SNK Heroines: Tag Team Frenzy/Athena Asamiya
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File:Characters athena thumb.png
Gameplay Overview
Normals
Close
cl. L:
- 30 dmg
- 1 hit
cl. H:
- 70 dmg
- 1 hit
- Launches on hit
- Can be jump canceled
Far
Far L:
- 30 dmg
- 1 hit
Far H:
- 70 dmg
- 1 hit
Dash
Dash H:
- 80 dmg
- 1 hit
- Wallbounce on hit
Jump
j. L:
- 30 dmg
- 1 hit
j. H:
- 50 dmg
- 1 hit
Throws
Forward throw:
- 100 dmg
- Causes hard knockdown
- Can OTG after
Back throw:
- 100 dmg
- Throws opponent behind
SP
Assist:
- Recover Life (a bit over 1 bar)
Special Moves
5S - Psycho Ball
- Athena throws a psycho ball towards the opponent. Goes full screen.
- Hits once, will pop an airborne opponent up a bit higher. 40 damage. SP cost: 1 and ½ bars.
- Can tag switch on whiff startup or hit
No SP:
- (add info)
EX Item:
- Slow-moving, big, and oppressive. Three hits, and pops the opponent up like the normal one does. 67 damage.
4S - Psycho Reflector
- Athena’s usual reflector shield. Hits the opponent once. If it touches the opponent, or if you successfully reflect a projectile with it, you recover faster. Fast enough to land a cl.H in the corner, in fact. Unlike the usual variant in KOF, however, it’s not potent enough to reflect super projectiles. 60 damage. SP cost: 1 SP bar.
- Knockdown on hit
- Can reflect projectiles
- Can tag switch on hit
- Cannot reflect items (SP counts as items)
No SP:
- (add info)
EX Item:
- This one has all the same properties as the normal Psycho Reflector, save for the added wallsplat to crumple that the EX Reflector adds. This also means it can’t reflect super projectiles. 70 damage.
2S - Psycho Sword
- Athena’s anti-air. Three hits. Doesn’t typically recover fast enough for you to do anything after, but hitting the last hit on an already launched opponent may give you a chance to follow up in some way. 70 damage. SP cost: 1 SP bar.
- Knockdown on 3rd hit
- Can cancel into Shining Crystal Bit on any hit
- Can tag switch on 1st or 2nd hit
No SP:
- (add info)
EX Item:
- 5 hits, and pretty much everything that applies to the standard Psycho Sword applies here, though you can actually hit a second one of these if the first knocks them high enough. This version has startup invulnerability, so you can counteract a few things with it. 100 damage.
j.S - Phoenix Arrow
- Typically gets its hits depending on the height you hit the move at, usually capping out at 5 hits. If you pass by the opponent during it, Athena will autocorrect during the kick at the end so she can still hit them. If the opponent is cornered, you can follow up with cl.H. 86 damage at 5 hits. SP cost: 1 SP bar.
- Knockdown on final hit
- Can tag switch on final hit
No SP:
- (add info)
EX Item:
- Like the Psycho Reflector, this shares all its traits with its normal counterpart, but it recovers MUCH faster than the standard version. If you hit it midscreen, you can follow up with a quick iad.H. Follow ups are, of course, much easier to manage in the corner, though. This one seems to cap out at 4 hits, though, even if you hit it higher up. 106 damage.
Dream Finish
5D
- Athena charges a blast, then tosses it forward. It eats standard projectiles. The aerial version always goes diagonally downward. Holding D will let you hold the move, but it doesn’t make it any more powerful. 300 damage. SP cost: 4 bars.
- Can charge this attack by holding the button
- Causes hard knockdown
2D
- Athena forms a series of orbs that circle her. Whether on the ground or in the air, the damage is the same. Not pressing a button will keep the orbs spinning around you for a few seconds. They give some projectile protection and startup invul, and can hit an opponent who gets too close, but Athena CAN be hit out of it if you’re in it too long. Pressing D will cancel the move early. 350 damage. SP cost: 4 bars.
- Can be done in air
- Can hit twice, separate hits will not combo
- Causes hard knockdown
Combos
L = Light attack
H = Heavy attack
d = dash
j = jump
jd = jump air dash
c = close
D = Dream Finish
S = special
4 = direction away from opponent
6 = direction towards the opponent
5 = no direction/neutral
T = throw
center
L > L > H > dH > cH > jH > dH > D
L > L > H > R1
L > L > H > jdL > dH > jdH > dH > S > dH > cH > dH > D
near corner
L > L > L > 4S > fH > 5S > dH > cH > jH > jT
corner
L > L > L > 4S > 6 > cH > jdH > dH > jdL > dH > S > dH > H