The King of Fighters 2002 UM/Athena Asamiya

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Athena.jpg

Movelist

Kof02ummovelistathena.png

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  

Videos

Athena Master Class

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

Combo Animations

Athenacombo1.gif

  • cr. B, cr. A, dp+C

Athenacombo2.gif

  • close C, f+B, dp+C

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.
  • 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.


References=

More combo animations here: [1]

Discussion Thread

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