If you time the last CD right they will actually fly OVER you instead of away, and the super will auto-flip itself so you don’t have to do the input backwards.
Edit: While messing around in training I found a 466 corner CC with no super, 495 with super. It is the same as the combo I posted above, but with the last CD delayed a bit, followed by f+B qcb+B dp+C / super. Video coming soon lol
Question concerning her throw. Can the opponent tech roll once they hit the ground? Or is it a hard knockdown in the sense that they “HAVE” to hit the ground and wakeup?
What does the KOFXII guide have to say about her infinite? I’ve practiced it, manage to get a bit more than half life before messing it up. It makes me wonder if there is a limit on juggles or if I’m just messing up the infinite/loop.
Also, some Athena tricks:
Light Phoenix Arrow can be used as a crossup and seems to stalemate on recovery, if not safe on block. As a result, you can bait your opponents retaliation with b+CD. This one way to condition an opponent to look for the b+CD instead of attacking immediately upon recovery. From that, you can get free throws instead to mix it up a little bit or even go on your own offense. I don’t know what the throw data is like in detail, but even when my opponent tried to roll away or in, I’ve managed to throw him. Another outcome could be your opponent trying to jump. If you’re really good at anticipation, Psycho Sword (or if they jump away, dash in -> Psycho Sword) works wonders. If you have meter, you can use Shining Crystal Bit to answer 1 of a couple of outcomes. If the opponent tries to roll into you, jump, or attack from recovering from the Phoenix Arrow.
I suppose the Reflector may be a better answer than b+CD in that particular gimmick, since you can follow up into a Psycho Sword afterwards, but I haven’t tested the Reflector enough to get satisfying results.
Don’t know if it’s already been posted, but backdash -> f+B still works. Just for style points.
One of her combos: cr.B, cr.A, Psycho Sword. I haven’t checked to see if it was damaged optimized but! I found cr.B, cr.B, s.A, Psycho Sword to work just fine as well :woot:
I’ve managed to get 11 hits out of it before I messed up, so it seems to be a true infinite. It starts doing crap damage by then though.
It should make it to 800 damage with 30 hits off a corner CC (CD, qcb+A x 3 -> infinite), but that’s well beyond my execution ability. Exactly how much damage it does by that point depends on when the moves stop scaling.
Best possible is -2 on block, neutral on hit. This happens at the following heights:
Absolute minimum (1 hit right by the ground)
Peak hop height (2 hits, second right by the ground)
Just above head height (3 hits, third right by the ground)
So… If you want to use Phoenix Arrow, it’s an absolute necessity to learn these heights. Miss it by just a bit and you’re looking at -3 on block, which is punishable by anyone and not just characters with instant command grabs.
Against command grab characters just don’t use it. Ever.
Brackets are cc ‘mode’ start and end. This is corner only and you need super obviously.
[C] xx qcb+C, C xx qcb+C, hop [D],D, C,CD,f+B xx air qcb+B, hcbx2+P - 526 damage
The hop D must be done on the way up, and it is the hit CC mode ends on, enabling you to perform another j.D before you land. This is necessary to get max damage out of a CC with many other characters as well, so learn it.
Midscreen, no super:
[C] xx qcb+A, dash~C xx qcb+A, hyper hop [D],D, C,CD xx dp+A - 432 damage
[list][]It doesn’t matter if you use qcb+A or qcb+C. qcb+A is probably better since it comes out faster.
[]Hop [D],C = 1 more damage than Hop [D],D.
[*]Use f+C instead of C for more damage / range[/list]
I’ll see if I can decode the stuff in that scan.
Edit: In the meantime here’s a slight modification. The scan seems to give something similar but claims more damage.
Edit2: adjusted a few details for a bit more damage.
Corner + Meter (547 damage): [C], qcb+A, f+C xx qcb+A, Hop [D],C, f+C xx CD, qcb+A, hcbx2+P*
(* Very slightly delay the last qcb+A so you end up close enough to the corner for the DA to hit)
Corner no Meter (509 damage): [C], qcb+A, f+C xx qcb+A, Hop upwards [D],C, f+C xx CD xx qcb+A, dp+C**
(* If you’re too close at the end, the psycho ball hits too early making dp+C impossible to connect. Hopping upwards should ensure that this doesn’t happen, but you have to be careful about whiffing the air attacks. Alternatively, judge the distance and use dp+A if necessary)
Midscreen no Meter (443 damage) [C], qcb+A, f+C xx qcb+A, Hyper hop [D],C, f+C xx CD xx dp+A
anyone messed around with athena’s f+B cross-up up close? if u r really close and do her f+B she will whiff and go through the opponent… probably only works on smaller characters… it’s nice cause u can throw / cr.B combo / counter / bait CC afterwards…
and also this is nearly impossible to measure but if u hit f+B at the very max range athena won’t bounce back… she’ll drop down and u can combo with f+C, C+D xx DM…
and her qcb+B stuns on counter hit on the 1 hit version… so if u do a cr.A then do a TK Phoenix Arrow qcb~u/b+B and get a counter hit u can combo with f+C, C+D xx DM… or her throw if u want a knock down
i for some reason mess up the hyper hop links during CCs… so the CCs i found that’s easy for me are…
mid screen
CC, qcb+A, run, f+C xx qcb+A, run, f+C, C, C+D xx DM = 486 dmg
corner
CC, qcb+A, f+C xx qcb+A, f+C, f+C, C+D xx qcb+A, DM = 530 dmg
ok after testing more no f+B doesn’t cross-up whiff on bigger characters… BUT jump f+B does… and a perfect way to set this up is her throw… after her throw u have a bunch of options… first of all u can do a jump cross-up B and combo off of it… to cross-up simply tap forward a little bit then do jump B… and fake it by doing it without moving… also u can use this same formula to do jump f+B and have phoenix arrow come out as a cross-up or not… or move a little further to have f+B whiff and throw to send them back to square one…