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The king of fighters 99 athena
The king of fighters 99 athena













the king of fighters 99 athena the king of fighters 99 athena
  1. THE KING OF FIGHTERS 99 ATHENA FULL
  2. THE KING OF FIGHTERS 99 ATHENA FREE

Shining Crystal Bit (hcb hcb + P, ABCD to cancel, qcb + P for Crystal Shoot - may charge) -Īthena isn't very combo friendly.Can be comboed from light hits (you have to be at point-blank range, though).

the king of fighters 99 athena

Activates the unblockable projectile bug. Useful to mix-up, do run-up throws, reversal and to set up unblockable psycho ball loops (more on that in the strategy section). The move itself only deals damage if you let the enemy touch the floor, which means that you can enter in MAX mode before he lands to get the damage bonus for it (and for the unblockable Psycho Ball that will follow). The fall is unrollable, and has invincibility at startup.

  • Psychic Throw (hcf + P) - A command throw that puts the opponent in a 'launched' state.
  • Just stick with the A version, C version is too risky and does not offer any real benefits.

    THE KING OF FIGHTERS 99 ATHENA FULL

    Full damage seems to be more common if you get a counter hit (when you reflect something somewhat close to your opponent), though. The way the reflected projectiles deal damage seems to be random most of the time they will deal only a tiny bit of damage, but some times they will deal full damage.

  • Psycho Reflector (hcb + K) - B version is a Rugal-style reflector (reflects any non DM projectile except for Yamazaki's counter-projectile), D version is a much slower, unsafer, bigger and meatier version which hits three times and has the same reflective properties.
  • Use the A version for zoning, and the C version as a reversal. Poor damage and startup hitboxes, but the last hitboxes have lots of vertical range and priority, making this move quite useful to keep the opponent zoned.
  • Psycho Sword (dp + P / air dp + P) - A version has no invincibility, C version completely invincible on the first hit.
  • Psychic Teleport (qcf + K) - Athena's teleport.
  • You can cancel it from d + B too but it won't combo). Both versions can be comboed from air attacks (A, C, neutral A and C. The kick doesn't hit low, but target the opponent - if they dodge the firs part and goes behind you, you still kick in his direction :)).ī is preferred it works as a good meter builder (by tiger-kneeing it or doing it during a backdash) and does nice chip damage while not being as unsafe as the D version (it does leave you at frame disadvantage, though).
  • Phoenix Arrow (air qcb + K) - B version has much better recovery but deals less damage, D version is the opposite (it finishes the rolling dive with a kick.
  • THE KING OF FIGHTERS 99 ATHENA FREE

    After a knock down, this means free damage unless your opponent manages to reversal roll. You can also use it to gain positional advantage (running or teleporting) and push your opponent to the corner, the place where Athena becomes more dangerous.Īnother great property of this move is that you can make it unblockable by doing hcf + P or the teleport just when your opponent is about to block it. You recover fast from the A version, which is ideal to keep an opponent in the corner and punish attempts to escape via air (Psycho Sword / Shining Crystal Bit), roll (Psycho Throw / Far Standing C) or retaliation (Far Standing C). Psycho Ball (qcb + P) - A version comes out faster and travels slowly, C is the opposite.To solve this, either cancel it from jumping A (d + B will generally hit down this way) or cancel into a B Phoenix Arrow (do it quick or you'll bounce anyways). The earlier you do d + B, the more distance you will cover do it as b, db + B to get the best results.įor offensive situations, take into account that if you hit your opponent high you'll bounce back leaving you completely open for a lot of time. If you do it during a backdash, the backdash will be much longer and faster.















    The king of fighters 99 athena