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* does about the same damage as a crouch D would, so unless this is going to kill the opponent, it is probably a better idea to use Healing Athena instead | * does about the same damage as a crouch D would, so unless this is going to kill the opponent, it is probably a better idea to use Healing Athena instead | ||
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===Notes | ==Short Movelis== | ||
* f + B | |||
* air d + B (Overhead.) | |||
* Triangle jump | |||
* dp + P (SC) | |||
* air dp + P (SC) | |||
* qcb + P | |||
* qcf + K (Teleport.) | |||
* hcb + B (Reflect projectile.) | |||
* air qcb + K (SC) | |||
* DM air qcf qcf + K | |||
* DM hcb hcb + P (May be done in the air.) | |||
** ABCD (Cancel.) | |||
** qcb + P (May charge.) | |||
* SDM hcb hcb + AC (May be done in the air.) | |||
** ABCD (Cancel.) | |||
** qcb + P (May charge.) | |||
* SDM hcb f + AC | |||
** A B C A B C D | |||
*** dp + P | |||
*** hcb + K | |||
*** qcf + P | |||
* HSDM qcf + ABCD | |||
** D C B D C B A | |||
*** qcf + AB | |||
*** qcf + BC (Does zero damage but heals Athena.) | |||
==Notes== | |||
* Cancellable normals are: | * Cancellable normals are: | ||
** Close: A, B, C, D | ** Close: A, B, C, D |
Revision as of 17:47, 20 February 2020
General Info
Crouch height: Low
Jump: 4/43/1
Hop: 4/32/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 15 frames
Recovery roll: 23 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelis
- f + B
- air d + B (Overhead.)
- Triangle jump
- dp + P (SC)
- air dp + P (SC)
- qcb + P
- qcf + K (Teleport.)
- hcb + B (Reflect projectile.)
- air qcb + K (SC)
- DM air qcf qcf + K
- DM hcb hcb + P (May be done in the air.)
- ABCD (Cancel.)
- qcb + P (May charge.)
- SDM hcb hcb + AC (May be done in the air.)
- ABCD (Cancel.)
- qcb + P (May charge.)
- SDM hcb f + AC
- A B C A B C D
- dp + P
- hcb + K
- qcf + P
- A B C A B C D
- HSDM qcf + ABCD
- D C B D C B A
- qcf + AB
- qcf + BC (Does zero damage but heals Athena.)
- D C B D C B A
Notes
- Cancellable normals are:
- Close: A, B, C, D
- Far: A, B
- Crouch: A, B, C
- Jump: A (not vertical high jump), C (only high)
- CD is cancellable into specials and DMs.
- f + B (2) is cancellable (on air attacks).
- air d + B is cancellable (on air attacks). But as it causes knockdown, you can only combo on a counterhit.
- she has the ability to wall jump by pressing uf when she has jumped towards a wall
- Air throw is a hard knockdown
Combos
0 stock
- cr.B x 2 > dp + C
- cl.C / cr.C >
- qcb + C {15%}
- dp + C {20%}
- cl.C / cr.B > f + B (2)
- air dp + A {25%/??%}
- air dp + C (Corner)
- air qcb + K (Corner)
- j.A > air qcb + B {15%}
1 stock
- j.A > DM air qcf qcf + D {30%}
- ... f + B (2) > DM air hcb hcb + P (Corner) {35+%}
- Point blank: cr.B > DM hcb hcb + P
2 stock
- ... dp + C (1-6) >> DM air hcb hcb + P{30-40%}
- ... air qcb + K >>
- DM air hcb hcb + P
- DM hcb hcb + P
- Already on Max Mode: cr.B x 2 >
- SDM hcb f + AC > [followup]
- HSDM qcf + ABCD > [followup]
3 stock
- st.D >> BC, run, st.D >>
- SDM hcb f + AC > [followup] {50+%}
- HSDM qcf + ABCD > [followup]
- cr.B, cr.A >> BC, cr.C >
- SDM hcb f + AC > [followup] {50+%}
- HSDM qcf + ABCD > [followup] {50-70%}
Notes
- ... SDM hcb f + AC >
- A B C A B C D >
- dp + P (Finisher that does more damage.)
- hcb + K
- qcf + P
- A B C A B C D >
- ... HSDM qcf + ABCD >
- D C B D C B A >
- qcf + AB
- qcf + BC (Does zero damage but heals Athena.)
- D C B D C B A >
- Weak attack > f + B will combo only if you are very close and the first hit of f + B connect.
- On hard attack > f + B, the first hit of f + B will almost always miss, but the second hit will combo (even if you are not very close).
Strategies
- Use your Psycho Ball (qcb + P) at far distance and your teleport (qcf + K) if your opponent if close
- Psycho Sword (dp + P) is an excellent anti air, also its an aereal optional move, you can make instant air move with uf dp + P
- B Phoenix Arrow (air qcb + B) is a great follow up after f + B (2). D version its riskful.
- Psycho Reflector (qcb + B) its useful for reflect projectiles.
- Psychic 9 (SDM hcb f + AC) and Psycho Medley (HSDM qcf + ABCD) are strictful timming DMs, don't use it if you don't dominate it, well, a good timming trick its to bring the sequence after the first hit of those DMs.