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=Gameplay Overview= | =Gameplay Overview= | ||
Athena is a | Athena is a solid zoning / runaway character. Her fireball has nice recovery, which is nice both for pure zoning and to put pressure on your opponent by running up and poking. Her DP is not as good as you would expect from a zoning character, though. | ||
She also has great mobility with super backdashes, triangle jumps, teleports, etc. that allow for an annoying runaway game. | |||
=Combos= | =Combos= | ||
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*''corner only'' c.C, f + B, Shining Crystal Bit / Phoenix Arrow / Psycho Sword | *''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, | Doing a Shining Crystal Bit (SCB) after the command throw can take some time to master. If you are in the corner, just walk a tiny bit and do the DM. Outside of the corner it's more complicated; you have to jump towards the falling opponent and do a mid-air SCB. To make this easier, 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= | =In-depth Analysis= | ||
==Normal Throws== | ==Normal Throws== | ||
'''b or f+C''' - | '''b or f + C''' - | ||
'''b or f+D''' - | '''b or f + D''' - | ||
'''b or f or d+C/D in air''' - | '''b or f or d + C/D in air''' - | ||
==Normal Moves== | ==Normal Moves== | ||
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==Special Moves== | ==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 | '''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 / Far Standing C) 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. | ||
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 | 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 unless your opponent manages to reversal roll. | ||
'''Phoenix Arrow (In air, qcb + K)''' - | '''Phoenix Arrow (In air, qcb + K)''' - | ||
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'''Psychic Teleport (qcf + K)''' - | '''Psychic Teleport (qcf + K)''' - | ||
'''Psycho Sword (f,d,df + P)''' - | '''Psycho Sword (f,d,df + P)''' - A version has no invincibility, C version completely invincible on the first hit. Poor damage and startup hitboxes, but the last hitboxes have lots of vertical range and priority, making this move quite useful to keep the opponent zoned. | ||
Use the A version for zoning, and the C version as a reversal. | |||
'''Psycho Reflector (hcb + K)''' - | '''Psycho Reflector (hcb + K)''' - B version is a Rugal-style reflector | ||
'''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). | '''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 | Useful to mix-up, do run-up throws, reversal and to set up unblockable psycho ball loops (more on that in the strategy section). Activates the unblockable projectile bug. Can be comboed from light hits (you have to be at point-blank range, though). | ||
==Desperation Moves== | ==Desperation Moves== | ||
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'''Phoenix Fang Arrow (In air, qcf,qcf + K)''' - | '''Phoenix Fang Arrow (In air, qcf,qcf + K)''' - | ||
=Strategy= | |||
==Unblockable Psycho Ball loops== | |||
You can set up this after a Psychic Throw. While your opponent is falling down, get around half screen away and do a meaty A Psycho Ball. Then do the unblockable bug with a Psycho Teleport (B if in corner situations, D anywhere else), and Psycho Throw again while the opponent is still in hitstun. | |||
Unless your rival reversal rolls the Psycho Ball, which is rather difficult (and will still leave him at a disadvantageous position), you can repeat this forever. The timing is tricky (especially when not in the corner), but it's a powerful tool. | |||
{{Template:The King of Fighters '98: The Slugfest}} | {{Template:The King of Fighters '98: The Slugfest}} |
Revision as of 14:46, 25 June 2008
Introduction
Gameplay Overview
Athena is a solid zoning / runaway character. Her fireball has nice recovery, which is nice both for pure zoning and to put pressure on your opponent by running up and poking. Her DP is not as good as you would expect from a zoning character, though. She also has great mobility with super backdashes, triangle jumps, teleports, etc. that allow for an annoying runaway game.
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, just walk a tiny bit and do the DM. Outside of the corner it's more complicated; you have to jump towards the falling opponent and do a mid-air SCB. To make this easier, 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 / Far Standing C) 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.
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 unless your opponent manages to reversal roll.
Phoenix Arrow (In air, qcb + K) -
Psychic Teleport (qcf + K) -
Psycho Sword (f,d,df + P) - A version has no invincibility, C version completely invincible on the first hit. Poor damage and startup hitboxes, but the last hitboxes have lots of vertical range and priority, making this move quite useful to keep the opponent zoned.
Use the A version for zoning, and the C version as a reversal.
Psycho Reflector (hcb + K) - B version is a Rugal-style reflector
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 mix-up, do run-up throws, reversal and to set up unblockable psycho ball loops (more on that in the strategy section). Activates the unblockable projectile bug. Can be comboed from light hits (you have to be at point-blank range, though).
Desperation Moves
Shining Crystal Bit (hcb,hcb + P, ABCD to cancel, qcb + P for Crystal Shoot) -
Phoenix Fang Arrow (In air, qcf,qcf + K) -
Strategy
Unblockable Psycho Ball loops
You can set up this after a Psychic Throw. While your opponent is falling down, get around half screen away and do a meaty A Psycho Ball. Then do the unblockable bug with a Psycho Teleport (B if in corner situations, D anywhere else), and Psycho Throw again while the opponent is still in hitstun.
Unless your rival reversal rolls the Psycho Ball, which is rather difficult (and will still leave him at a disadvantageous position), you can repeat this forever. The timing is tricky (especially when not in the corner), but it's a powerful tool.