Athena Moveset and Attributes

Athena Moveset and Attributes

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties."

Athena Attributes:
Shamelessly ripped from Buktooth88’s excellent Systems FAQ.
See his FAQ for exact notation notes.

Height: 60 (shortest in the game)
HitPoints: 13600 (-800 from Shotos)
Stun Rating: 60 (low)
Dizzy resistance: +0. Normal dizzy.

Roll:
102 [27/2R]
Tied for fastest in the game. 27 frames of fully invincible, only 2 frames of recovery.

Dash: 112/22.5 113/22.5
Slightly airborne, can hope over some low pokes.

Run speed: 8.5
Same speed as Ken.

Height Dependent Moves:
standing far forward: 72
Eagle and taller.

=-=-=-=-=-=-=-=-=-=
Frame Data:
=-=-=-=-=-=-=-=-=-=

Notation:
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s and :'s
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.
[edit] :'s now used for super startup, to match Buktooth’s way of listing.
:'s separate the startup frames before and after the super flash freeze for supers.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4:5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

============
Normals:

Close Standing:
LP: 200 +7/+7 o/o/o
3/4/5
MP: 700 +9/+9 x/o/o
3/5/8
HP: 1100 +1/+1 x/o/o
8/4/21
LK: 500, +4/+4 x/o/o
4/6/7
MK: 800 +5/+5 x/o/o
5/8/9
RH: 1100 +3/+3 x/o/o
5/8/15

Far standing:
LP: 200 +3/+3 o/o/o
2/4/10
MP: 700 +0/+0 x/x/o
6/8/14
HP: 1200 +3/+3 x/x/x
8/4/19
LK: 400 -3/-3 x/x/o
6/6/14
MK: 700 -2/-2 x/x/o
6/4/20
RH: 1100 -2/-2 x/x/x
9/4/22

Crouching:
LP: 200 +4/+4 o/o/o
3/4/9
MP: 700 +1/+1 x/o/o
5/2/17
HP: 1200 +1/+1 x/x/o
5/8/17
LK: 200 +6/+6 o/o/o
3/5/6
MK: 800 +3/+3 x/x/x
8/8/11
RH: 1000 down/-14 x/x/o
8/4/34

Jumping:
LP: 400 o/o
5/23
MP: 700 o/o
7/6
HP: 1000 o/o
6/6
LK: 500 x/o
6/20
MK: 700 x/o
6/8
RH: 1100 x/x
8/6

Command Moves:
F+MK: Renkantai
400+500 down/-7, x,x/x,x/o,x
Block mid
Parry high

6/3/9/3/24
Note: Can chain off of close st. MP.

(midair)D+MK: Phoenix Bomb (AKA the buttbounce)
800 down/? block mid parry high x/x/x
8/20
airborne: 0-land.

Throws:
HP: 1600 52 pixels reach
3/1/13
RH: 1800 52 pixels reach
5/1/13
HP(midair): 1800 24 pixels horizontal, 60-68 vertical,
0 frame startup, active on 1st frame.

S-Groove Dodge attacks:
Punch: 1200, down/+3 block mid x/x/x
8/4/19
Kick: 1100, +3/+3 block mid x/o/o
5/8/15

Alpha Counter:
200x3 down/-10 block mid
4/15/23
Invincibility: 4 frames fullbody
airborne 6-33

==================
Special Moves:

Note on uppercut invincibility: I can’t actually read. I just compared symbols to Ken’s dragon punch, and then compared it to listed invincibility to Gunter’s old Namonaki Ken frame data. So below the knees/above the chest may not be entirely accurate, but it sould suffice. Just think upper body/lower body.

Psycho Ball Attack: QCB + P
All versions: block mid parry high airblockable.
LP: 700 -9/-9
15*/46
MP: 800 -8/-8
16*/45
HP: 900 -7/-7
17*/43

Psycho Sword: DP+P (ground or midair)

All ground versions:
Block mid
Parry high/low
1st hit not airblockable.

LP: 500 + 400x2 down/-12 airborne 12-39
8/2+15/23
10 frames below the knees invincibility.
MP: 400x2 + 200x3 down/-18 airborne 12-45
10/18/26
10 frames above the chest invincibility.
HP: 400x2 + 200x5 down/-21 airborne 12-50

All air versions:
Block mid
Parry high/low
Airblockable
Airborne: 0-landing
No invincibility

LP: 500 + 200x2 down/-12
8/2+14/land+9
MP: 400x2 + 200x5? down/-18
10/18/land+9
HP: 400x2 + 200x5 down/-21
10/20/land+9

Note: during 2nd hit of LP versions, and entire active hit window
for MP and HP versions, hits are dealt out every 2 frames, up to
a total # of hits LP: 3 MP:5 HP:7

Phoenix Arrow: (midair) QCB + K
All versions:
Block mid
Parry high
Airblockable

LK: 300x3 +5/+5
10/land/19
Deals hits till land, maximum of 3.
MK: 300x4 +1/+1
10/land/23
Deals hits till land, maximum of 4.
RH: 300x4 + 500 down/-30
10/land/8/4/51
Deals hits till land, max of 4. Kick at end is
parryable high or low.

Super Psychic Throw: HCF + P

400 damage 46 pixel reach
6/2/21

Note: Punch strength used has no effect.
Can juggle after.

Nu Psycho Reflector: HCB + K
All versions:
down/-36 block mid parry high airblockable.
LK: 900 18*/54
MK: 500x2 31*/64 airborne 11-28
RH: 400x3 31*/64 airborne 11-28

Reflects fireballs (1 hit). MK and RH have little hop
before reflector comes out (the airborne part).

  • indicates when reflector released (frame 19 for LK, 32 for MK,RH)

Psychic Teleport: QCF + K
LK: 17/12/14
12 frames of full body invincibility starting on frame 18.
MK: 17/24/14
24 frames of full body invincibility starting on frame 18.
RH: 17/36/14
36 frames of full body invincibiliity starting on frame 18.

Note: 17/12/14 refers to 17 frames of startup, 12 frames of teleporting (during which athena is fully invincible), and 14 frames of recovery.

===========
Supers:

Phoenix Fang Arrow: (midair) QCFx2 + K
All versions:
down/-24 block mid parry high (except last hit, low/high) not airblockable
airborne from 0 to landing.
Lvl 2 and above: Press PPP to cancel move.

Lvl 1: 2200 4+8/HTL(hit till land)/3/HTL/2/HTL/7/4/44
Invincibility: 8 fullbody
Lvl 2: 2600 4+8/HTL/4/HTL/3/HTL/2/HTL/7/4/44
Invincibility: 14 fullbody
Lvl 3: 3700 4+8/HTL/5/HTL/4/HTL/3/HTL/2/HTL/7/4/44
Invincibility: 22 fullbody
Max of 5 hits during HTL phase.
4 franes if startup before flash, 8 after flash.

Shining Crystal bit: HCB x 2 + P (midair as well)
Ground:
All versions:
Block mid
Parry high
Cannot be airblocked

Super immediately starts hitting after startup flash.
Hence 4:0/…

Lvl 1: 1000
4:0/96/54
Invincibility: 8 fullbody
Cancel into crystal shoot, 8-102

Lvl 2: 1600
4:0/128/54 cancel has 22 frames of recovery
Invincibility: 14 fullbody
Cancel into shoot, 8-134. PPP cancel from 5-165

Lvl 3: 3200
4:0/160/54 cancel has 22 frames of recovery
Invincibility: 22 fullbody
Cancel into shoot, 8-166. Cancel: 5-197

Air:
Lvl 1: 1000
4:0/96/land+11
Invincibility: 8 fullbody
Cancel into crystal shoot: 8-102

Lvl 2: 1600
4:0/128/land+11 cancel: land+11
Cancel into shoot: 8-134, PPP cancel from 6-165
Invincibility: 14 fullbody

Lvl 3: 3200
4:0/160/land+11 cancel: land+11
Cancel into shoot: 8-186, PPP cancel 6-197
Invincibility: 22 fullbody

Notes:

Crystal Shoot: QCB + P (during Shining Crystal Bit)
All versions: Block mid, parry high, not airblockable.
Release punch to fire.
Athena’s hand hits immediately after the super flash.
Hence the 8:0.

Ground:
All ground versions:
down/+1 8:0/1+5*/38

  • indicates the projectile is released. Can hold onto P
    button after flash to delay the release of the projectile
    (up to 83 frames).
    Lvl 1: 500 + 500x2
    Lvl 2: 500 + 500x3
    Lvl 3: 400 + 400x4

Air:
All versions: 8:0/1+5*/land+10.
Hold down P after flash to delay fireball launch, up to 83 frames.
Lvl 1: 500 + 500x2 down/+7
Lvl 2: 500 + 500x3? down/+10
Lvl 3: 400 + 400x4 down/+13

Book likely typo’d damage of lvl 1 and lvl2 air listed the same.
Not likely.

I’ve been playing Athena recently…her crouching fierce seems really awesome

with her I just play a big running away game…spam projectiles and teleport away whenever I’m cornered. Punish an opponent easily with a crouching fierce

what are some good strategies with her?

CvS2: Help with Athena thread
show all threads from beginning, the 120+ post thread.
Good discussion there.
Koop, Jae hoon, know what they’re talking about, so do some others.

um…where can I find that?