CvS2: Help with Athena

The best combo after a cross up MK is d.LK, s.LP xx dp+HP, super jump forward, CC…

Even if you’re not in A-groove, comboing into the dp is hit confirmable, gives you a knockdown with setups afterwards (meaty fireball, crossup teleport for example, or even go for another cross-up), and isn’t a difficult one frame link like three crouching shorts into a fierce either.

Not trying to kill your momentum an thanks for the contribution Rings of Saturn…but one thing…your orb obsession will get destroyed…sorry

  1. you stated lk teleport into lv crystal orbit…you will get destroyed the moment after you begin your orbit…“tricking” the orbit is the key…throwing it out after a LK teleport will commit blockin an apparently you dont know she is open for an ass whooping after you miss that first orbit hit…pray you never take on a vega fully charged or in rage…let alone you take on sagat…

2)Rolling into orbit…in tournament play… unless your timing into an RC’d orbit…will get your tossed the fuck outta the way…

3)there is no “timing” for chip damage with her orbit…you have to HIT an its better to try that lv 1 as a wake up…cause again…your “chip” damage leaves you open for everything at the end…

4)trying to get the orb fireball wave pattern is not needed unless you actually hit the opponent…a simple jump back wait for you to throw an roll is always the avoid…

5)your corner stratagy in a full fledge tournament/serious play moment will happen like this (naming the characters you mentioned)

Zangief: wait while you “chip” an simple standing or two in one 360 or full lv3 720…ive seen plenty of giefs willing to take the chip an retaliate after you “pause” when your done…

Raiden: depending on groove…did you witness what happened to athena at evo last year…watch to video for the evo 2004 an you will see…damage takin is WORSE than the chip you give

Chang: rather not say cause cause his throws will just easily dump what youve done an easily allowing him to begin his gangbang stratagy

Sagat: JAE HOON OR ANY ATHENA TOURNAMENT PLAYER PLEASE LET HIM KNOW WHY HE MAY BE IN TEARS…ESPECIALLY IF SAGAT IS FULL METER…

Hm. I kinda like cross up mk, st strong into f mk. Easy hit confirm, and sets up another super meaty cross up if you walk forward a bit and jump forward. If you land the next crossup then I’d go with st strong xx dp+HP since it seems easier to confirm.

yeah, i do have an obsession with her orbit

About the chipping timing, yeah, it does need to hit, I was just talking about the timing the rotations before you perform part 2 of her super, the crystal bit shoot. Otherwise, her orbit will close and end without you throwing the bit, enabling a LONG recovery time thus vulnerability.

IF you, while in the corner, SHOOT the bit, you’ll recover in time to input c.LK,c.LK,c.LK,c.HP since they’ll still be in block stun after you throw the shoot because the shoot has 2-4 hits, depending on the level of the super. So you should be safe unless you don’t input the crouching LK LK LK FP.

Zangief, and other throwers won’t be able to throw you unless you decide not to throw the BIT or attack after the shoot while they are still in block stun.

Trust me, it works. I’ve beaten MANY MANY great and skilled players with Athena alone, though, not with that tactic. But I’ve done this corner thing when they’ve been tough to hit.

As for the rolling into lv1 or lv3 super. I dont’ mean roll THROUGH them, then they would be able to through you. But like, roll in order to land right in front of them and then super, that is, only attempt if they like to crouch and HP like with sagat, or if you can predict that they are going to attempt to hit you after you roll in front of them. Like how sagat’s like to roll then uppercut after a fireball is thrown from the opponent, or even as a RUN>ROLL>Uppercut. Sounds predictable, but when you’re in the moment and playing, your mind thinks that you can hit them as they recover from rolling,…nope, you get uppercutted or the super with the flaming foot super, though not all the time.

Yeah, it’s scrubby, but it works, and has worked in tournaments. But I rarely use it, but whenever i do, success.

I hardly lose with Athena, unless I’m playing super good players with RC skills, then it’s tough…

Aw, i wanna play against your Athena, now… I dont’ have XBox live, so too bad…

I play athena. A-groove

I like Athena on P groove…especially against Guile. If he tries to flash kick, perry into air throw. I have trouble with any RC’ing charging type character (Honda, Bison, and mostly Blanka). Does the ability to RC benefit Athena notably or it’s not really a big deal? Like how good is RC’ing her command throw or DP?

Her RC grab is her most useful tool. I don’t think it adds much range, but it gives her an invincible throw. Which you can CC from anywhere on the screen.

so would that make A groove her best groove? RC grab into CC?

Eh…RC is risky…let me be honest an frank from tournament experience. I use her in C-groove as a base (2nd character) character…

her cr FP is your friend…lets be straight forward. timing is the essence if your willing to RISK the throw cause the RANGE is not as great as many may think. ive seen her uppercut (wakeup…midair…or against “tap grooves” [p or k] ) start as the beginning before the CC if your using A groove

balance is with athena if your using A or C. timing is more risky in A because you need to get off that CC an ive seen to many A’s get destroyed trying to find ways to start a good damaging CC. C (like myself) tend to be patient an look for easy opening with cr fp and use standing MP or MK to anti air advantage…and i have a way of timing air throws like a bitch…

K groove…rush is a key…but timing and risk are a factor here

P…i havent played a p groover or seen one yet…

Sagat lvl 2 fireball super beats out SCB, so does wake up tiger uppercut. A few jumpins will be any lvl SBC as well. Athena does not take damage well, one C Groove Sagat super combo does at least 2/3 of her life bar. The most reliable way to do that if you have Sagat cornered is to dash back do short fireball while they are on wakeup, forcing them to block then dash/run up to them and scb for chip or try and go for command throw, air jump sbc.

As far as grooves go

C: Athena has a good dash/roll, 2 in 1 doesnt really help her at all though. Good for spacing tactics/throw setups.

S: Everyone knows about low life S Athena already. Kinda gimmicky but can work if used properly. Good moves out of dodge.

A: Had a conv with Buk over this, really did come to the conclusion that A is her best groove. RC command throw is a good CC setup and her CC can do 7000-8000 dmg. You can also activate after st strong, foward mk

N: I prefer a run Athena myself, helps keep pressure on the opponent. Athena is good for making meter and still has rc and small jump.

P: Not alot you can do with P Athena outside parry down fierce.

K: You have to use straight pressure tactics, still has run and sj which she needs for pressure.