= Command Moves =
: Renkantai- Can be either 1 or 2 hits depending on the distance
- Cancellable at the second hit for air special moves and supers
- Not an overhead
Air
: Phoenix Bomb- Hops backwards upon contact unless cancelling into something else
- Cancellable into special moves or supers
- Does not juggle opponents unless done as a counter
= Special Moves =
: Psycho Ball- Standard fare projectile
- C version connectable from strong attacks
(air)
: Psycho Sword- Standard fare multi-hit uppercut
- C version pushes her forward a little bit more before rising
- Super cancellable
: Psycho Teleport- B version goes around halfscreen, D version goes around fullscreen
- If hit, Athena will just reappear at where she started
: Psycho Reflector- Reflects projectiles of any kind
- Juggles opponent on hit
: Psycho Shoot- Some startup time, huge lag
- Juggles opponents if hit
Air
: Phoenix Arrow- D version ends with an extra kick at the end
- Super cancellable
: Psycho Teleport (Fake)- Athena looks like she's teleporting, but she's actually in the same spot
- Athena can't do anything unless the move ends
= Desperation Moves =
(air)
: Shining Crystal Bit- Invincibility on startup (both ground and air)
- Can cancel by pressing
- Negates projectiles
- Can cancel into Crystal Shoot followup
(chargeable) during Shining Crystal Bit: Crystal Shoot- Loses Shining Crystal Bit properties, makes Athena vulnerable
- A version goes forward, C version flies upwards afterwards (ground version only)
- Air version always goes diagonally downwards, then into a forward direction when getting close to ground
- If done in air, stays in that spot
- Charging only makes her hold the ball longer, no other special properties
: Phoenix Fang Arrow- No special properties
= Super Desperation Moves =
(air)
: Shining Crystal Bit- Invincibility on startup (both ground and air)
- Can cancel by pressing
- Negates projectiles
- Can cancel into Crystal Shoot followup
(chargeable) during Shining Crystal Bit: Crystal Shoot- Loses Shining Crystal Bit properties, makes Athena vulnerable
- A version goes forward, C version flies upwards afterwards (ground version only)
- Air version always goes diagonally downwards, then into a forward direction when getting close to ground
- If done in air, stays in that spot
- Charging only makes her hold the ball longer, no other special properties
(->
,
,
,
,
,
,
): Psychic 9- Deadly Rave-like super
- Will not catch airborne opponents
- Athena will do 2 hits first, then you need to input
- If you miss any hit, the move will end and Athena will sit on her ass
- Has 3 different followups
at the end of Psychic 9: Psycho Sword Finish- No special properties
at the end of Psychic 9: Fire Sword Finish- No special properties
at the end of Psychic 9: Sailor Finish- Wire attack
= HSDM =
(->
,
,
,
,
,
,
) : Psycho Medley- Deadly Rave-like super
- Will not catch airborne opponents
- Athena will do 2 hits first, then you need to input
- If you miss any hit, the move will end and Athena will sit on her ass
- Has 2 different followups
at the end of Psycho Medley: Momoiro Gatame- Inexplicable explosion effect
at the end of Psycho Medley: Healing Athena- Heals Athena for a bit
= Misc info =
- Athena can wall jump
- Far
can go over low attacks- Close
links into far
= Starter Combos =
Close
/
->
->
(or
, air
or
/
in corner)
->
->
((or
, air
or
/
in corner)Close
/
->
Stupid combo: (at least halfscreen away)
->
-> whatever (you may need to teleport)= Advanced Combos =
Close
-> far
->
->
-> far
->
etc= Vids section =
Combo:

