idk much about Athena.
0 stock
- s.D, far s.C
- IO j.A, qcb+B
- j.D, s.C, f+B, dp+A
- j.D, s.C, dp+A
- c.B, f+B [2 hit], dp+A (doesn't work on everyone)
- xxx, f+B, qcb+K (corner only)
1 stock
- IO j.A, qcfx2+D DM
- xxx, f+B, hcbx2+P DM
2 stock
- xxx, f+B, qcb+D SC to hcbx2+P DM (corner only)
- xxx, dp+C [6 hit] SC to hcbx2+P DM
3 stock
- s.D, BC run, s.D, far s.C, hcb,f+AC SDM
- c.B, c.A, BC, c.C, hcb,f+AC SDM or qcf+ABCD HSDM
Misc:
- j.A is instant overhead on all but the smallest crouchers, j.B on all.
- j.B and j.C are crossups.
- hcbx2+P (S)DM have invincible startup. I don't think the aerial versions are however.
- close s.A gives frame advantage on block
- s.D gives massive frame advantage, enough to link far s.C
- f+B is +0 on block, and so is qcb+B in situations where the last hit connects (e.g. the corner or crossup). hcb+B is +0 on block although setting it meaty does not improve this.
- hcf+P and hcb+B create a free juggle state on hit. You can combo multiple hcf+P in certain situations.
- dp+P finisher to the SDM gives the most raw damage, but the qcf+P finisher causes wallbounce, which allows you to set up resets without sacrificing too much damage (e.g. qcf+P finisher in s.CD xx whatever only does slightly less than the dp+P finish). You can also connect a hcbx2+P (S)DM for extra damage at the cost of more stocks. I don't know what the point of the qcb+K finisher is?
Changes:
"-Athena-
Psycho Shoot returns from KOF '00
New move: Psychic Teleport Fake. Sends an afterimage forward, but the real Athena stays in place.
A version Psycho Ball recovery increased.
MAX2 Psycho Medley (Healing Athena) heals less now."
Thanks to PureYeti. I also believe recovery on the teleport is increased slightly. Also airthrow only works with C now, not C/D.
btw in the movelist the finishers for the HSDM should be qcf not dp.