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The King of Fighters 2002 UM/Athena Asamiya: Difference between revisions
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>copy and paste here, http://mmcafe.com/nico.html | >copy and paste here, http://mmcafe.com/nico.html | ||
[http://www.youtube.com/watch?v=poxOFacxG5U Athena Master Class] | |||
==Combos== | ==Combos== |
Revision as of 01:56, 2 February 2011
Normals
- st. A/B are fast and chain/cancel-able
- st. B/C are both good pokes, but st.C does more hit-stun and has more range
- st. D while useful has a bad recovery if you whiff it
- All cl. normals are cancel-able and they all combo into her Renkantai command move, her st.B combos into both Renkantai hits
- cr. A/B are good for chaining lights normals together
- cr. C is fast and has good range
- cr. D is whiff cancel-able, knocks down
- j. A combos into her Phoenix Bomb command
- j. D has good range and can be used to during jump-in combos
- st.CD comes out quick but has mediocre range
- j.CD has really good range and can keep the opponent away, best used as an air-to-air
Throws
Bit Throw - b/f + C close
Psycho Throw - b/f + D close
Psycho Shoot - b/d/f + C close in air
Command Moves
Renkantai - f + B
Phoenix Bomb - d + B in air
Special Attacks
Psycho Ball - qcb + A/C
Psycho Shoot - hcf + A/C
Psycho Sword - dp + A/C also in air
Psycho Reflector - qcb + B
Psycho Teleport - qcf + B/D
Psycho Teleport Fake - qcb + D
Phoenix Arrow - qcb + B/D in air
DM
Shining Crystal Bit - hcb x 2 + A/C also in air ( ABCD to cancel)
┗Crystal Shoot - qcb + A/C hold to delay
Phoenix Fang Arrow - qcf x 2 + B/D in air
Super DM
Shining Crystal Bit - hcb x 2+ A/C also in air ( ABCD to cancel)
┗Crystal Shoot - qcb + A/C hold to delay
Psychic 9 - hcb, f + AC, A, B, C, A, B, C, D
┗Fire Sword Finish - qcb + BD
┗Psycho Sword Finish - dp + A/C
┗Sailor Finish - qcf + A/C
HDSM
Psycho Medley - qcf + ABCD, D, C, B, D, C, B, A
┗Momoiro Katame - qcf + BC
┗Healing Athena - qcf + AB
Training Mode Video
http://www.nicovideo.jp/watch/sm7102888
>copy and paste here, http://mmcafe.com/nico.html
Combos
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
Notes
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 hcb x 2+ A/C (S)DM for extra damage at the cost of more stocks.
Changes from OG 2002
- 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.
Discussion Thread
Discuss at Dream Cancel