (and for the unblockable Psycho Ball that will follow).
Useful to combo a Shining Crystal Bit or set up a guaranteed unblockable Psycho Ball as they get up from the fall. Activates the unblockable projectile bug.
Desperation Moves
Shining Crystal Bit (hcb,hcb + P, ABCD to cancel, qcb + P for Crystal Shoot) -
Phoenix Fang Arrow (In air, qcf,qcf + K) -