Athena Asamiya, the Psychic-Powered Idol
Version 1.1
Style: Zero-Style, Revision 3.14159...

Table of Contents

1. Changelog
2. Implemented and Intended Features
3. Controls
	-Basic Moves
	-Command Moves and Throws
	-Special Moves
	-Super Moves 
4. System Notes
5. Credits


1. Changelog

1.1
	AI overhaul
	Super Psychic Throw no longer has free juggle, but jumping normals, specials, and supers will still juggle.
	Other fixes.
	
1.0c
	Minor fixes.

1.0a -> 1.0b
	-Command glitch fixed.
	-Minor bugfixes.

1.0 -> 1.0a
	-Renkantai juggle bug fixed.
	-Psychic Teleport does not corner crossup.
	-Super Psychic Throw has full "free juggling"
	-Jumping after a hop is more natural.
	-Phoenix Fang Arrow typo fixed.
	-Psychic 9+ timing relaxed.
	-j.HP hitbox active for 1 more frame.
	-Phoenix Arrow/Fang Arrow cannot be done during backhop.
	-Forward hop removed.
	-Other fixes.
	
	
2. Features

Implemented:
	Moveset from Capcom vs. SNK 2 + Psychic 9+ super
	Custom intros and winquotes with Warusaki3's/PotS' Sakura Kasugano

3. Controls

Basic Moves

X, Y, Z, etc, refer to MUGEN button notation.

Light Punch - X (LP)
Medium Punch - Y (MP)
Heavy Punch - Z (HP)
Light Kick - A (LK)
Medium Kick - B (MK)
Heavy Kick - C (HK)

Command Moves
	F+MK - Renkantai
	D+MK (from a forward jump, while in air) - Phoenix Bomb

-When comboed into, Renkantai does not cause knockdown. While, and for a short time after, Athena does
the second kick, she is considered to be in an aerial state.

Throws
	Bit Throw - 2P
	Psychic Throw - 2K
	Psychic Shoot - in air, 2K

System

Moves marked with [SC] can be super canceled.

	Recovery - any two punch/kick buttons, if recovery is possible. 
		If near the ground, hold Forward to roll forward as you recover.
	Run - tap Forward twice - Run forward as long as the forward direction is held. Can cancel freely into attacks.
	Back Hop - tap Back twice
	Emergency Blowback - press HP+HK while guarding. Uses 1000 power.
	Walljump - when touching the front/rear wall, press UF/UB.


Special Moves
	Psycho Ball - D, DB, B, P
	[SC] Psycho Sword - (ground/air) F, D, DF, P
	[SC] Phoenix Arrow - (air only) D, DB, B, K
	Psychic Teleport - D, DF, F, K
	Psycho Reflector - F, D, B, K
	[SC] Super Psychic Throw - B, D, F, P

-Super Psychic Throw sets the opponent up for juggling opportunities.
-For the time being, Psycho Reflector does not actually bounce back the opponent's projectile, but instead releases a Psycho Ball.

Super Moves

Lv. 1 (1000 power/1 super meter)

	Shining Crystal Bit - (ground/air) F, D, B x 2 + P
		Crystal Shoot - D, DB, B + P
	[SC] Phoenix Fang Arrow - D, DB, F x 2 + K

-The Crystal Shoot can be charged for three seconds maximum. On the ground, its direction is dependent on 
which button you are using to charge it up. In the air, it wil always travel in a down-forward direction.
	LP: Straight.
	MP: Arcs upward gradually.
	HP: Arcs upward sharply.

Lv. 2 (2000 power/2 super meters)

	Shining Crystal Bit - (ground/air) F, D, B x 2 + 2P
		Crystal Shoot - D, DB, B, + P
		Cancel - Any two/all three punches, but SCB must not hit.
	Phoenix Fang Arrow - D, DB, F x 2 + 2K

-The Crystal Shoot can be charged for three seconds maximum. On the ground, its direction is dependent on 
which button you are using to charge it up. In the air, it wil always travel in a down-forward direction.
	LP: Straight.
	MP: Arcs upward gradually.
	HP: Arcs upward sharply.

Lv. 3/MAX (3000 power/3 super meters)

	Psychic 9+ - F, D, B, F, HP, then LP, LP, LK, LK, MP, MK, HP, HK
		Psycho Shoot - D, DF, F, HP after HK
		Fire Sword - D, DB, B + HP after HK 
		Psycho Soldier XII: Psycho Sword - F, D, DF, HP after HK 
		Healing - D, DF, F, 2K after HK

-Psycho Shoot allows juggling while the opponent is in the air.
		

4. Other System Notes

Basic Combos

Chains:
	s.LP -> c.LP -> s.LP
	s.LK -> c.LK -> s.LK
	s.LP -> s.MP or s.HP
	
Links:
	s.LP -> cl.s.LK or c.LK
	cl.s.LK -> s.MK or s.HK (currently works but is a tight link)
	s.LP -> c.LP
	s.LP -> c.LK
	c.LK -> s.LP
	c.LK -> c.LK
	c.LK -> c.LP

Command Cancels:
	s.LP/MP/HP, s.LK/close HK, c.LK -> Renkantai
	j.LP/MP/HP -> Phoenix Bomb

Special Cancels (OK on contact)
	s.LP/MP/HP, s.LK/MK/close HK, c.LK, any command move -> Any ground special move
	j.LP/MP/HP/Phoenix Bomb -> Phoenix Arrow, Psycho Sword

Super Cancels (on contact)
	Any basic move -> any super move
	Psycho Sword, Phoenix Arrow, Super Psychic Throw -> Shining Crystal Bit
	Lv. 1 Phoenix Fang Arrow -> Lv. 2 Shining Crystal Bit


5. Credits

StrategyWiki - move names and translations
Warusaki3 - anim timings from his Athena
KoopaKoot: Code for Shining Crystal bit movement
Insanius: Sprites
N64Mario: The original character template
Seravy: Original AI code
Vans: common1 fix
MalaDingDong and MC2: Palettes
You: for playing