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    Athena by MDeCastro

    Version: 1.0 | Updated: 08/14/99 | Printable Version | Search This Guide

    THE KING OF FIGHTERS '99
    THE MILLENNIUM BATTLE
    
    ASAMIYA ATHENA CHARACTER GUIDE
    Version 1.0
    August 14, 1999
    Mossimo De Castro
    am_decastro@hotmail.com
    
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    TABLE OF CONTENT:
    
    1 - INTRO
    
    2 - KOF '99 STORY
    
    3 - WHAT'S NEW
    
    4 - LEGEND
    
    5 - GENERAL MOVES
    
    6 - NORMAL ATTACKS
    
    7 - SPECIAL ATTACKS
    
    8 - SPECIAL MOVES
    
    9 - SUPER MOVES
    
    10 - COMBOS AND SUPER COMBOS
    
    11 - HOW TO FIGHT AGAINST CPU
    
    12 - CREDITS
    
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    1 - INTRO:
    
    Well, before anything, I wanna say that this is my first Character Guide so I 
    hope it to be good enough :)  King of Fighters '99 is out and I think it is 
    the best King of Fighters ever because is like a fusion of the earlier KOFs 
    game mode.  The only think that I find kinda bad is that the CPU is, in a 
    certain way, too easy, but in the versus human opponents is great.
    
    Asamiya Athena may has not come as stronger as in KOF '98 or '96 but she 
    still can be a real pain to the opponent when is correctly used.  She really 
    needs a good player behind the joystick to show all her battle potencial, but
    if you're a beginner and you like her you can also have a lot of fun during 
    the fight.
    
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    2 - KOF '99 STORY
    
    After Orochi was defeated Kyo, Benimaru and Goro split and came to fight 
    around the world.  While Goro and Beni were kicking asses on their own Kyo 
    found Iori and encountered him; after this a misterious guy kidnapped him and 
    started to make clones of him because he thought that Kyo was the strongest 
    guy ever and with his help he'll be able to be the King of the world.  
    Anyway, Kyo escaped from his kidnapper and nobody hear anything from him.
    
    A year after (1999), invitations to the King of Fighters were sent all over 
    the world and Benimaru was invited to be part of a new Team where Goro and 
    Kyo weren't.  His invitation had two places taken and tow places open so he 
    invited Shingo to join in the adventure.
    
    When Heidern received his invitation with the new 4 team members rule, felt 
    suspicios with the not so media attended tournament and sent Ralf, Clark and 
    Leona to investigate it along with his new corruption inspector: Whip.
    
    By their own, Psycho Fighters were training a new member, a weird 
    psycho-power gifted kid, Bao when Chin received the invitation and he thought 
    that is was a good chance for him to show his power and for Kensou to 
    recover his fading psycho powers.
    
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    3 - WHAT'S NEW
    
    Asamiya has done a haircut and changed her '98 fighting outfit for a Salior 
    Shirt and a Jeans short.  Now she's only available in two colors: Red and 
    Blue.  Her first intro has changed too; she comes into her scholar outfit and 
    envolves herself in a psycho reflector to appear with her fighting clothes.  
    She said good-bye to her neck collar but still keeps her star bandanna.
    
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    4 - LEGEND
    
    u     up                    A     weak punch 
    d     down                  B     weak kick
    b     back                  C     fierce punch 
    f     forward               D     fierce kick 
    df    down-forward          P     any punch
    db    down-back             K     any kick
    uf    up-forward            A/B   press A or B
    ub    up-back               AB    press A and B simultaneously
    
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    5 - GENERAL MOVES
    
    Dash:
        f,f
        Athena runs toward opponent.
    
    Back Leap:
        b,b
        Athena jumps away opponent.
        
    Sliding Dodge:
        AB
        Something like the Extra Dodge with the Advanced Rolling.
    
    Dodge Attack:
        P/K during the Sliding Dodge.
        Athena hits with her elbow.
    
    Back Scape and Quick Dash:
        b + AB
        Athena jumps back and quickly jumps forward.
        Useful to dodge a single punch or a single kick, etc. and perform a deep 
        attack or a throw.
    
    Hyper Jump
        d,uf/d,ub
        Athena's hyper jump covers the complete screen.
        Useful to jump over fireballs and perform an attack.
    
    Hyper Leap
        d,uf(softly)/d,ub(softly)
        Athena´s hyper leap covers a long range so when your opponent is ducking 
        she can jump over him.  This is sometimes useful, sometimes is really 
        dangerous if you miss an attack or something.
    
    Stocks
        Needed for Super Moves and Scaping Guard and Breaking Guard.  There is 
        space for only three stocks and they charge when you attack.
    
    Guard Escape
        AB while Blocking
    
    Guard Break
        CD while Blocking
        Knocks opponent down
    
    Activate Counter Mode
        ABC (Three Stocks needed)
        Your ofensive ability increase
        You can perform all the super moves you want in like 30 seconds
    
    Activate Armor Mode
        BCD (Three Stocks needed)
        Your deffensive ability increase
        You can attack immediately after being attacked in like 9 seconds
    
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    6 - NORMAL ATTACKS
    
    A Attack
    Standing Far:
        Extended hand attack
        Very quick
        Good range
        Great priority
        Cancelable
    
    Standing Close:
        Elbow attack
        Very quick
        Great priority
        Cancelable
        Can be used as an anti-air
    
    Ducking:
        Same as Standing Far
    
    Regular Jump Straight:
        Same as Standing Far
    
    Regular Back/Forward Jump and Low Jump:
        Fingers attack
        Very quick
        Great priority
        Cancelable
    
    B Attack
    Standing Far:
        Kick to face attack
        Good range
        Good priority
        Quick
        Cancelable
        Can be used as an anti-air
    
    Standing Close:
        Almost same as Standing Far
    
    Ducking:
        Regular ducking kick
        Great range
        Great priority
        Quick
        Cancelable
    
    Regular Straight Jump:
        Knee attack
        Low range
        Great priority
        Quick enough
    
    Regular Back/Forward Jump and Low Jump:
        Same as Ducking, but can't be Canceled
    
    C Attack
    Standing Far:
        Open hand attack
        High range
        Great priority
        Not so quick, not too slow
    
    Standing Close:
        Elbow attack
        Great priority
        Cancelable
        Very Deep
        Can be used as an anti-air
    
    Ducking:
        Extende hand attack
        Good range
        Good priority
        Cancelable
    
    Regular Straight Jump:
        Almost like Standing Close
    
    Regular Back/Forward Jump and Low Jump:
        Slap-Shoulder attack
        Great range
        Very Quick
        Long Lasting
        Great priority
        Cancelable
        Very deep
    
    
    D Attack
    Standing Far:
        Flying roundhouse
        Long range
        Quick enough
    
    Standing Close:
        Knee attack
        Very Quick
        Great priority
        Cancelable
        Can be used as an anti-air
    
    Ducking:
        Kick to knees attack
        Good range
        Great priority
        Very Quick
        Long Lasting
        Cancelable
        Great as an anti-air
    
    Regular Straight Jump:
        Kick to face attack
        Good range
        Great priority
        Quick
        Long Lasting
    
    Regular Back/Forward Jump and Low Jump:
        Back leap kick
        Good range
        Great priority
        Very Quick
        If Athena jumps over the opponent the inside opposite knee will hit
    
    CD Attack
    Standing
        Body Attack
        Very Quick
        Great priority
        Can be used as an anti-air
        Cancelable
        Knock opponent down
    
    Jumping
        Powerful Kick
        Good priority
        Quick enough
        Cancelable
        Good Lasting
        Knock opponent down
    
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    7 - SPECIAL ATTACKS
    
    Chain Kick
        f + B
        Knee attack then straight kick attack
        2 hits
        Cancelable
        Very Quick
        Great priority
        When close it seems to act like a counter attack (auto-guard)
    
    Oshiri Attack
        d + B, during jump
        Butt attack
        Cancelable
        Knock the opponent down when succesful
        Good priority
        Very Quick
    
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    8 - SPECIAL MOVES
    
    Psycho Ball Attack
        d,db,b + P
        Projectil
        1 hit
        This is kinda slow coming out, but very effective
        In the good range it can be used as an anti-air
    
    Psycho Sword
        f,d,df + P (can also be done during jump)
        Anti-air
        5/6 hits
        Very fast
        Good priority
    
    Phoenix Arrow
        d,db,b + K, during jump
        Air to ground attack
        5/7 hits
        Quick enough
        Good Priority
    
    Psychic Teleport
        d,df,f + K
        Screen teleport
        Half screen when B, Full screen when D
        Very Quick
        Very effective when the opponent executes his jump
    
    Psycho Reflector
        d,db,b + B
        Returns projectils
        1 hit
        Can be used as an anti-air
        Quick
    
    New Psycho Reflector
        d,db,b + D
        Returns projectils
        4 hits
        Good recovery
    
    Psycho Shoot
        b,db,d,df,f + P
        Projectil
        1 hit
        Slow recovery
        Another attack can be added when succesful
    
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    9 - SUPER MOVES
    
    *Stock needed for the execution of this moves
    
    Shining Crystal Bit
        (f,df,d,db,b)x2 + P (can also be done during jump)
        1/2 hits
        Seems to be not as good as in KOF '98 but can be used to keep the 
        opponent away
    
    Crystal Shoot
        f,df,d,db,b + P, during Shining Crystal Bit
        1/3 hits (MAX)
        Straight projectil when A, Straight then up when C
        Can be used as an anti-air
    
    Phoenix Fang Arrow
        (d,df,f)x2 + K, during jump
        10/22 hits (max)
        Multiple Phoenix Arrow Attack
        Excellent when the opponent is cornered
    
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    10 - COMBOS
    
    Jump, Deep C, Oshiri Attack
    
    Close to opponent, Ducking B, Standing A then Psycho Sword
    
    Jump, Deep D, D/C, Psycho Sword
    
    Jump, Deep D, D/C, Chain Kick then Pycho Sword
    
    Cornered opponent, Jump, Deep D, D/C, Chain Kick then Phoenix Arrow
    
    Psycho Shoot, Hyper jump, Phoenix Arrow/Psycho Sword
    
    SUPER COMBOS
    
    Cornered opponent, Jump, Deep D, D/C, Chain Kick then Shining Crystal Bit
    
    Cornered opponent, Jump, Deep D, D/C, Chain Kick then Phoenix Fang Arrow
    
    Cornered opponent, New Psycho Reflector, Shining Crystal Bit
    (Very hard to do)
    
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    11 - HOW TO FIGHT AGAINS CPU
    
    Athena VS. K'
    A Psycho Ball Attack, then B Psychic Teleport, Standing Far C, Ducking D then 
    Psycho Ball.  Now he's cornered and the rest is about Ducking D and Psycho 
    Balls, Standing C and Pysho Ball, Chain Kick, etc...
    
    Athena VS. Maxima
    Get away, then Hyper Jump with Deep D and perform any combo.  Continue doing 
    this until defeated.
    
    Athena VS. Benimaru
    Standing Far D always hit him.  Can also just fight without jumping too much 
    'cause he'll be waiting with the RAIKOKEN.
    
    Athena VS. Shingo
    Just Fight.  Watch your guard a lot.  And execute combos when possible.
    
    Athena VS. Terry
    Fight him at the ground.  If you jump too much he'll use POWER GEYSER.  Use 
    high priority attacks because he has a lot that are so.  Don't teleport.  Use 
    Psycho Sword only when he jumps or in combos.
    
    Athena VS. Andy
    Also fight him at the ground.  If you jump far he will use Zaneiken, if you 
    jump close he will use Sho Ryu Dan.  Jump is only useful when he is standing.  
    If you corner him use a lot of Reflectors, he likes to get hit with 'em.
    
    Athena VS. Joe
    Don't teleport too much.  Use high priority attacks and try to keep him away.
    
    Athena VS. Mai
    Run toward her then Dodge.  After Dodging, Grab her or execute a Combo, she's 
    pretty stupid when you're at her back.
    
    Athena VS. Ryo
    Use Ducking D only when close.  Psycho Ball him a lot.  Jump only when you 
    need to and don't teleport if you don't have a psycho ball ahead you.
    
    Athena VS. Robert
    Reflect his projectils and attack him a lot.  He has come pretty useless and 
    powerless.  Don't let him get away too much.
    
    Athena VS. Yuri
    Only use Leaps and Jumping CD.  Try to corner her and fight like agains K'.
    
    Athena VS. Takuma
    Reflect his projectils and teleport to attack.  Psycho Sword him when he 
    jumps and Ducking D then Psycho ball when standing after beind knocked down.
    
    Athena VS. Leona
    Just fight her doing your best.
    
    Athena VS. Ralf
    Fight him like Benimaru.
    
    Athena VS. Clark
    Keep him away from you.  Use a lot of Standing Far D and Jumping CD.
    
    Athena VS. Whip
    Fight her since the fight start and don't let recover ever.  She's very 
    dirty.  C attacks is the best agains her.
    
    Athena VS. Athena
    Play tennis reflecting projectils.  Don't jump 'cause she will use her 
    teleport and attack you from behind.  Use a lot of Standing Far C.
    
    Athena VS. Kensou
    Just fight.  This is a pretty good battle.  Don't miss your attacks 'cause he 
    is not a forgiver.
    
    Athena VS. Chin
    Don't jump 'cause he'll use his Wizards mountain.  Don't Psycho Ball him 
    'cause he'll use his Spinning Punch.  Use close Ducking D and when he is 
    Dodging get close and Grab him.
    
    Athena VS. Bao
    Play tennis reflecting proyectils.  Watch your attacks 'cause he's pretty 
    small.  Try to corner him and play like against K'.
    
    Athena VS. King
    Do whatever you want.  She's very stupid.
    
    Athena VS. Mary
    Don't jump too much.  Try to corner her and attack her like against K'.
    
    Athena VS. Kasumi
    Jump, but don't attack.  She'll do her counter so you just can grab her.  You
    can also use A Psycho Ball then C Psycho Ball then A Psycho Ball...
    
    Athena VS. Xiangfei
    Just fight.  This is a good battle too.
    
    Athena VS. Kim
    Use Ducking D then Psycho Ball and corner him.  Try to execute combos when 
    he's standing he will almos always be hit.
    
    Athena VS. Chang
    Psycho Ball him once in a while.  When he performs his Chain Attack jump over 
    him and try to combo.  If you knock him down attack him like agains Kim.
    
    Athena VS. Choi
    Psycho Sword him a lot 'cause he's a compulsive jumper.  If you knock him 
    down, wait him with the Standing CD.  He's pretty easy.
    
    Athena VS. Jhun
    Fight him as against Kim.
    
    Athena VS. Krizalid
    Hyper jump then Jumping CD.  This is the basic against both of him.  I think 
    he is the easiest Boss after Orochi.
    
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    12 - CREDITS
    
    Game FAQs <<www.gameFAQs.com>>
    Victor Martin <<victor_martin@geocities.com>> 
    Kailu Lantis al760412@campus.ira.itesm.mx
                 jcarlo@hotmail.com
                 lantis@mailexcite.com
    
    If I forget to you give you some credit and you deserve it, please e-mail me
    and I'll fix it.
    
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    1999 Copyright Mossimo De Castro