Capcom vs SNK 2/Athena

From SuperCombo Wiki

Introduction

File:Portrait CVS2 Athena.png


Athena's CvS2 incarnation is more or less of a mix-up type of character, that relies heavily on gimmicks and zoning. She has no reliable way to land any of her supers, so she has no real way to do the damage the other top tier characters can do easily. Therefore, her real main threat would be to use her fireball to zone, incredibly good crouching fierce to poke, and shut down options.

Athena players need to be patient, and find gaps in their opponent's playstyle to get in and start mix ups. Once the person is afraid of your strong pokes, then you can get in some reliable mixups/pressure.

Her main grooves that are played are, A (being the best), S, and N(Not too common, good battery though.)

Moves List

Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Close y y y +7 +7 3 4 5 200
Far y y y +3 +3 2 4 10 200
Crouching y y y +4 +4 3 4 9 200
Jumping - y y - - 5 23 - 400
Strong Close n y y +9 +9 3 5 8 700
Far n n y +0 +0 6 8 14 700
Crouching n y y +1 +1 5 2 17 700
Jumping - y y - - 7 6? - 700
Fierce Close n y y +1 +1 8 4 21 1100
Far n n n +3 +3 8 4 19 1200
Crouching n n y +1 +1 5 8 17 1200
Jumping - y y - - 6 6 - 1000
Short Close n y y +4 +4 4 6 7 500
Far n n y -3 -3 6 6 14 400
Crouching y y y +6 +6 3 5 6 200
Jumping - n y - - 6 20 - 500
Forward Close n y y +5 +5 5 8 9 800
Far n n y -2 -2 6 4 20 700
Crouching n n n +3 +3 8 8 11 800
Jumping - n y - - 6 8 - 700
Roundhouse Close n y y +3 +3 5 8 15 1100
Far n n n -2 -2 9 4 22 1100
Crouching n n y down -14 8 4 34 1000
Jumping - n n - - 8 6 - 1100
Command Normals
f+Forward n/n n/n y/n down -7 6 3(9)3 24 400+500
(air) d+Forward n n n Down - 8 20 - 800

Special Moves

Psycho Ball

Qcb.png + P

Version Startup Active Recovery Hit/Block Damage
Jab.gif 15 N/A 46 -9/-9 700
Strong.gif 16 N/A 45 -8/-8 800
Fierce.gif 17 N/A 44 -7/-7 900


- Notes: This is her Fireball. The fireball is big and the speed of the Light Punch version is her best one from full screen. While recovery is not very Sonic Boom-like, the speed of which that one travels makes it a very good fireball to run behind and zone with.

RC Psycho Ball is also a good anti air.

Psycho Sword

(Air)Dp.png + P

Version Startup Active Recovery Hit/Block Damage
Jab.gif 8 15 23 Down/-12/-9(air)** 500 + 400 x2
Strong.gif 10 18 25 Down/-18/-9(air)** 400 x2 + 200 x3
Fierce.gif 10 20 29 Down/-29/-9(air)** 400 x2 + 200 x5

- All Air recoveries are upon landing.

  • Notes: This is her SRK. However, this move does not function like an SRK upon reversal. Her LP version has some lower body invincibility, while her MP version has some upper body invincibility. HP version has no invincibility at all.

The hitbox of this move is strictly vertical in nature, so the jump-in has to be right ontop of her for it to hit fully. This move is more often used inside a combo than a traditional Anti Air. However if you do land the ground version this move, it can lead into an easy Custom Combo from anywhere.

Phoenix Arrow

Air Qcb.png + K

Version Startup Active Recovery Hit/Block Damage
Short.gif 10 N/A 19 +5/+5 300 x 3
Forward.gif 10 N/A 23 +1/+1 300 x 4
Roundhouse.gif 10 N/A 51 Down/-30 300 x 4 + 500

-Notes: This move is great on chip with all versions. Differing strength means the speed and angle of the move vary a little. Tiger Knee-ing this move is great for building meter from far away.

The roundhouse version is completely unsafe on block unless you hit with the tip of her toe. However it can create some nifty crossup situations when the person is knocked down. The other versions are great for pressure when rushing down on the opponent. This move can be cancelled in the air for mixups.


Super Psychic Throw

Hcf.png + P

Version Startup Active Recovery Hit/Block Damage
All 6 2 21 N/A 400

-Notes: This is Athena's Command throw. It has very little range, you must almost be point blank to hit with this. There are many ways to set this up, including dash-ins, teleport shenanigans, or upon activation of a Custom Combo.

However there are many things you can do afterwards:

Follow-ups

» Psycho Sword - Standard Finisher for good damage.

» Jump Fierce - This will reset the opponent in the air. This can be good to push the person into the corner, or cancel the fierce into a Phoenix Arrow for some mixups.

» (jump) Super - Shining Crystal Bit will hit for good damage.

» Custom Combo

Super Moves

Grooves

The Basics

Her best poke undoubtedly is her crouching fierce. It reaches far, goes under alot of projectiles, and recovers quite quickly.

Her jab version of her fireball (qcfb + lp) is slow, and big is good for pressure and running behind it.

Many normals can connect after a close standing strong, it has a insanely high amount of +frames. For example, using standing strong then a sweep, canceling the sweep with a whiffed command grab (for faster recover) gives you ample amount of time to have cross-up opportunity.

Her best AA's are crouching fierce (which cleanly beat everyone of Sagat's jump-in's (except foward at a certain cross-up angle) and standing strong. Also Strong Psycho Sword (dp) has upper-body invincibility, so it can work as an AA too.

Advanced Strategy

Match-ups