------------------------------------------------------------------------ KOF' 2002 ATHENA ASAMIYA ------------------------------------------------------------------------ Changes from kof'2001 to kof'2002 for Athena Asamiya 1. Her qcb + C is much faster. 2. Her crouching D frame has more horizontal range and is uncancelable. 3. Her Spinning Crystal (hcb x 2 + P) no longer juggles. 4. She gained the Hidden SDM similar to Psychic 9 (qcf + ABCD) with 2 new follow ups. 5. Her Pheonix Fang Arrow has instant recovery time. 6. Her teleport B/D has faster recovery and start up. 7. Her SDM Psychic 9 follow ups do not juggle. 8. Her air CD frame has changed. 9. Neo Psychic Reflector is removed. (No loss for Athena, no sane person used it in kof'2001) 10. She grew her hair back, thankfully. And just when I thought she was going to become bald following the trend of the previous years when her hair just gets shorter and shorter. -------------------------------------------------------------------------- Impression -------------------------------------------------------------------------- She is stronger this year with much improvements, although she still is strongest during kof'98 with her command throw, which I still miss today. -------------------------------------------------------------------------- Profiles -------------------------------------------------------------------------- Fighting Style : Psychic Power and Chinese Kung Fu Birthdate : March 14th Age : 18 Nationality : Japan Blood Type : B+ Height : 163cm Weight : 49kg Vital Stats (cm) : 83/57/82 Likes : Astrology Favorite Food : Maple leaf-shaped bean past buns Strong Sport : Lacrosse Important Things : A Peter Rabbit tea set, letters from her fans Dislikes : Grasshoppers Voice Actor/Actress : ??? -------------------------------------------------------------------------- [ Joystick Layout ] ----------------------------------------------------- ub u uf Jump Backward Jump Up Jump Forward \ | / (up-back) (up) (up-forward) b -- n -- f Retreat / Block Neutral Approach / | \ (back) (forward) db d df Crouch Block Crouch Offensive Crouch (down-back) (down) (down forward) [ Button Layout ] ------------------------------------------------------- A B C D Light Punch Light Kick Heavy Punch Heavy Kick QCF = quarter circle forward (d, df, f) HCB = half circle back (f, df, d, db, d) DP = dragon punch (f, d, df) -------------------------------------------------------------------------- Special Moves -------------------------------------------------------------------------- Bit Throw When close, b / f + C (throws forward) Psychic Throw When close, b / f + D (throws to the other side) Psychic Shoot When close, a-u + C / D in air (somersault and throws opponent in air) Phoenix Bomb In air, d + B (knock down and high piority move) - cancellable into air special moves - can be cancelled from CD, C and A in the air - can be done during the quick retreat, b+b. Chained Kick f + B (2 hits high angle kick) - cancellable 2nd hit into air special Psycho Ball Attack qcb + P (typical full screen air projectile) - C fast, A slow Psycho Sword f,d,df + P (ground/air) (multiple hit anti-air move, can be done in air) - very low piority against air attack - super cancel into air special during air Psycho Sword (max) - super cancel into ground special during ground Psycho Sword (max) - super cancel special into DM (2 stock) Phoenix Arrow In air, qcb + K (roll down in a ball of psycho energy, multiple hits. D version ends with a kick) - the kick has pretty long range and will be directed at your opponent - super cancel into ground special with D version ending kick (max) - super cancel special into DM (2 stock) Psychic Teleport qcf + K (teleport, D version is further) - very little invulnerability - fast recover and start up - image that she leaves behind can be grabbed Psycho Reflector hcb + B (reflects all projectiles) - reflected projectiles - juggles ------------------------------------------------------------------------------------- DM ------------------------------------------------------------------------------------- Shining Crystal Bit hcb x 2 + P (ground/air) (Athena is protected by orbiting crystal bits, can be done in air) - invulnerable during startup - can neutralise projectiles and non-physical attacks unless it is a SDM. - ABCD to cancel Crystal Shot qcb + P from Shining Crystal Bit (Athena gathers the crystal bits above her) - can be held by holding the P button - A version projectile shoots straight - C version projectile will curve - can negate other projectiles Pheonix Fang Arrow qcf x 2 + K (in air) (Multiple Pheonix Arrow) - does a lot of tick damage on large character - unable to combo in corner after her chained kick, opponent will be able to block after the first volley ------------------------------------------------------------------------------------- SDM (during max) ------------------------------------------------------------------------------------- Shining Crystal Bit hcb x 2 + AC (ground/air) (Athena is protected by orbiting crystal bits, can be done in air) - invulnerable during startup - can neutralise projectiles and non-physical attacks unless it is a SDM. - has a psychic shield around her body for additional protection - ABCD to cancel - opponent is knocked flying across the screen Crystal Shot qcb + P from Shining Crystal Bit (Athena gathers the crystal bits above her) - can be held by holding the P button - A version projectile shoots straight - C version projectile will curve Pyschic 9 hcb, f + AC (Athena does a pose and rushes forward, and changes her costume with every hit of the button, from kof'2000, back to kof'95. You may choose her to perform any 3 of the finishing moves stated below after pressing the sequence) - need to press buttons in sequence A.B.C.A.B.C.D - if you miss the sequence or whiff, she sits on her bum - Finishing hcb + K = Another Athena (kof'2000 striker flame attack) qcf + P = School Uniform (does kof'94/95 stand CD) f,d,df + P = Swim Suit Athena (does psycho sword) ------------------------------------------------------------------------------------- Hidden SDM (during max with 1/4 life) ------------------------------------------------------------------------------------- ??? qcf + ABCD (Athena does a pose and rushes forward, and changes her costume with every hit of the button, from kof'2000, back to kof'95. You may choose her to perform any 2 of the finishing moves stated below after pressing the sequence in which she does all 3 of her normal follow ups of Psychic 9 before her finishing move) - need to press buttons in sequence D.C.B.D.C.B.A - if you miss the sequence or whiff, she sits on her bum - Finishing qcf + AB = Goddess (Athena changes to a Goddess and heals herself) qcf + BC = Fans Ahoy (Athena and 2 fans deals explosive damage) --------------------------------------------------------------------------------------- Useful Combos --------------------------------------------------------------------------------------- Combos anywhere (100% connects) (1) close standing C/D -> f + B - if you did not notice, attacks push opponents a bit further this year round, thus you will most probably miss if you follow up with Psycho Sword as usual unless you are very close (2) close standing C/D -> qcb + C / dp P (3) close standing D -> hcf + B -> throw - made possible because of improved teleport recovery, you stun your opponent, teleport behind him and throw him while he is still stunned. (4) Pheonix Fang Arrow -> C/D -> dp + P / SCB / qcb + C Combos corner (100% connects) (1) close standing C/D -> f + B -> dp + P / qcb + K / SCB (2) hcb + B -> dp + P (still works but what are the chance of doing it for real) --------------------------------------------------------------------------------------- Playing with Athena --------------------------------------------------------------------------------------- (1) If you have trouble doing the command for Psychic 9, pls refer to my 2001 faq on Athena. The gist of doing the Hidden SDM command is somewhat similar and futhermore, the command is easier to input in kof'2002 than previously. (2) Choosing a follow-up for Hidden SDM - Athena Goddess follow-up should be used when you are in doubt, you heal about 30% of your life after you deal damage. Live to fight another day. - Athena Fan Ahoy follow-up should be used when you can confirm that your opponent will truely be dead with the additional explosive damage. The additional damage with this follow up is not much so used it wisely. (3) Psycho Ball A (slow) when you are in a distance and then... - run and use far standing C if opponent rolls - Psycho Ball C (fast) if he blocks (4) Her crouching D is very useful, good for catching landing opponents similar to how experts play with Leona. Try it when opponent make a high jump attack, he will miss and Athena will sweep him. You don't need it to be cancelable, you can still use crouching C for the usual Psycho Ball nonsense. (5) Her crouching C & standing C, abuse them! (6) Teleport and throw, much more useful this year as damage for throws increased and opponent have less time to react. (7) Psychic 9 is not as useful as the Hidden SDM but with Neo Psychic Reflector gone you can enter the short-cut for it. hcb D (1 hit) -> f + AC which effectively cancels into P9. (8) The Hidden SDM is easy to execute (qcf + ABCD) and very useful, use it if you can. (9) Against turtle, abuse her Pheonix Fang Arrow, but aim at an angle that an evasive roll will not help them. (10) And of course... abuse her SCB! Leave her as the last fighter with 5 stock! ;) --------------------------------------------------------------------------------------- Non-command Throws and Slams --------------------------------------------------------------------------------------- - To those people who says they don't play slam/throw. Two thing, slams can be BROKEN if you react fast enough. And slam/throw has been created when the creator of Street Fighter discovered turtlers. So I can only conclude... (1) People who don't play slam/throw are dimwitted as they cannot react to break the slam/throw (2) People who don't play slam/throw are turtlers who blocks/evade all day and win through timeout (3) Or both, and in this case, they will most probably whine a lot too. - Non-command throws add more favour to the game and I'm glad it is BACK with more damage! --------------------------------------------------------------------------------------- Team Ending --------------------------------------------------------------------------------------- No team ending this year, only a few spoofs that is pretty entertaining until the novelty wears off. ---------------------------------------------------------------------------------------- Copyrights (?) ---------------------------------------------------------------------------------------- Well, there's not much to steal from here anyway. Most of the stuff here can be gotten just about anywhere and can be learnt through experiences. This faq can ONLY be found on www.gamefaqs.com so please visit it to get the latest up-date. Oh, pls give credits for whatever you decided to cut and paste and post it on any kof forum or refer them to this faq which I slogged all day to produce. Another mental note, if you didn't discover the combo and you saw it on some video clip, pls give them credit too. It's pretty obvious when you can't do simple chain combos and yet you post something obnoxiously difficult. ---------------------------------------------------------------------------------------- Credits ---------------------------------------------------------------------------------------- Eolith and SNK(founder), the people who took the pain to create kof'2002. www.gamefaqs.com for hosting my faq My e-mail weis@pacific.net.sg Version 1.1 You guys read all that? You guys rock, man!