Both versions don't have any invincibility but can phase through the opponent.
Light kick version teleports Athena half screen distance while the heavy kick version travels full screen.It can not reflect other projectiles that don't leave the opponent's hit box like Kula's qcf+P, Yuri's qcf+P etc but it will just negate them. Cannot reflect Takuma's HSDM, or KUla's Freeze Execution (hcbx2+AC). Reflects projectiles and can be used to hit the opponent.Can combo easily from light normal and her f+B command normal. Light punch version starts up fast & hits 3 times while the heavy punch version has slower start-up & hits 7 times. Light punch version travels slower while Athena recovers fast (to enable a follow-up if close enough) while heavy punch version travels faster while Athena recovers a little slower. Launches the opponent into a juggle-able state on hit. Athena's second projectile that can be hopped over by some characters.Light punch version travels slow but Athena recovers fast, while the heavy punch version travels slower while Athena has much longer recovery. A projectile that can be hopped over by the opponent.j.A, j.C, j.CD) to create possible high/low mixups. You can also cancel into this command normal from her cancel-able jump normals (eg. The hitbox is pretty large which can hit opponents at surprisingly far distances, and can also cross-up if space correctly. It's special cancel-ability helps extend its use to either create more offensive pressure or more damage. If blocked, Athena will bounce back in the air then land far away from the opponent some characters may be able to punish her on the way down. Almost like a second j.CD attack with his long active frames and knocking the opponent down on hit.
In mid-air, Athena uses her back to hit the opponent.Be careful using this kick up close against characters that have 1F command grabs (like Clark, Daimon, etc), Athena can be grabbed if the kick is blocked. You can also throw this kick out a few times during neutral play at a mid range from the opponent to check for hops/jumps and to poke around with lightly because of it's good vertical size hit box. Good to use in the beginning or middle her bread-n-butter combos because of it's cancel ability, or to use keep the pressure going if the opponent is blocking because of it's safeness on block. Hits twice if close and 2nd hit special cancel-able while Athena is in a mid-air state.Depending on the jump arc of the opponent, they will land either near the corner of the screen or a few character spaces away from the corner. Athena grabs the opponent then slams them toward the ground at an angle.Athena tosses the opponent to the corner of the screen.Athena grabs the opponent, swings them around her a few times then throws them near the edge of the screen.j.CD has really good range, cancel-able and can keep the opponent away, best used as an air-to-air.st.CD comes out quick, but has mediocre range.D has good range and can be used to during jump-in combos A/B are good for chaining lights normals together normals are cancel-able and they all combo into her Renkantai command move, her st.B combos into both Renkantai hits D while useful because of it's range has a bad recovery if you whiff it B/C are both good pokes, but st.C does more hit-stun and has more range She has some nasty instant overheads conversions and drawing out the most of her max mode potential is surprisingly challenging. Moreover, her teleport as well as forward B cancelled into Phoenix Arrow (air qcb+K) can help her setup pressure off her fireball frame advantage.
Some of her normals are excellent (st.C, cr.C, st.D, j.D). She excels at zoning though due to having a fireball and a pretty good DP. Psycho Medley - +, ,, ,, ,, Momoiro Katame - + Healing Athena - + Gameplay OverviewĪthena is a very fast character that can play zoning, space control and aggressive / pressure heavy. Psychic 9 - +, ,, ,, ,, Fire Sword Finish - + / Psycho Sword Finish - + / Sailor Finish - + / Shining Crystal Bit - on ground or in air, + / Cancel with Crystal Shoot - + / (hold to charge)