Difference between revisions of "Athena (CvS2)"

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= Introduction =
 
= Introduction =
Athena's CvS2 incarnation is more or less of a mix-up type of character, that relies heavily on gimmicks. She has to work for her wins against the top tier characters, but she handles mid to low tier characters very well.
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Athena's CvS2 incarnation is more or less of a mix-up type of character, that relies heavily on gimmicks and zoning. She has no reliable way to land any of her supers, so she has no real way to do the damage the other top tier characters can do easily. Therefore, her real main threat would be to use her fireball to zone, incredibly good crouching fierce to poke, and shut down options.
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Athena players need to be patient, and find gaps in their opponent's playstyle to get in and start mix ups. Once the person is afraid of your strong pokes, then you can get in some reliable mixups/pressure.
  
 
Her main grooves that are played are, A (being the best), S, and N(Not too common, good battery though.)
 
Her main grooves that are played are, A (being the best), S, and N(Not too common, good battery though.)

Revision as of 06:34, 26 March 2011

Introduction

Athena's CvS2 incarnation is more or less of a mix-up type of character, that relies heavily on gimmicks and zoning. She has no reliable way to land any of her supers, so she has no real way to do the damage the other top tier characters can do easily. Therefore, her real main threat would be to use her fireball to zone, incredibly good crouching fierce to poke, and shut down options.

Athena players need to be patient, and find gaps in their opponent's playstyle to get in and start mix ups. Once the person is afraid of your strong pokes, then you can get in some reliable mixups/pressure.

Her main grooves that are played are, A (being the best), S, and N(Not too common, good battery though.)

Moves List

Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Close y y y +7 +7 3 4 5 200
Far y y y +3 +3 2 4 10 200
Crouching y y y +4 +4 3 4 9 200
Jumping - y y - - 5 23 - 400
Strong Close n y y +9 +9 3 5 8 700
Far n n y +0 +0 6 8 14 700
Crouching n y y +1 +1 5 2 17 700
Jumping - y y - - 7 6? - 700
Fierce Close n y y +1 +1 8 4 21 1100
Far n n n +3 +3 8 4 19 1200
Crouching n n y +1 +1 5 8 17 1200
Jumping - y y - - 6 6 - 1000
Short Close n y y +4 +4 4 6 7 500
Far n n y -3 -3 6 6 14 400
Crouching y y y +6 +6 3 5 6 200
Jumping - n y - - 6 20 - 500
Forward Close n y y +5 +5 5 8 9 800
Far n n y -2 -2 6 4 20 700
Crouching n n n +3 +3 8 8 11 800
Jumping - n y - - 6 8 - 700
Roundhouse Close n y y +3 +3 5 8 15 1100
Far n n n -2 -2 9 4 22 1100
Crouching n n y down -14 8 4 34 1000
Jumping - n n - - 8 6 - 1100
Command Normals
f+Forward n/n n/n y/n down -7 6 3(9)3 24 400+500
(air) d+Forward n n n Down - 8 20 - 800

Special Moves

Super Moves

The Basics

Her best poke undoubtedly is her crouching fierce. It reaches far, goes under alot of projectiles, and recovers quite quickly.

Her jab version of her fireball (qcfb + lp) is slow, and big is good for pressure and running behind it.

Many normals can connect after a close standing strong, it has a insanely high amount of +frames. For example, using standing strong then a sweep, canceling the sweep with a whiffed command grab (for faster recover) gives you ample amount of time to have cross-up opportunity.

Her best AA's are crouching fierce (which cleanly beat everyone of Sagat's jump-in's (except foward at a certain cross-up angle) and standing strong. Also Strong Psycho Sword (dp) has upper-body invincibility, so it can work as an AA too.

Advanced Strategy

Match-ups