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A s a m i y a A t h e n a Guide Version 0.3
----+---- ----+---- --------- _____ |
| | | |_______| | / _________ ----|----
| -+- -+- |___| | | |
| /|\ /|\ ----+---- | | /
/ | | |-------| / / /
0.0 By: Derek Lee
(Shingoyabuki@hotmail.com)
_AuthorÆs not__s: Since this is my first guide please bear with me
if there are any errors, since you are reading this guide I
presume that you use Athena to some extent or want to know how to
use her. I started using Athena in Æ96 through the introduction
from my friend, meaning I never used her before that! The reason
why I like her now is because she is one of the few fighting
babes that actually sings! Being from Sydney myself and playing
in the city once in a while I must admit that I myself have not
played Athena to her full potential! This is why I have written
this guide to help people fully master Athena.
Contents:
0.0 AuthorÆs notes
0.1 Revision History
0.2 Character Background
0.3 æ97 story line
0.4 Normal moves
1.1 Special moves
1.2 Desperation moves
1.3 Taunt/Throws
1.4 Mind games
2.1 Why this is so strong?
2.2 Does this take skill?
2.3 Combo
2.4 Winning poses
3.1 Additional Info (taken out)
3.2 Credits
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0.1Revision history
Version 0.3(22-4-1998) Added more combos fixed up some info and
added winning poses.
Version 0.2a(25-3-1998) Added Æ97 story line and mind game and some
comboÆs.
Version 0.2 (8-2-1998) corrected some mistakes and got helpful
advice, added normal moves guide. Also added taunt and throws
section. Removed additional info for the moment.
Version 0.1 (1997) Start of my guide, no list of normal moves, no
combos, basically not much of the guide done just a basic start.
0.2 Character background
ô No oneÆs going to take my place as a superstar fighting babe!ö
(Quote from kofÆ95)
Statistics of Athena Asamiya:
? Nationality: Japanese (But spent most of her time in china)
? Fighting Style: Chinese kenpo, Wushu
? Blood Type: B
? Height: 163 cm
? Weight: 50 kg (or about 49 kg)
? Birthday: March 14,1977
? Age: 20 (in Æ97)
? Hobbies: Singing, Astrology
? Favorite sport: Lacrosse
? Favorite food: Ichigo Daifuku
? Least favorite thing: Butter, Grasshoppers
? Prized Possession: Peter Rabbit tea set
? Voice actress in Æ97: Yukina Kurusu
Athena Asamiya made her first appearance in kof 94 tournament
with Sie kensou (her highschool classmate) and chin, (her drunken
master). She entered as the china team leader because sie was
irresponsible and immature, and chin was too drunk with his jug
of sake (Also one of the reasons why I like her). Even though she
was only 17 during the Æ94 tournament, she only had one purpose:
To stop evil!!. Knowing that evil is always lurking around the
corner, her sweetness kept everyone happy even though the odds
were against her. She also appeared in two games before this they
were called: Psycho Solider and the sequel Athena (Note: Psycho
solider came out first in the arcade then followed by Athena.)
Athena: This is a side scrolling platform game (translated to the
NES) where you control the goddess Athena. She has grown tired
of her life on Olympus and decides to do some adventuring in the
"Fantasy World." In this realm she can pick up various weapons
(bows and arrows, swords, morning stars, etc.) and armor, and
special items (that give her wings or turn her into a mermaid)
and she fights Mythological creatures. (Note: In kof97 you can
actually see what she looked like in this game if you finish it
with the edited team of Athena, Clark, Ralf, you can also see
what Kensou looked like as well.)
Psycho Solider: This is KensouÆs first appearance in the game as
he was not in Athena! . Psycho Soldier was a horizontally
scrolling platform game, which came out in 1987. Basically it was
a horizontal shooter with a twist - Athena could transform into a
Phoenix, and Sie into a Dragon (also explains the names of some
of their moves). Some of the enemies were robots saying "Athena,
Athena", and the game's song is very similar to the one sung in
the CD version of KoF æ94. (In fact the song is the same but
without her singing also this game was translated to c64 which is
a disappointment!)
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0.3 æ97Story line
I decided that since I wrote about why Athena joined the
tournament in the first place why not write about why she is
still in the latest tournament (letÆs hope she is in Æ98 ^_^)
Because of the Japan live tour in æ96, Athena and Kensou received
many fan letters and were in doubt of joining the æ97 tournament.
Due to one fans letter, which touched Athena and inspired her to
join the tournament, the fan got courage and inspired by AthenaÆs
perseverance that she to worked hard like Athena and passed her
exams. The fan asked Athena if she would join this year
tournament and would support her! , so as to not disappoint her
fan she joined.
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0.4 Normal moves
AthenaÆs normal moves are considered weak compared to her
specials, but itÆs still good to know about her normal moves!
Standing A: Athena does an open palm hit towards the opponentÆs
face. This move cannot be done rapidly like most jabs (Note:
donÆt use this much) This move can be canceled to a psycho sword
and has decent range.
Standing B: Athena kind of knees the opponent with her arms
outstretched backwards at mid level.
Standing C: Athena stretches one arm out at mid level, it has
high priority but not as fast as the A version. It comes out
slightly quicker than the standing D and recovers faster. It can
also be cancelled into her super psychic throw, which is the
start to most of her comboÆs.
Standing D: Athena does a sorta spin kick, which is towards the
stomach of the opponent. It has the farthest range of any
AthenaÆs attacks but is kinda slow and vulnerable to attack for a
second. If you can hit, then use it, otherwise use C button.
Standing CD: This move has lost a lot of range, as in Æ96 this
move had excellent range (Note: IMHO the Æ97 CD looks like
TerryÆs power charge but without the range). I normally follow a
p-s-y-c-h-o ball after this move to keep the opponent at bay.
(E.g CD, HCB+A/C).
Crouching A: Athena jabs towards the opponent. CanÆt be done
rapidly but can be canceled to a psycho sword.
Crouching B: A short range ground kick. Which can be done rapidly
and is interruptible. I normally do a sweep after this i.e down
D, this is good for poking as it is reasonably fast.
Crouching C: A low, more powerful palm hit. It can also be
canceled to a psycho sword or the teleport.
Crouching D: Athena sweeps with one leg sticking out but doesnÆt
reach very far and unlike after the C version phoenix arrow where
she outstretches her leg with quite a bit of range. I normally
use this after an A version phoenix arrow or after a jump C then
sweep. This move is only has priority when up close as the range
of this move is crap hence the reason why I normally follow it
after a A version phoenix arrow.
Jumping A: Another palm hit and can be cancelled into a psycho
sword.
Jumping B: A very weak kick and seems to have as much range as
the jumping D.
Jumping C: Kind of a slap move thatÆs great for knocking people
out of the air, but not great for comboÆs. If both players jump
and with the right timing this could result in an air throw where
Athena kind of spins the opponent around and tosses the opponent
to the ground.
Jumping D: A jump kick with fine range and is useful for cross
ups and can be used to start a combo. I think Athena has an air
throw with this button as well.
Jumping CD: One of AthenaÆs most useful moves, which has high
priority and great for knocking down opponentÆs from the air.
Athena stretches the legs together like in Æ96.
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1.1 Special moves
This part of the guide is to inform you of her Special moves!
Butt bounce: jump towards opponent then press down + b as the
name suggest she bounces away after move is done (Note: this move
could also be done in Æ95 and I guess it wasnÆt useful because in
Æ96 SNK removed this move). The only use I see in this is to
avoid kyoÆs firefists.
Hopping double kick: press forward and press b (Note: this move
is completely new and can be chained (connects) with 2 hits, she
lunges forward with a double kick kind of like KyoÆs 75 style:
modified. When this move is not chained it has autoguard. Which
means can take 1 hit and go through that attack without getting
hit and only taking block damage. Although it takes minimal
damage but useful in some comboÆs. It seems that this is the only
command attack with autoguard. It is also the only silent command
attack in Æ97.
P-s-y-c-h-o ball: | / O-- + A / C
O O
Move type: Athena throws a ball of pink energy at her opponent
Comment: The A version psycho ball is useful against jumping-in
opponents whilst the C version psycho ball is effective in
keeping an opponent in the corner, while taking average damage.
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Psycho sword: --O | \ + A / C (can be done in the air)
O O
Move type: Athena does an uppercut, creating a type of blade of
energy
Comment: this move has been toned down since Æ96 it now only does
5-6 hits instead of 6-7. (Note: this move can be done while
jumping towards the opponent), I heard that it still takes off
the same amount of damage as in Æ96 but without the same number
of hits.
Performing it in the air takes 4-5 hits and does less damage than
on the ground.
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Phoenix arrow: jump, then | / O-- + A / C
O O
Move type: Athena curls into a ball, diving downwards towards the
opponent, in psychic energy.
Comments: this move has also been toned down (major) as scrubs
could use it too well! (Including me ^_^;). This move can also
only be executed when you jump towards opponent (Note: I think
this only applies to extra mode), if you use this move directly
above it takes about 5 hits and when jumping towards it takes
about 3-4 hits! . The C version has an extra long-range knockdown
kick at the end of the phoenix arrow, which changes direction to
wherever the opponent is. The A version comes down at a 150
degree angle while the C version comes down at an 135 degree
angle.
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New psycho reflector: --O \ | / O-- + B / D
O O O
Move type: Athena creates a ball of psychic energy which reflects
most projectiles.
Comments: the B button version is good for stopping opponents
charging at Athena, can also be used in comboÆ .The B version
she stands still and executes it and the D version she hops
forward a bit about 1 quarter of the screen. (Note: The d version
of this move is not combo-able but is probably the strongest non-
POW juggle used after a psycho throw). (Note: This move is
effective when the opponent is knocked down and depending on the
distance athena is to the opponent i.e standing next to opponent
or a sweep range depends which one to use just before the
opponent gets up as opponent can just block. (Note: This move can
reflect any projectile when timed right). The B version does 4
hits while the D version does about 7 hits.
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Psychic teleport: | \ --O + B / D
O O
Move type: As the name implies Athena runs across the screen
toward the opponent with an after-image in her original position.
The B version teleports her around half the screen while the D
version around three-quarters of the screen.
Comment: try CD after she finish teleporting, or a psycho sword
sometimes you can even get a throw in, it is a good way to
confuse opponents and is mainly a good idea to use after her
super psychic throw as the opponent doesnÆt know which area she
will end up. (Note: Try some variety like executing a normal
throw after as well as A or B pokes). It is now useful after a
blocked normal move (i.e far standing C or low D), because it is
a lot harder to counter this way.
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Super Psychic Throw: (Near opponent) O-- / | \ --O + A / C
O O O
Move type: Athena grabs the opponent and pushes them upward in
the air with the help of her psychic energy and follows up with
basically any move afterwards (IÆll leave this up to you!). It is
possible to juggle with either of her DMÆs in mid-air.
Comment: Use this move to start off comboÆs which your opponent
will be left open for attack. ItÆs also very useful against extra
players, as they canÆt be stopped from getting thrown. Or if you
play in extra mode this move is useful in the fact that first you
can dodge and then execute this moves when near the opponent.
(Note: after this move the dmÆs can be used if supplied withstock in Adv or
charged up in Extra). The majority of AthenaÆscombos rely on this move
especially in extra mode.
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1.2 Desperation moves
Desperation is referred to as supers / specials and the like.
Athena has gained one new super (as if she needed it!) which
makes a total of 3 supers!
All of her old supers have been toned down and can be used in
combos.
Shining Crystal bit: O-- --O \ | / O-- + A / C (Can be done in the air)
O O O
Move type: 2 crystal balls rotate around Athena (it rotated
around her faster in Æ95) kind of protecting her. The Sdm version
a barrier of psychic energy is also around her.
Comment: In kofÆ94 4 crystal balls rotated around her faster than
æ95, making it harder to hit her out of it, but the problem was
it was harder to execute the move and you couldnÆt perform the
move in the air. In kofÆ97 in adv mode press A + B + C + D to
cancel her out of the dm, this is because if you let the move go
all the way to completion, she has a period of time where she is
vulnerable to attacks (note: cannot cancel in extra mode).
Another alternative is to use the crystal shoot (see below). This
dm can also be done while jumping towards the opponent and can be
used to trap opponent in corner.
Crystal shoot (bit): | / O-- + A / C
O O
Move type: This is the follow-up to the shining crystal bit, once
the balls are rotating around Athena perform the crystal shoot
and all the balls go up towards her hand forming one ball (this
leaves Athena vulnerable) and she throws it as one large
projectile. It can only be done in the first three-quarters of
the shinning crystal bit dm.
Comment: you can hold the ball in her hand with the button used
(e.g execute with A hold down the A button). If executed with A
the ball moves forward towards the opponent, and if performed
with C the ball moves diagonally upwards. (I presume that you are
on the ground when performing the move). If you done the shinning
crystal bit in air the ball moves diagonally downwards and homes
in on the opponent (sort of). I find it to hard to execute this
move straight after the shining crystal bit maybe itÆs the timing
or my skill to execute it fast enough.
Phoenix fang arrow: jump, then | \ --O | \ --O + A / C
O O O O
Move type: Athena does multiple phoenix arrows diving into the
opponent. The A version DM does about 10 hits while the SDM does
about 25 hits. The C version does about 11 for the DM and about
32 for the SDM. (Note: there is no knockdown move after this and
leaves you vulnerable at the end if the opponent blocks this
move.
Comment: It seems that if this move is blocked that it takes off
more damage than unblocked. If you make her start just above the
opponents head you seem to go through his/her body and donÆt
waste any hits. The sdm seems to take about 1/3 of the whole bar
when blocked. This move also seems to take off more hits on
larger characters E.g Chang, Goro, and Clark.
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1.3 Taunt and throws
This section is about AthenaÆs taunt and throws. Press the start
button to perform taunt.
Taunt: Athena sneezes stands up straight, winks and puts her
hands together like in a prayer position. Saying, ôGoàgomen
nasai.ö Which means eàexcuse me. (Note: this taunt is still the
same as the Æ96 but was different in Æ95.)
(Bit throw): close, f/b + C
Kind of like her Æ95 throw where she tosses the opponent over her
shoulder.
(Psychic throw): close, f/b + D
In this throw Athena is aided by her beads where she spins them
around with the beads and throws them.
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1.4 Mind games
This is not an infinite but places Athena as a middle to top-
tier. I have not tried this tactic but read it from a person who
has had this tactic done to them several times. I have also seen
this tactic used once in the arcade. So I know how annoying it
is, here is the tactic:
HCF + C -> jump + D, Athena sends the opponent up into the air
and hits them with the jump + D. They both fall to the ground but
Athena lands first. (Note: the opponent can block what Athena has
to dish out). Usually on the other side of what you expect i.e if
she did the throw on the left sheÆd land on the right, however
sometimes she does end up on the left side. But when she lands
sheÆd immediately C and throw again. The thing about this pattern
is it confuses the opponent on which way to block but if they
block the C then the HCF + C will not connect.
Another option is once Athena has done the C followed by HCF + C
-> jump D, Athena walks a bit under the falling opponent, gets
behind opponents back and C -> HCF + C, (Note: this takes a lot
of practice and patience). When timed right it should connect as
the opponent lands giving them no opportunity but to block.
Therefore if AthenaÆs opponent learns to block well then donÆt
apply the standing C just HCF + C the opponent will be thrown up
again, repeat.
(Note: The HCF + C by itself does not take off damage, so just
because you are tossing them around with jump Ds and the
occasional C this does take off quite a bit of damage.)
2.1 Why is this so strong?
This is so strong because it works well once mastered. And it
takes off a considerable amount of damage, while at the same time
pretty fast. If you feel you cannot trick your opponent for long
then a DM always comes in handy. Mind games like these are always
strong. In fact, AthenaÆs odds with this tactic are better than
O.YashiroÆs 50% throw and MaryÆs D scum spider tactic. And
although it doesnÆt seem to take up that much damage per hit, if
you are good enough to confuse your opponent, itÆs definitely
well worth it.
2.2 Does this take skill?
As far as finger dexterity goes, no, it does not take that much
skill. However, this tactic is only really effective depending on
how well you are at mind games and how fast you can think. Again
this tactic happens very very quickly so you must act quickly to
decide which side you are going to attack from, or whether you
are going to go for a throw directly. The main question is æhow
good are you at outsmarting your opponent?Æ
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2.3 ComboÆs
Finally I get to the good bit! Athena doesnÆt have much comboÆs
and most (if not all) rely on the super psychic throw.
Normal move chain comboÆs :
Dn + B x 2
Dn + B x 2, FW + B
Jump C, DN + B
Jump C/D, stand C/D, FW + B
ComboÆs:
Standing C into DP + A/C,
Standing C into HCF + A/C, then any of the following:
1) Jumping CD
2) Jumping DN + B
3) DP + A/C
4) Jumping DP + A/C
5) HCB + B
6) Jump HCB + C
7) Jump B then HCB + A/C
8) Jump C then BK, HCB + A/C then cancel (A+B+C+D)
9) Jump QCF x 2 + A/C
10) Jump C, land C followed by HCF + C then HCB + D
Corner combo:
Athena only has 1 I have ever seen.
Jump C, standing C followed by HCF + C then HCB + B followed by
BK, HCB + C
This is quite impressive and useful for when the opponent has not
much energy left. It is also quite tricky and requires practice!
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2.4 Winning poses/Openings:
Introduction if she is your first player on the team.
Athena appears in an idol outfit (only on player 1 side) and her
school uniform on the player 2 side. She pulls off either costume
revealing her normal clothes.
Quote: ôAthena, ikimasu!ö
Meaning ôHere comes Athena!ö
Introduction if she is the 2nd or 3rd player on your team.
Athena raises her arm and gets into her normal stance.
Quote: ôAthena, ikimasu!ö
Meaning ôHere comes Athenaö
Against Kensou, Ikari team, Yamasaki and Orochi Leona
Athena is wearing a pretty dress.
Saying the same as the above 2.
Win pose (A) when you hold this button before she wins
Quote: ôYatta! Gu!ö
Meaning ôI did it! Good!ö
Win pose (B) when you hold this button before she wins
Quote: ôYay, kampeki!ö
Meaning ôYah, perfect!ö
Win pose (C) when you hold this button before she wins
Athena does her sailor moon type pose like in Æ96
Quote: ôWatashi tachi wa makenai wa!ö
Meaning ôWe wonÆt be beaten!ö
Time over: if you have less energy than your opponent.
Athena shakes her head from side to side 3 times, then buries her
head in her hands sobbing.
Draw Game: the same animation described as above
Round loss
Quote: ôGomenasaaaaaaaiö
Meaning ôIÆm soooooorrrrryyyyö
Partner background poseà
Athena cheers for the active player.
- If your player hitsà
- Raises a hand
If player gets damaged (includes blocking special moves)à
- Winks
If player wins roundà
- Raises hand in the air overjoyed
If player loses roundà
- Puts hand on forehead
If Athena is already defeated in this matchà
- Crouches, head down
If player wins roundà
- Head up thumb up and smiles
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3.2 Credits:
This guide would not have been what it is without the following
people!
Ex-Andy(asp@uclink2.berkeley.edu): helped out with mistakes and
gave advice
Matt Hall(siekensou@geocities.com): Took info about psycho
soldier from china æ94/5 faq
Jgpalanca(jgpalanca@aol.com): took info from general faq
Jeff-Maru(jeffster@singnet.com.sg): Got info about AthenaÆs mind
games
Zon chen(Zonchen@jeack.com.au): Gave info about the phoenix arrow
dm
K.megura(kmegura@yahoo.com): Stole ascii art at title