Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sammy5m1th

Pages: 1 [2]
16
Athena Asamiya / Re: Dealing with Athena
« on: November 16, 2012, 10:19:20 AM »
Been a while since I've played as Terry but I'm pretty sure his heavy wave (the one i mentioned eating fireballs) is pretty bad on recovery and has pretty short reach, I'll have to double check that later.  And yes, if you're going to throw out any slow projectile you should probably chase it but I was commenting on Crimson's post about people that make Athena approach them, not ways to get around Athena's zoning game.

17
Athena Asamiya / Re: Dealing with Athena
« on: November 16, 2012, 04:21:58 AM »
I play Leona/Athena/Ex Kyo, so I'm pretty familiar with what Leona's got and besides the threat of a V slasher Leona doesn't have much to make Athena advance.  Leona's earring can be reflected, and fireballs will neutralize them, plus it's incredibly slow anyway.  I suppose since it's like King's light fireball and dissipates pretty quickly you could attempt to chase it at least.  Ex earring is better since it's pretty durable (so regular fireballs can't neutralize it) but sinking meter on that and not advancing on Athena doesn't sound like a good idea.  

Ground projectiles don't do much to make Athena advance since reflector works on those and fireballs cancel them out (would be interesting if ground fireballs went under regular ones though).  Terry's heavy one will eat a lot of fireballs, but its recovery and range are really bad so throwing one out that can actually hit someone also leaves you in range to be hit with a short hop pretty easily.

The threat of Hwa drinking isn't as scary as Chin for Athena I think.  That's not to say that a drunk Hwa isn't scary mind you, just that Chin (as far as I know) has better options to could convince Athena to go to him as opposed to running and zoning like her life depends on it.  Chin's drinking doesn't use meter and he also has that Ex rolling punch which bypasses fireballs and with one drive Chin can convert that into a lot of damage and a corner carry.  As an added bonus I don't think Athena can punish that move on block either.

Haven't fought a Goro as Athena yet so I don't know much about that match up.  I could see a Goro that's good at using ground pound making an Athena not throw fireballs as liberally since ground pound can duck her fireballs and it does more damage so trades are not in her favor.

18
Athena Asamiya / Re: Dealing with Athena
« on: November 16, 2012, 12:59:46 AM »
Hadn't noticed Athena getting meter for reflecting projectiles.  Good to know.

Anyway, Athena's ability to generate meter due to instant phoenix arrow is problematic if you just want to hang back, but on the bright side if she's doing that it means you can start to close the gap between you and her a bit.  It's real easy to get frustrated by solid zoning efforts so you just need to be patient and inch your way in when you can while avoiding unnecessary fireball/DP/j.CD damage.  

19
Athena Asamiya / Re: Dealing with Athena
« on: November 15, 2012, 06:22:06 AM »
Guess I'll take a stab at this first.  

With King I don't think you should be losing the fireball war too badly, if at all.  The reflector is well and good but King's light fireball doesn't travel full screen and is slow, so if you use that one and Athena reflects it, it will likely die out before it gets back to you.  If you time it well you could probably rush in behind it and punish her with a tornado kick/jump in/whatever too.  So be sure to mix up those two fireballs, or even jump Athena's fireball and then toss one out before you land while staying out of DP range.  You can also use King's air fireball to alter her trajectory, so if Athena gets into a predictable rhythm on her fireball/DP trap keep that in mind.

If you're going to roll a fireball don't do it too close to her, just use the roll to get to a better position/avoid chip damage, which is pretty much the case with every light fireball in the game actually.  If you roll it and land on top of her she can toss out a throw or command grab which will always catch regular rolls so don't use it when you'll land within range of a punish.  

Her command grab (the thing where she tosses you up into the air) is invincible but it also has some pretty terrible recovery so if you can identify when the Athena player will use it and you jump, you'll get a full punish.  

Her DP, like most of the cast, is pretty weak against cross ups since it lunges so far forward (especially good for Robert since his command cross up has some pretty great reach).  It's great in the fireball/DP trap area, but if you are close enough to be able to cross her up, its pretty risky.  Crystal bit (the glowing sparkle super) hits on both sides but is pretty risky to pull out on a whim unless the Athena player is constantly buffering the input or Athena's opponent is being predictable with their attacks.

Her normals tend to have pretty stubby reach or very specific uses/counters, except for j.CD, which is a pretty solid move.  On the ground Her only far reaching moves are far s.D (slow), c.C/c.D (extremely punishable if hopped) and I guess s.A/s.B (both get beaten pretty handily by low profile moves like slides), so in poking range your characters should be pretty well off (Ralf and King I know have some far reaching normals, not sure on Robert).  It is worth noting that at range Athena's far D can beat out low pokes and King's CD can be swept by Athena's crouch D as well so keep that in mind.  If the reason you feel you're losing up close is solely due to her command grab or DP, you should assess what your habits are and figure out when you're getting hit with those moves since both are very punishable if Athena misses.

Hopefully some of the other Athena players will post their opinions, wouldn't mind having some thoughts on Athena vs King myself.  My local King player gives me all kinds of trouble (not helped by the fact that he's also a straight up better player than me, but whatever).  

20
Athena Asamiya / Re: Athena Asamiya (Console)
« on: November 08, 2012, 04:42:31 AM »
If you're desperate for the damage off of a mid screen command grab with no meter you can go with a really late C psycho sword, you can net about 151 if you hit with the whole thing.  Pretty high risk since C psycho sword is so slow but if you really need the damage it's an option.  Trying to work on doing a short hop C into dash under mix ups personally.

@Shaman:

Yeah the corner throw combo Tikok posted is definitely better on the whole than the one I looked into, just wanted to see if I could beat its damage.  Actually switched my one drive combo to that one since it's so easy.


21
Athena Asamiya / Re: Athena Asamiya (Console)
« on: October 26, 2012, 11:44:19 PM »
So, saw a post by Tikok that said 407 was the most damage Athena could get off of a command grab in the corner for one drive and for some reason I felt the undying urge to challenge that.  What I was able to find was with a slight tweak to the combo that was posted I could get 420 dmg instead of 407 dmg.

Original:  hcf+C, qcb+A, qcb+C, dp+C, DC, qcf+B, f+B, qcb+D, dp+C = 407 dmg

If you sub out the f+B after the drive cancel for a short hop j.f+B you can squeeze a bit more damage out of the qcb+D since you'll be higher in the air.  Makes it a bit harder to hit with though so you'll need to be careful.  So the notation would be:

Edit:  hcf+C, qcb+A, qcb+C, dp+C, DC, qcf+B, J.f+B, j.qcb+D, dp+C = 420 dmg

I did find that the damage fluctuates by 1 or 2 points depending oh how many times j.qcb+D hits though.  Other versions that I was messing with removed the second psycho ball at the beginning for a second short hop j.f+B into j.qcb+D which can net about 413 but it's a lot harder so I wouldn't recommend it (might build more meter though, didn't think to check).  

Oh, and if anyone is working on the mid screen off of command grab butt loop I find it helps to walk forward and the instant you cross under them duck and hyper hop into the j.f+B.  Since just walking and hopping will put you to far ahead of them, that slight stall seems to help.

Pages: 1 [2]