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** f + B (2) | ** f + B (2) | ||
*** (S)DM air hcb hcb + P/AC (Corner) [32%/??%] {1 stock/Max Mode + 1 stock} | *** (S)DM air hcb hcb + P/AC (Corner) [32%/??%] {1 stock/Max Mode + 1 stock} | ||
*** '''air dp + A [28%]''' | *** '''air dp + A [28%]''' >> | ||
**** '''(S)DM hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}''' | |||
*** air dp + C (Corner) [30%] >> | *** air dp + C (Corner) [30%] >> | ||
**** (S)DM air hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks} | **** (S)DM air hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks} |
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.