Ok i think you forgot the qcf+B but I understood the combo
Indeed, I forgot it D: .
that's why you dont really need to use the DM in combos, plus her DMs don't have an unscaled hit if I'm not mistaken ?
Her DM doesn't have an unscaled hit and only does 50 more damage than her dp+C (dp+C does 150damage), so it's pretty useless as combo finisher if you can land dp+C instead. The same goes for EX DM. Never use it as combo ender, there are better ways to spend the two meters for more damaging combos.
Is there a way to never miss the j.f+B in those combos with the EX phenix arrow ?
Buffering the jump can help, but beside that, there's unfortunately no way to make it unmissable, you'll have to practice the combo.
Which jump is it ? Only the normal forward one ? If that's the case maybe I can just hold after the first EX then do the butt when she's in the air for a minimal miss chance ? Lol
It's the "super hop" one. So, down > lightly tap up forward for the jump. Holding up forward won't work.
What's the best way to force people to not infinitely jump and backdash when there is the danger of getting throwed ?
Midscreen there's not much you can do unfortunately, You could do j.C xx Phoenix Arrow. It's cancellable even on whiff so if they jump they eat the j.C and if they don't, phoenix arrow is safe on block against most characters. Be ready to tech a throw though.
Once they are cornered you can use jump f+B if you think they are going to jump or backdash. j.f+B as air to air puts them in juggle state and grants you a full combo. (j.f+B, air qcb B, dp C for a no meter one, just use the drive cancel variants if you have meter)
Do it a few times (though you'd most likely kill at least one character if your opponent jumps/backdashes all the time, since you can easily do more than 500 damage with that j.f+B opening), and when they'll be trained not to backdash/jump, that's when you throw them.
Is it practical to buff-run the DM like a throw DM so if the guy is scared and gets into the air they take that damage ? Or is it too risky ? I don't know how safe this DM is, when I see an Athena whiff it I use an invincible move like EX Orochinagi to destroy it while she's still casting it, but I don't know about running and comboing etc.
It's not worth it/it's too risky. Athena's DM is punishable with a full jump in combo if your opponent knows what he's doing.
I would love to have a good Athena to mix with my Robert on point.
Keep working on her then ! I can guarantee she's good. Don't believe that "Athena is bottom tier" BS ! If you ever have any questions just ask. I lurk this board quite often, so I'll answer any questions you may have.