SNK Heroines: Tag Team Frenzy/Athena Asamiya
File:Characters athena thumb.png
Gameplay Overview
Normals
Close
cl. L:
- 30 dmg
- 1 hit
cl. H:
- 70 dmg
- 1 hit
- Launches on hit
- Can be jump canceled
Far
Far L:
- 30 dmg
- 1 hit
Far H:
- 70 dmg
- 1 hit
Dash
Dash H:
- 80 dmg
- 1 hit
- Wallbounce on hit
Jump
j. L:
- 30 dmg
- 1 hit
j. H:
- 50 dmg
- 1 hit
Throws
Forward throw:
- 100 dmg
- Causes hard knockdown
- Can OTG after
Back throw:
- 100 dmg
- Throws opponent behind
SP
SP:
- Recover Life (a bit over 1 bar)
Special Moves
5S - Psycho Ball: Athena throws a psycho ball towards the opponent. Goes full screen.
With Spirit:
- 40 dmg
- 1 hit (#frame count)
- Cost: 1.5 bars
- Can tag switch on whiff startup or hit
Without Spirit:
- (add info)
EX Item:
- (add info)
4S - Psycho Reflector: Athena throws up a reflector to bounce projectiles back towards the opponent. Can be used to attack the opponent as well.
With Spirit:
- 60 dmg
- 1 hit (#frame count)
- Cost: 1 bar
- Knockdown on hit
- Can reflect projectiles
- Can tag switch on hit
- Cannot reflect items (SP counts as items)
Without Spirit:
- (add info)
EX Item:
- (add info)
2S - Psycho Sword: Athena summons her Psycho Sword to anti-air opponents, to use as a reversal or to use as a combo finisher.
With Spirit:
- 70 dmg 3-hits (25-25-20) (#frame count)
- Cost: 1 bar
- Knockdown on 3rd hit
- Can cancel into Shining Crystal Bit on any hit
- Can tag switch on 1st or 2nd hit
Without Spirit:
- (add info)
EX Item:
- (add info)
j.S - Phoenix Arrow: Athena rolls in the air diagonally towards the opponent. When she reaches the ground, she releases a heavy kick.
With Spirit:
- 86 dmg 5-hits (10-10-10-10-46)# Damage x # Hits (#frame count)
- Cost: 1 bar
- Knockdown on final hit
- Can tag switch on final hit
Without Spirit:
- (add info)
EX Item:
Dream Finish
5D
- 300 dmg/ 1 hit(#frame count)
- Can charge this attack by holding the button
- Charging does not increase dmg
- Causes hard knockdown
2D
- 350 dmg
- 1 hit
- Cost: 4 bars
- Can be done in air
- Can hit twice, separate hits will not combo
- Causes hard knockdown
Combos
L = Light attack
H = Heavy attack
d = dash
j = jump
jd = jump air dash
c = close
D = Dream Finish
S = special
4 = direction away from opponent
6 = direction towards the opponent
5 = no direction/neutral
T = throw
center
L > L > H > dH > cH > jH > dH > D
L > L > H > R1
L > L > H > jdL > dH > jdH > dH > S > dH > cH > dH > D
near corner
L > L > L > 4S > fH > 5S > dH > cH > jH > jT
corner
L > L > L > 4S > 6 > cH > jdH > dH > jdL > dH > S > dH > H