Author Topic: Athena Asamiya (Console)  (Read 72143 times)

Sprint

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Re: Athena Asamiya (Console)
« Reply #45 on: May 17, 2012, 01:49:50 PM »
You don't need to time it. As long as you do a hop and don't accidentally jump, you can literally just hold forward and mash B to get 5 hits every time.

Tikok

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Re: Athena Asamiya (Console)
« Reply #46 on: May 28, 2012, 02:39:25 PM »
I was wondering, is there a difference between the A and the C version of her command grab ?

BioBooster

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Re: Athena Asamiya (Console)
« Reply #47 on: May 29, 2012, 01:52:11 AM »
There's no difference btwn A,C.

EX has invincibility, is faster, has more range tho
« Last Edit: May 29, 2012, 01:56:40 AM by BioBooster »

SPLIPH

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Re: Athena Asamiya (Console)
« Reply #48 on: May 29, 2012, 02:04:18 AM »
really sorry if this has been posted already, but i couldnt find it.

how many frames is her grab and EX grab?

BioBooster

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Re: Athena Asamiya (Console)
« Reply #49 on: May 29, 2012, 02:15:18 AM »
Dunno for sure, hoping keykakko-san will have athena frames up some point soon.

Can estimate some of this by having training dummy use a move you know the frames on, block > jump and see if throw punishes.

As for EX iirc close to 1 frame.

Sprint

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Re: Athena Asamiya (Console)
« Reply #50 on: May 29, 2012, 11:23:52 AM »
Normal command grab hits on frame 7.
EX command grab hits on frame 3.
Both have invincibility.

I measured some framedata a while ago and dumped it on the SRK wiki since I already had an account there:
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Athena#Frame_Data
« Last Edit: May 29, 2012, 11:29:40 AM by Sprint »

Tikok

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Re: Athena Asamiya (Console)
« Reply #51 on: May 29, 2012, 12:56:37 PM »
Thank you for your work~!

From what I tested, EX Shining Crystal Bit also has 3f startup by the way. Couldn't punish Athena's EX Phoenix Arrow with it and it's at -2 on block.
« Last Edit: May 29, 2012, 01:34:21 PM by Tikok »

Sprint

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Re: Athena Asamiya (Console)
« Reply #52 on: May 29, 2012, 03:31:20 PM »
The startup values listed do not include the first active frame.
2f startup = Hits on frame 3.

Edit: added a note to the page stating as such.
« Last Edit: May 29, 2012, 03:39:45 PM by Sprint »

LazieFreddy

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Re: Athena Asamiya (Console)
« Reply #53 on: May 29, 2012, 05:01:02 PM »
Thanks for the work.  BTW, I think A psycho ball has more frame advantage on hit than +2, since you can link a cr. C in the corner. 

Sprint

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Re: Athena Asamiya (Console)
« Reply #54 on: May 29, 2012, 05:23:21 PM »
The extra advantage is due to the spacing. At point blank it's +2.

LazieFreddy

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Re: Athena Asamiya (Console)
« Reply #55 on: May 29, 2012, 06:03:02 PM »
Thanks, that makes sense.  Can you explain why there are two values for hit stun and block stun?  (11+21/11+18) 

Tikok

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Re: Athena Asamiya (Console)
« Reply #56 on: May 29, 2012, 07:29:05 PM »
The startup values listed do not include the first active frame.
2f startup = Hits on frame 3.

Edit: added a note to the page stating as such.
Then Shining Crystal Bit (non EX) is 1+1 too , it also becomes active on frame 3. You can punish Kyo's qcf D with it.

Sprint

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Re: Athena Asamiya (Console)
« Reply #57 on: May 29, 2012, 08:26:23 PM »
Yeah that should be 1+1.
For some reason two of the startup frames got moved into active. I guess my recording lagged as it hit and I didn't notice because of the super freeze.

Thanks, that makes sense.  Can you explain why there are two values for hit stun and block stun?  (11+21/11+18)  

The first number is hitstop, the second number is hitstun.

When you hit with a normal attack, hitstop is applied to both players and cancels itself out.
When a projectile hits, hitstop is only applied to the opponent and the projectile, meaning it acts as extra hitstun that must be included. I decided to keep the values separate in case it ended up relevant to something.

For multi-hit projectiles the hitstop is what causes the delay in between hits (projectile and opponent both freeze for 11f, then the next hit connects).
« Last Edit: May 29, 2012, 08:35:34 PM by Sprint »

Sprint

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Re: Athena Asamiya (Console)
« Reply #58 on: May 30, 2012, 01:32:29 AM »
5 bar midscreen HD combo:

JC, 5C [HD] 5C, 623C [DC] 214AC, [walk under hop] 6B, 6B, 6B, 6B, 6B, 214D [DC] 623A [DC] 214AC, [walk under hop] 6B, 6B, 6B, 214B, 624624P [DC] 6246AC

940 damage

SPLIPH

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Re: Athena Asamiya (Console)
« Reply #59 on: May 30, 2012, 02:03:39 AM »
thanks for the info on the command grab. :)

The startup values listed do not include the first active frame.
2f startup = Hits on frame 3.

Edit: added a note to the page stating as such.
Then Shining Crystal Bit (non EX) is 1+1 too , it also becomes active on frame 3. You can punish Kyo's qcf D with it.
and thanks for this. ive been having trouble finding a punish that doesnt get beat by his DP when he decides to throw it out afterwards.


another question; how does the ABCD cancel for crystal bit work? i know ideally i shouldnt be whiffing this at all... but this would help me out for when i do. ive tried pressing the buttons one after the other and also at the same time. i cant get it to work.
« Last Edit: May 30, 2012, 02:11:18 AM by SPLIPH »