The King of Fighters '98/Athena

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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) - You will be using mostly the A version; it comes out fast and travels very slowly. A great projectile that leaves you free to move towards your opponent to either gain space and corner him, prevent any roll or jump attempts via command throw or Phoenix Arrow, or apply pressure with standing C / c.s. C. If your opponent tries to do a long jump to anticipate your Psycho Ball, a good Shining Crystal Bit will put him in his place.

A cornered opponent can have a very hard time getting out of Athena's A Psycho Balls, since she recovers very fast from this move, leaving her free to punish escape attempts. Far standing C adds to this corner pressure, and will combo if the Psycho Ball connects.

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.

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) -


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