50/50 mixups:
d.LK, walk up, close s.MP, d.HK
d.LK, walk up, throw
If the opponent blocks close s.MP, walk up and do it again. You get +9 off that move, so the walk up is free.
as the other guy gets up, timed RC grab
as the other guy gets up, d.LK, s.LP (hit confirm)xx dp+HP
N-Athena:
What the heck? How is the air d+MK move (butt bounce) NOT an overhead? How horrible is that? You can cancel into the air qcb+K moves afterwards, but they’re so easy to react to and DP it’s lame. Anyway…
Free jump-in setups versus Sagat:
-Punch throw, immediate super jump forward, j.HK
The butt bouce also works, but what’s the point? You even bounce all the way back to your side of the screen so you can’t even take advantage of the frames you get when the opponent blocks. I’ve been practicing with getting j.HP to hit for free also, so I can hit with an air j.HP xx air qcf, qcf+K super. This is stupidly hard though, and so inconsistent that I’ve given up.
I want to say anti-air dp+MP, jump forward j.HK works also, but I can’t get this to hit for free on anybody other than Ryu and his four frame Shoryuken.
Against Sagat, I think it’s better to just run after the body and then roll to mix up which way you’re going to end up on like N-Iori can do.
If you absolutely must do a free jump-in after landing an anti-air dp+MP against Sagat, do normal jump forward, j.MK instead. You can time it to hit super meaty, but the butt bounce move gets in the way of the execution (holding down-back so you’ll block in case Sagat does wakeup DP), so I don’t like it.
d.HP anti-airs Sagat’s j.HK at every angle. Do it as late as possible like you would a Blanka d.HP or a Chun d.MP “tripguard” anti-air.
If you land the command grab in the corner, you have time to whiff a d.MP to build some meter before hitting with your deep, 7 hit dp+HP.
If you land the command grab midscreen, learn how to do running dp+HP for all the hits consistently.
The knockdown from the special move lets you mix up the guy as he gets up instead of just doing a jumping fierce xx qcb+K move after the command grab. If the opponent did tech roll, you have time to catch him with running attack also.
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(This is from an old post I deleted I but I’ll repost it here)
3/24/04
I really like A-Athena… but it’s too bad she sucks.
-She has one of those fantastic bunny hop style dashes that is not only very quick, but goes over low attacks as well. She’s tied with Kim as having the best roll in the games as well. 102 pixels distance-wise, 29 frames long, and only 2(!) vulnerability frames at the end.
-Her command grab is only 29 frames when whiffed. Basically, the opponent can’t do a thing about punishing this after they’ve jumped away, RC’d or not. It’s like Morrigan’s command grab or Akuma’s Demon super. If the opponent jumps away, I get a free uppercut. The only weakness to this move, and one of the reasons Athena sucks, is that the range is only a girly 46 pixels…
-Athena walk up close s.MPs are really, really good. The thing comes out in THREE frames, hits mid on all characters, and gives a ridiculous +9. It’s the same frame data as Cammy’s fierces. Walk up s.MP, walk up s.MP, link sweep xx psycho ball is alright.
-Close s.HK gives +3 and lasts for 8 frames.
-Far s.HP has good range and gives +3 as well. It hits mid level as a bonus too. Use it to beat your opponent’s low attacks.
-d.MP is a good alternative to fierce at times too, as it also gives +1 on the hit or block. Even better is that it’s cancelable though. d.MP xx psycho ball or teleport.
-d.HK is a knockdown move that comes out in 6 frames and is cancelable. Best used after close s.MP.
Athena’s rapid fire low shorts are awesome. Come out in 3, +6 on the block.
-low short x 2~3, super jump forward, LK or MK phoenix arrow right away, (opponent’s guard breaks), close s.MP xx HP pyscho sword, super jump forward, activate CC…
qcb+LK gives +5 on the block. qcb+MK is also safe on the block yielding +1, in addition to doing a LOT of chip damage. Guard break in the corner, CC, 9000 damage
-c.LK, s.LP xx HP pyscho sword.
The most useful combo Athena has off a crouching short. s.LP hits mid on ALL characters.
-c.LK, RC grab
The mixup to above. Again, the short range on Athena’s command grab only lets her grab after one crouching short.
Both lead to a juggling CC from ANYWHERE on the screen.
Corner pressure/“trap”:
HP psycho ball has very short recovery at only -7, exactly the same as Chun-li’s. d.MP is a 5 frame attack, again, exactly like Chun-li’s far s.MP. Therefor…
-close s.MP xx HP psycho ball, d.MP xx HP psycho ball.
You can stick in a f,f, dash, RC command grab attempt at any time. If it grabs, you juggle, then CC. If the opponent jumps away, you do a free MP psycho sword as they fall. Teleporting into the corner with Athena is also very fast, like Akuma’s teleport into corner.
(MAJOR EDIT: This doesn’t work. Use close s.HP xx qcb+HP, d.HP as your corner blocked string/counter hit fishing attempt instead. You get a free CC if the guy tries to jump out of s.HP xx Psycho Ball without air blocking. :bgrin:)
Speaking of a corner juggle CC…
-command grab, juggle with HP psycho ball, CC, d.HP x 5, deep HP psycho sword x 3, jump up j.HK, crystal bit super (4 hits), qcb+P (hold for one more hit), release (last hit)
Around 9000 damage. Looks cool and is easy to do. I stole this combo from the Japanese CvS2 book.