


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).

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.
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.
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.
