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Athena Asamiya (Arcade Version)

Started by nilcam, July 27, 2010, 04:01:39 AM

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Kane317

#15
Quote from: MUSOLINI on October 06, 2010, 10:19:18 PM
well compared to the rest fo the gamebreaking stuff, this has always been cool in my book. i used this in 97 and 98 a lot, so its cool imo.

Well I haven't confirmed it, but it sure looks like it on the vids.  UPDATE: Strange, I guess the guy decided not to block at the last second coz it is blockable.

krazykone123

#16
Don't mind the place holders as I just put these on the wiki, more combos

Technical Reference
http://www.youtube.com/watch?v=ibSZvON1U2M

===No Drive/No Meter===

- cr. B, cr. A, dp+A/C = 131/187 DMG

- cr. B, cr. A, hcf+P, sh. qcb+B, dp+A/C

- st. C, f+B, qcb+D

- hcf+P, sh. f+B, qcb+D

- st./cr. C, qcb+A, st. C/cr. C/dp+A


'''Corner'''

- hcf+P, qcb+P, sh. f+B, qcb+D, dp+C

- j. C (CH), j. f+B, qcb+D

- j. C, st. C, qcb+A,  dp+A (2), (SC in air)  hcbx2+P, dp+C


===1 Meter===

- cr. B, cr. A, dp+AC = 242 DMG

- cr. B, cr. A, hcf+AC, sh. qcb+B,dp+C

- (Midscreen) hcf+P, j. f+B, qcb+BD, dash dp+C

- st./cr. C/D, f+B, qcb+BD, sh. f+B, qcb+D, dp+C


'''Corner'''

- st./cr. C, qcb+A, cr. C, hcf+AC, qcb+Px3, dp+C


===2 Meters===


===3 Meters===


===4 Meters===


===5 Meters===


===50% Drive/No Meter===


===1 Meter===

- cr. B, cr. A, dp+A/C(1), (SC) hcbx2+P

- cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D

- st./cr. C/D, f+B, qcb+D, (DC)dp+AC

- st./cr. C/D, hcf+AC, sh. f+B, qcb+D, (DC) dp+C


'''Corner'''

- cr. B, cr. A, dp+A/C(3), (SC) hcbx2+P, dp+A

- cr. B, cr. A, dp+A/C(1), (DC) hcf+AC, sh. f+B, qcb+D, dp+A


===2 Meters===

- cr. B, cr. A, dp+A/C(1), (SC) hcbx2+AC

- cr. B, cr. A, dp+A/C(1), (DC) qcb+AC, sh. f+B, hcbx2+P


'''Corner'''

- cr. B, cr. A, dp+A/C(1), (DC) qcb+AC, sh. f+B, qcb+D, dp+A

- st./cr. C/D, hcf+AC, sh. f+B, qcb+D, qcb+P, dp+C (3), (SC) hcbx2+P, dp+A


===3 Meters===


'''Corner'''
- st./cr. C/D, hcf+AC, sh. f+B, qcb+D, qcb+P, dp+C (5), (SC) hcbx2+AC


===100% Drive/No Meter===


===HD Combos===

- hcf+P, (BC) sh. qcb+B, dp+A (1), (HDC) qcb+AC, f+B, qcb+D (1), (HDC) dp+C (3), (SC) hcbx2+P, dp+A (1),[(HDC) qcf+B, qcb+A, dp+C(1)]xN

- hcf+P, (BC) sh. qcb+B, dp+A (1), qcf+B, dp+C, (HDC) qcb+AC, f+B, qcb+D (1), (HDC) qcb+A, dp+A (1), [(HDC) qcf+B, qcb+A, dp+C (1)]xN

- j. C, st. C, [HD] st. C, hcf+AC, f+B, qcb+D (kick only), [HDC] qcf+B, dp+A(1), [HDC] qcf+B, [qcb+A, dp+C(1), (HDC) qcf+B]xN, sh. f+B, qcb+D, hcbx2+AC

- cr. Bx2, [HD] st. C, f+B, qcb+D, [HDC] qcf+B, dp+A, qcf+B, qcb+A, [dp+C, (HDC) qcf+B, qcb+A]xN, hcbx2+AC

- j. D, st. D, [HD] st. C, f+B, qcb+D in air, [HDC] qcb+K, qcb+A, [dp+C (2), (SC)  hcbx2+P]x4, hcbx2+P = 1004 DMG

MUSOLINI

#17
thanx for the info kane & kk123
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Shiranui_ninja

PSN: Shiranui_ninja
KOF XIII main team: Mai/King/Mature

marchefelix

I miss Athena's follow-up to her Shining Crystal Bit

Demoninja

Hey guys, I just started playing, new blood looking for some info.

After reading the wiki and playing with her a bit, here's what I came up with as her "main" pokes. St. A, cr. A, cr. B, cr. C, cr. D. I imagine you use A up close to gain some distance. cr. B in my experience is a fast and far reaching poke that'll let me hit confirm into whatever. I've been using cr. D to punish things I can't run up and get a full combo off of. cr. C is just a move that I liked to throw out, I'm not really sure about it though. 

Also, is the only AA normal st. B?

Any tips and suggestions for me?

krazykone123

#21
Quote from: Demoninja on February 05, 2011, 06:54:21 AMHey guys, I just started playing, new blood looking for some info.

Sup.

QuoteAlso, is the only AA normal st. B?

I'd fair a guess st.A would work too, most characters can use their st.A to bat opponents out of the air, some better than others (e.g. K'/Raiden).

QuoteAny tips and suggestions for me?

Well I haven't played Athena in XIII yet but I have played her in the earlier games so take this as a curveball post okay?

As far as Athena goes she's a speedy character who (most of the time) profits from her opponent making mistakes (albeit they're lead on).

Simple Normal Analysis
- Stand A can used as AA if timed, same with Stand B but you're probably not going to be using it as much
- Stand C (like in the older games) is a great far poke, faster than her crouch D and cancel-able to boot
- Stand D is hella slow but it can still punish moves with a long recovery (like a whiffed dp) but if that's the case you would still be better off running up on them and going for the more damaging punish

- Close C/D are combo starters, they're more for dp/Phoenix Bomb/ESP Throw shenanigans than Psycho Ball tricks imo

- Crouch A/B (like you said) are indeed good pokes, crouch B for links and crouch A for combos
- Crouch C can be used in a myriad of ways, it's good for psycho ball and combo strats, use in moderation with Psycho Teleport since a lot of opponents aren't quick-witted enough to immediately block low after a couple teleport reps
- Crouch D can be used to punish slow whiffed attacks but if you can manage try the run up cr.C instead

- Jump A may still be an instant overhead (hyper hop A the opponent on wake-up) so if that's true you can use it for goofy wake-up tricks against your opponent, hh.A~f+B~qcb+K, you may want to test this out in the lab
- Jump B appears to be a nice meaty jump-in (rigid hit-box), seems like a good late jump-in attack, might want to test this out too though.
- Jump C is a pretty cool air-to-air attack, the range is meh but it comes out pretty quick, can be used as a jump-in attack but you have to use it late
- Jump D is great, the range is awesome and smacks down a lot of other air attacks when executed via hyper hop (back or forward), late jump-in attack is possible, should be easier to use than her jump C

- ground CD is okay but doesn't do much, whiff tricks are cool though but your opponent will probably see it coming, jump CD (from 98 lol) can be used as an air-to-air but I wouldn't say it's as effective as her jump D, sure it has more priority but it's pain when it comes to good set-ups

I'll do more if you want? btw feel free to share any information you can (or correct my post if I'm wrong), remedial or newly discovered if it's about gameplay I'm interested.

Demoninja

#22
Wow! That's a lot of good info krazy thanks a lot!

I've been using the normals in pretty much the way you posted except the jump normals. I haven't really experimented with that yet. I haven't used St. D at all because in any case where you can do that, why not just be safe and go for the faster St. C.

The way I've been trying to play her is to zone them out with psycho ball and normals. Sometimes I throw out random reflectors and it knocks them away from me. I generally don't go for a combo until they make a big mistake.

One problem I've having is almost every time I try to AA with her dp my opponent cleanly gets over it every time and I eat a beefy punish. I'm pretty sure it's a problem with me though. Another thing I can't do is land a qcb+D after a sh. B in this combo cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D. It's a small thing but it bothers me that I can't land the full combo. Any suggestions on this? Edit: LOL I just realized I was doing sh. B instead of sh. f+B. Maybe that was the problem?

If you have time I'd love more info. I'll try some stuff out Monday which is the earliest I can play again. I'll keep the gimmicky j. A instant overhead in mind and try that out.

MUSOLINI

didn't Athena have the same far D that kyo has? if so its her best furthest reaching poke with the ability to avoid low attacks coming your way.

and a tip i can give you is be all over the place with her. with her speed, ability to use wall jumps and her aerial moves along with her teleport she isnt a character you should be using stationary. think of he like a mini choi, but bigger and less mobile, but with slightly better normals and combos, and way better corner pressure and combos.

my athena was pretty beast in 95, 97, 98 and 02 back in the days.
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

krazykone123

#24
Quote from: Demoninja on February 06, 2011, 07:52:01 AMI've been using the normals in pretty much the way you posted except the jump normals. I haven't really experimented with that yet. I haven't used St. D at all because in any case where you can do that, why not just be safe and go for the faster St. C.

True but only if you can afford to do so, st/cr.C is the better choice because it'll give you more punishing options. However if your opponent picks up on this strategy of "st/cr.C" and switch up their approach they may end up baiting you with laggy normals (e.g. cr.D) on purpose so that they can quickly whiffed cancel it into an attack/EX for a nasty punish. They'll burn meter sure but they'll also get a good amount of damage in for one simple slip up.

QuoteThe way I've been trying to play her is to zone them out with psycho ball and normals. Sometimes I throw out random reflectors and it knocks them away from me. I generally don't go for a combo until they make a big mistake.

Learn to use the psycho ball in moderation,

cr.C? psycho ball/f+B~qcb+K
Instant Backdash (bb.f+B)? psycho ball
they jumped?... wait for it... psycho ball/dp

She's a fast battery bitch.

QuoteOne problem I've having is almost every time I try to AA with her dp my opponent cleanly gets over it every time and I eat a beefy punish. I'm pretty sure it's a problem with me though.

Which dp are you using? dp+c is more of the AA/reversal type than the A version, although if you time it poorly you're gonna get messed up.

QuoteAnother thing I can't do is land a qcb+D after a sh. B in this combo cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D. It's a small thing but it bothers me that I can't land the full combo. Any suggestions on this? Edit: LOL I just realized I was doing sh. B instead of sh. f+B. Maybe that was the problem?

Yeah yup, I'll add more to my post when I come back later on today.

Demoninja

Yeah I should remember to use f+B a bit more, that move looks really good.

I've been using DP+C to try to anti air but I'm not sure if I'm doing it too earlier or late. The problem I'm having is when they jump at me and I do a DP, they completely clear the DP and end up on my other side. I think my problem is going for it too early cause she seems to move forward a tiny bit before launching the DP.

I look forward to you editing your post! I'll play a bit tomorrow after my classes.

Kane317

Quote from: Demoninja on February 06, 2011, 07:52:01 AM
One problem I've having is almost every time I try to AA with her dp my opponent cleanly gets over it every time and I eat a beefy punish. I'm pretty sure it's a problem with me though.

I don't use her, but my sparring partner Duc does which reminds me he should really add to discussion.  On the receiving end, Athena's Psycho Sword is probably the best version it has been since '97 (I think it was that year that it was reliable), it's pretty damn good in XIII as I eat it a lot.

Quote from: Demoninja on February 06, 2011, 07:52:01 AMAnother thing I can't do is land a qcb+D after a sh. B in this combo cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D. It's a small thing but it bothers me that I can't land the full combo. Any suggestions on this? Edit: LOL I just realized I was doing sh. B instead of sh. f+B. Maybe that was the problem?

Are you sure it isn't just f+B since it makes her jump anyways?  I don't remember the combo but her f+B just makes her hop forward anyways.

Demoninja

Quote from: Kane317 on February 07, 2011, 05:06:36 AMI don't use her, but my sparring partner Duc does which reminds me he should really add to discussion.  On the receiving end, Athena's Psycho Sword is probably the best version it has been since '97 (I think it was that year that it was reliable), it's pretty damn good in XIII as I eat it a lot.

Okay, thanks. This pretty much confirms that it's my timing is off and not the move. I'll work on it and report if I get any results.

Quote from: Kane317 on February 07, 2011, 05:06:36 AMAre you sure it isn't just f+B since it makes her jump anyways?  I don't remember the combo but her f+B just makes her hop forward anyways.
The combo is a few posts up and it does say sh. f+B but I'll test out if only f+B works tomorrow.

Ash

bb. f+B does work with her

Another thing Kane317 told me and I verified is if you're going for a dash grab -  ff, hcf+C - it will do dp+C
He told me to get around this, you do hcf, uf+C (verified)

In regards to the opponent jumping over the dp+C, its better not to do DP+C unless you're sure they're going to land in front of you. If you know they're gonna land behind you, just means you should be using backdash or bb. f+B to get into the right position.

You could also just do hcbx2+P instead if you're doing that type of jump.

Demoninja

Hey everyone, just checking in. I got the combo to work with just a f.b so that's all good. Thanks for the tip about having to go uf+C for command grab because I kept getting dash DPs and crap. I watched as man videos as I could on Youtube and Nico. The general play style I noticed with Athena was going balls to the wall and batshit insane. I'll try it out tomorrow and see how I do.