 ------------------------------------------------------------------------
 KOF' 2000                       ATHENA ASAMIYA   
 ------------------------------------------------------------------------
 Athena is once again back with style. I just can't get enough of her every
 year. Well, it's true that she sucks BIG TIME in kof'99, but let's face it
 there is much improvement for her this year. :) 

 Fighting Style:    Psychic Combat and Chinese Kung Fu
 Birthdate:         March 14
 Age:               18
 Country:           Japan
 Blood Type:        B
 Height:            163cm
 Weight:            49kg
 Hobbies:           Making Internet homepages
 Favorite Food:     Maple leaf-shaped bean past buns
 Mastered Sport:    Lacrosse
 Prized Things:     A Peter Rabbit tea set, letters from her fans
 Dislikes:          Grasshoppers
 
 --------------------------------------------------------------------------
      
 [ 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
                 
 --------------------------------------------------------------------------
 Basic Moves
 --------------------------------------------------------------------------
 =Air=
 
 A
 (short range jab)
 - cancellable

 B
 (longer range kick)

 C
 (short range slap)
 - cancellable

 D
 (longer range extended leg)
 
 u+D
 (kick up)

 =Close Standing=

 A
 (short jab)
 - cancellable

 B

 C
 (punch)
 - cancellable

 D
 (knee)
 - cancellable

 =Far Standing=

 A
 (longer range jab)

 B
 (extended leg)

 C
 (extended punch)

 D
 (roundhouse kick)
 - body leaves the ground

 =Crouching=
 A
 (short jab)
 - cancellable

 B
 - cancellable

 C
 (palm forward)
 - cancellable

 D
 (short range kick)
 - knock down
 - cancellable

 --------------------------------------------------------------------------
 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 special moves
 - can be cancelled from CD, C and A in the air
 - can be done during the quick retreat, b+b.

 Renkantai                      f + B
 (2 hits high angle kick)
 - cancellable into air special

 Psycho Ball Attack             qcb + P
 (typical air projectile)
 - C fast, A slow

 Psycho Sword                   f,d,df + P  (air)
 (multiple hit anti-air move, can be done in air)
 - opponent may fly away if not connected properly
 - very low piority

 Phoenix Arrow                  In air, qcb + K
 (ball of psycho energy, multiple hits. D version ends with a kick)

 Psychic Teleport               qcf + K
 (teleport, D version is further and may move to opponent's back)
 - very little invulnerability 

 Psycho Shoot                   hcf + P
 (air projectile with longer startup and lag)
 - may juggle opponent after

 Psycho Reflector               hcb + B
 (reflects all projectiles)

 Nu Psycho Reflector            hcb + D
 (reflects all projectiles)
 - longer startup but last longer
 - tick damage

 -------------------------------------------------------------------------------------
 DM
 -------------------------------------------------------------------------------------

 Phoenix Fang Arrow             In air, qcf,qcf + K
 (multiple phoenix arrow)
 - does massive tick damage
 - has lag between each volley and will hit opponent if they attempt to counter


 Shining Crystal Bit            hcb,hcb + P  (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 Shoot                  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
 - has mid-section invulnerabilty when holding the crystal ball
 - considered a level 2 projectile

 MAX Shining Crystal Bit        hcb,hcb + AC  (air)
 (see SCB above)
 - does more damage

 MAX Crystal Shoot              qcb + AC from Shining Crystal Bit
 (see crystal shoot)
 - hits 3 times
 ------------------------------------------------------------------------------------- 
 Striker Action:   Psycho Healing
 Athena jumps to where her opponent is and lands.  If her ally is nearby,
 then they recover some of their lost Life Gauge.

 Another Striker:  Roman Athena
 A flaming sword attack, able to hit opponent on the ground.

 -------------------------------------------------------------------------------------
 Playing with Athena
 -------------------------------------------------------------------------------------
 (1) Abuse her pheonix bomb, use it as a cross over on waking opponent.
 
 (2) Abuse her SCB, time correctly and get 2 hits on a counter.

 (3) Abuse her standing/crouching C.
 
 (4) Never, never abuse her projectiles against grapplers, your striker will
     not be able to save you. Just poke them to death.

 (5) Hold your crystal shoot and wait! your opponent may..
	- jump at you and get hit 
	- attempt to roll, so zap him after he finished his roll
      - attempt to hit you but passed through your body
      - attempt to do a running DM. Some running DM like Takuma's will just
        stop just in front of you because of your mid-section invunerability.

     Release it only if....
     - time runs out
     - opponent does something wrong like the above
     - attempt to attack your lower body and you may trade blows
     - thinking they can pass below your projectile
     (example - iori will definately get hit if he does his running DM)

     Always cancel your SCB (ABCD) if...
     - opponent is not a scrub and they got hit by the SCB

 (6) If running out of time...
     - hyper jump onto the wall and do her SCB if it's in your favour
     - use her phoenix fang arrow DM to do massive tick damage if not
     - make a striker bomb? 
 
 (7) Make her projectiles and strikers unblockable with her teleport.

 (8) She is not a combo character, so just hit and run. :)

 -------------------------------------------------------------------------------------
 Playing with Athena (Joe Striker)
 -------------------------------------------------------------------------------------
 Seriously, Joe sucks at being a striker for Athena. Can't save her butt most of the
 time when she fire-balls. But I learnt to make do using him as a striker if any.

 (1)standing C/D -> f + B (1 hit) -> Call Joe -> SCB (S)DM (corner preferably)

 The good thing about using Joe is you CAN get THREE and I do mean "3" hits from your
 Shining Crystal Bits! I usually get that in the corner. It seems that the hit register
 again after a striker hits. Anyway, you have to do it quickly by cancelling your f +B
 into the SCB and you'll have the air SCB animation. 

 (2) teleport -> Call Joe -> SCB (S)DM

 You teleport behind opponent and your striker will hit them when they turn to face you.
 You SCB will most probably get 2 hits. Anyway, they are not able to block.

 ---------------------------------------------------------------------------------------
 Basic Combos
 ---------------------------------------------------------------------------------------
 jump A/B/C/D ->

 (1)standing C/D -> f + B (1hit) -> pyscho sword
 (2)crouch A/B -> f + B (2hits) -> pyscho sword
 (3)standing C/D -> f + B (1 or 2 hits) -> phoenix arrow, phoenix fang arrow, SCB (corner)

 jump A/CD -> d + B -> pyscho sword, phoenix arrow, SCB
 - opponent has to block twice standing, the follow up will register only if
  it's a counter

 pyscho shoot A -> psycho shoot C -> anything (corner) 

 ----------------------------------------------------------------------------------------
 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.But if you really wanna put 
 this up in your homepage or anywhere, you are free to do so. Just e-mail me. :)
 ----------------------------------------------------------------------------------------
 Credits
 ----------------------------------------------------------------------------------------
 The people who took the pain to create kof'2000 and to write all the faqs about it.

 Chris MacDonald  <kmegura@yahoo.com>


 My e-mail weis@pacific.net.sg
 Homepage (never up-dated) home.pacific.net.sg/~weis

 Version 1.2
