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Athena Asamiya (Console)

Started by nilcam, December 06, 2011, 06:38:50 AM

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Sprint

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

I was wondering, is there a difference between the A and the C version of her command grab ?

BioBooster

#47
There's no difference btwn A,C.

EX has invincibility, is faster, has more range tho

SPLIPH

really sorry if this has been posted already, but i couldnt find it.

how many frames is her grab and EX grab?

BioBooster

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

#50
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

Tikok

#51
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.

Sprint

#52
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.

LazieFreddy

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

The extra advantage is due to the spacing. At point blank it's +2.

LazieFreddy

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

Tikok

Quote from: Sprint on May 29, 2012, 04:31:20 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.
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

#57
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.

Quote from: LazieFreddy on May 29, 2012, 07:03:02 PM
Thanks, that makes sense.  Can you explain why there are two values for hit stun and block stun?  (11+21/11+18)  

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).

Sprint

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

#59
thanks for the info on the command grab. :)

Quote from: Tikok on May 29, 2012, 08:29:05 PM
Quote from: Sprint on May 29, 2012, 04:31:20 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.
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.