PokeAthena Moves List:
Current Progress - 100%? (Version 1.1)

Note: Anything regarding this Athena is usable.  Host her anywhere you want!  Use her code (But I hope it's to learn to effectively code, yourself O_O)!  Use her sprites!  Use her sounds!  Just at least mention me somewhere, if you can ;_;.

Note 2: I have NO idea what the last version I released was and likewise, have no idea whether I actually implemented all the stuff I was hoping to O_O.  So what's in here may or may not be a surprise.  I do know she's playable and finished; just she may be lacking win-poses and such.

Version 1.1:
 -I don't think I'll EVER get Wardrobe Barrage finished :P.  If people would like to finish it, they're free to now.  The sprites are in there, after all.
 -Tweaks, tweaks, tweaks.
 -Open-source!

Version 1.0:
 -Fixed one final Shining Crystal Bit bug that I missed even after the whole ordeal rewriting it.
 -Redid all of Poke-Athena's damage, to balance the Grooves.
 -Throws can now be tech hit, thanks to SorrowEdge ^_^
 -Clsn2 Tweaks were made here and there
 -Retimed all her basic attacks as well as her specials.
 -Big Combo system tweaking for both Grooves :P, should hopefully be balanced now.
 -Added a Dizzy mode using Ragnarok's stun code.  So PokeAthena can be dizzied now.  If you wish to remove it, look in the .def file. 
 -Added some color (though minor as it may seem) to her win quote portrait.
 -Finally added her Air Throw.
 -It may sound really minor and uninteresting, but now she blinks her eyes every so often during her standing and crouching animations.  Makes her look less like a lifeless drone :P.
 -Fixed some timing problems introduced in the new MUGEN for intros.
 -Finally added the "Magic Throw" special.
 -Another major difference between the Grooves- Custom Combo System and Counter/Armor modes. 
 -Fixed some minor palette bugs 
 -Finally Added her Renken Tai Normal Attack :P.
 -Hitsparks are now positioned RIGHT.
 -New Afterimages for her supers, thanks to JorgeHCampos ^_^.
 -Fixed the bug where you wouldn't turn to face P2 if you continually jumped.
 -Made some tweaks to the Guard Push!
 -More Intros!
 -Intro vs. Rugal Added.
 -More Win Poses!
 -More Win Quotes!
 -Added some more SNK Groove specific sounds, and a landing clunk.
 -Guard Push sound is in.
 -Tweaked the supers, you don't block if the opponent is performing Rice Ball anymore.
 -Completely rewrote the Capcom Groove Recovery Roll to be more accurate.
 -Added some Super Jump dust to the Capcom Groove Super Jump!
 -Aerial Rave System tweaked to destroy an infinite I found...

Version Beta 2:
 -Athena becames color.
 -Capcom and SNK Groove Activated!
 -Added some speed lines to her forward and back dash during the Capcom Groove
 -Added in her Capcom Groove Basics
 -Sped up her attacks, to allow easier comboes.
 -Fixed a minor helper bug in the Kensou Reflector that you'll likely never notice without debug ^^
 -Fixed the ugly pink stuff I forgot to clean in her big portrait.
 -The lag in psycho ball isn't so much anymore.
 -Added "Goddess Fang Arrow" Super.
 -Added "Shining Crystal Bit/Microphone De Pon" Super.
 -Fixed the upward Velocity problems in Psycho Sword.
 -Capcom Groove Launcher Enabled
 -SNK Groove Rolling Dodge Enabled
 -SNK Groove Long Jump Enabled
 -Capcom Groove Guard Push Enabled
 -More intros!
 -Intro vs. Bison Added.
 -More Win poses!
 -More Palettes!

Version Beta 1:
 -Everything here, and The Rice Ball for good measure.

Commentary:
Upon finding out of Rugal's revival, the Psycho Soldier team rushed to Blacknoah to stop him before he began any more trouble.  However, Rugal had a nasty surprise waiting for them.  A shrinking beam.  "What the..?!  I'm SMALL!" Athena yelled in surprise.  Sadly, Rugal had also left the Blacknoah itself to explode as a death trap.  The team managed to escape, however.  "I don't know about you guys," Athena said to her comrades, "but i'm not going to stay this size!  I'm going to find that jerk and get him to turn us back, even if it means whapping him upside the head a couple of times!"  Now she's really just a little girl with powers inside, but with her fans and her psycho power backing her up, nothing will be able to stop her!  Fire!  Fire!  Psycho Soldier!

Now, I did this Athena because I thought a small character would be fun to do ^_^.  I designed this character to be primarily fun to play, and I hope she's just that!


This is her moves list:


Normal Attacks:


>X - Weak Punch
>Y - Strong Punch (Crouching Y punch varies depending on the Groove you select.  Capcom Groove's works as a launcher)
>A - Weak Kick
>B - Strong Kick
>Forward+B - Renken Tai (Best way to describe this: It kicks up.  Thus, it is an up kick, no it's not a launcher :P.)

>Start - Taunt (Achoo!  Gomen Nasai!)

SNK Groove Specific Basics:

>Z - Dodge (duck out the way of an attack!  Has some lag time though.)
>X or Y (While in dodge) - Counter (so just use this and hit the enemy!)
>Forward or Back + Z - Rolling Dodge (Roll back or forward, use this to try to get the jump on your attacker...or to dodge an annoying attack.  You CAN be hit out of this.)
>C - Knockdown Attack (Instant knockdown.  Can be done on ground and in air!)
>C+Z - Charge Up (Charge your super meter!  Problem is, you're stuck in one place as you do it.)
>Down, Up+Back or Down, Up+Forward - Long Jump (A longer, and faster jump)
>Back (Guarding just as opponent hits you) - Just Defend (Tricky, but if successfully pulled off it will reduce your recovery time and increase your life slightly.)

-Modes-
Both Counter mode and Armor mode are TEMPORARY.  Eventually, their effects will wear off.  It's a good idea to take a look at your current situation before you sacrifice your entire super meter for them.

>X+A (During MAX Mode) - Counter Mode (Attack power is temporarily doubled, and you gain infinite supers [Exception: Rice Ball] at the cost of your super meter for the rest of the round.)
>Y+B (During MAX Mode) - Armor Mode (Gain temporary super armor, at the cost of your super meter for the rest of the round.)

Capcom Groove Specific Basics:

>Down, Up - Super Jump! (A very, very high jump.  Can move in the air during this)
>Down, Downback, Back, any punch/kick (when falling) - Recovery Roll (This allows for a quick recovery from falling, giving you plently of time to kick the opponent in their head!)
>Any two punches (while guarding) - Guard Push (Allows Athena to push her opponent away a small distance to get out of a corner.)
>(Chained from X or A) X or A - Medium Attacks (When you chain another Weak punch from a weak punch, you automatically get a medium punch, and so forth.  It allows you to 'technically' have a six button character when you're only using four)

-Modes-
Custom Combo forces the character to continuously move forward during ALL non-special attacks, supers are NOT allowed.  Your attack power, to compensate for this insane comboability, is lowered.  Custom Combo mode ends when your super bar is depleted or you're hit.  Both endings result in a depleted super bar.

>C+Z (When Power Meter is at least level 1, Ground and Air) - Custom Combo Mode (No holds barred, combo the HELL out of anything and everything at the cost of your power meter.  Based on SFA2's Custom Combo mode)

Throws:

>Forward + B (close) - Throw 1 (Athena grabs the enemy with a psycho orb, and hurls em over her head with the extra strength given by the orb!)
>Back + B (Close) - Throw 1 [Back] (The same as above throw, just you don't turn when it's used.) 
>Forward + Y (close) - Throw 2 (Athena grabs the enemy, and uses her psychic powers to spin them around her before throwing them away.)
>Back + Y (close) - Throw 2 [Back] (The same as above throw, just you don't turn when it's used.)
>Forward + Y (close & air) - Air Throw (Athena grabs the enemy, and uses her psychic powers to spin them around in the air before throwing them into the ground head first, OUCH.)
>Back + Y (close & air) - Air Throw [Back] (The same as above throw, just you don't turn when it's used.)


Special Moves:


>Down, DownBack, Back, any punch - Psycho Ball (Athena throws a ball of psycho power at her opponent.  The punch you press affects it's speed and damage)
>Down, DownForward, Forward, any punch - Treasured Sign (Ever hear of those rare instances when your opponent is your biggest fan?  Athena has a present for those people!  She's very happy to present a limited time picture, with an authentic signature, and it's such a wonderful present that it hurts.  If the opponent refuses to accept it, they lose more of their super bar for their mean gesture!  Have respect for stars!)
>Forward, Down, DownForward, any punch - Psycho Sword (Athena's classic dragon punch rip-off.  The punch pressed affects it's arc, and power.  Can be done on ground and in air.)
>(in the air) Down, DownBack, Back, any punch - Phoenix Arrow - (An anti-ground attack that involves Athena rolling into a ball, and flying directly at them, her psycho power damaging them.  Weak punch is a shorter range, Strong punch is a longer range and adds a trip at the end of it.)
>Down, DownBack, Back, weak kick - Psycho Reflector (This reflector absorbs up to two projectiles, and if it hits the opponent, damages them and knocks them down.)
>Down, DownBack, Back, strong kick - KENSOU REFLECTOR (I wont ruin the surprise, but i'll just say one thing: Poor Kensou.  BTW, expect a super secret surprise in Team Battle mode...ehe)
>Down, DownForward, Forward, any kick - Teleport (Athena's teleport, the button pressed affects the distance you go.  Be careful, you can be hit out of the teleport easily.  Can be done on the ground and in the air as well.  Neat!)
>Back, DownBack, Down, DownForward, Forward, any punch - Magic Throw (So named because I don't know it's actual name, and MajikThrow (Testp Guile's Move :P) is just fun to say.  Athena holds out a little psycho orb, which leaves her WIDE open.  Should the opponent be hit though, she'll demonstrate her psychic prowess by making the opponent move as she wishes!  Point up, GO UP!  Normally, you'll get the default throw up in the air and try to combo...but try pressing Down+some basics to see some amusing variations.)


Mighty Bops!:


>D, DB, B, two punches - Rice Ball (Mmmm, this rice ball you got from Kensou looks tasty!  Just don't eat it in one bite, or you'll choke!)
>D, DB, B, two punches (air) - Goddess Fang Arrow (Athena's masterful powered up phoenix arrow.  She's been practicing and now with a new twist, since Bao's using the old super.  So it's now "Goddess Fang Arrow" and...Athena sometimes gets a bit TOO into this super ^^;)
>D, DF, F, two punches (ground or air) - Shining Crystal Bit (The classic Athena super, however, this one has a twist.  Check out the randomized outfits!  As usual, you can access Shotgun crystal only as this super is going and cancel it with both punches, but also...another super can be accessed randomly when you use this, disguised as an outfit change...)
>???????? - Microphone De Pon! (Microphone De Pon cannot be accessed by normal means, you must chance a Shining Crystal Bit and HOPE you get this instead.  What does it do?  Try to perform it and score a hit with it.  Not to ruin the surprise...it has many interesting qualities.)
>D, DB, B, any punch (during MDP or SCB) - Shotgun Crystal (Athena gathers her crystals into a star and flings it at the enemy, doing a decent amount of damage.  Better than SCB missing at all, isn't it?  By holding the punch you used, you can delay the launching of the Shotgun Crystal.  The punch you use determines it's arc, X is anti-ground, Y is anti-air.  Also try this during Microphone De Pon.  It's...interesting, to say the least ^_-.)

Capcom or SNK Groove?:
There are major differences between the Grooves, and they affect outright how you'll be fighting.  You can only select your groove in the first match of Arcade mode or Team Battle mode while Athena is in her intro.  However, for any form of VS. mode, and training, you select a new groove at the beginning of the first round of every match.  For the computer player, the Groove they use is randomized.

Note: In the new Cap vs. SNK/KOF style Team mode, if PokeAthena is not the first member of your team, her groove is randomized every match.

Capcom Groove - <Comboability>: This is for people who like the VS. series.  You have a 3 level super bar, every super takes up one level of this bar.  Not to mention you can combo medium attacks using LP and LK, similar to MvC2.  You can also launch enemies for an aerial rave, and you have a hopping dash instead of a running one.  This uses a chain combo system, allowing you to use the "magic" combo, LP, LK, MP, MK, HP, HK.  That's where the comboed medium attacks come in, it works like MvC2.  If the comboability still isn't high enough for you, access Custom Combo mode and combo to your heart's desire.

+Store 3 Supers to use!
+Comboability is extremely high.
+You can "Guard Push" your enemies away if things get rough, and Recovery Roll to a quick get-up.
+Custom Combo Mode - No holds barred comboing.

-All of your attacks are weaker than in SNK Groove.
-Lack of useful counterattack abilities and long-range dash.
-Choice of basic moves is kinda limited compared to the SNK Groove.
-No dodging or knockdown ability.

SNK Groove - <Versatility>: If you like KOF games more, this may be for you.  You have a single level of super bar, your super meter does not go up when you attack at all, only when you're hit or you charge.  When your super meter is full, you'll MAX out and you'll gain more strength, and access to a single super.  Once you use a super, MAX mode ends, and you'll have to MAX out again to use another.  The combo system is time based rather than chain based, so it's much more challenging to combo your opponent.  There is still yet two more options availiable to you should you need them, during MAX mode you can access Counter mode (double attack + infinite usage of all supers except the Rice Ball) or Armor mode (super armor) to gain a significant advantage over the opposition.  Such an advantage comes with a heavy price, though.  Not only are both modes temporary, but usage takes away the super meter for the rest of the round.

+Ability to dodge attacks using 2 differen't types of dodges.
+Just Defend allows you to restore your life and increase your super meter via guarding!
+Counter and Armor Modes - Choose an attack or defense advantage to round out your strategy.
+Individual attacks are stronger than in Capcom Groove.

-Comboability isn't as high as Capcom Groove
-Counter and Armor mode require a total sacrifice of your super meter for the round.
-Constant charging of super meter to use your supers.
-No super canceling

So two people playing Poke-Athena aren't NECESSARILY using the same strategies or abilities as the other, that's the beauty of this.


What's in?:
 -Full SNK Groove
 -Full Capcom Groove
 -All throws
 -All specials
 -The Rice Ball super
 -The Goddess Fang Arrow Super
 -The Shining Crystal Bit Super and the randomized Microphone De Pon
 -The Shotgun Crystal Super
 -Intro vs. Onslaught
 -Intro vs. M. Bison
 -Intro vs. Rugal
 -3 other Intros
 -5 Win poses
 -9 Win quotes
 -6 palettes
 -All Special FX 

What's not?:
 -Wardrobe Barrage! (Hmm.)

Known Bugs:
 -Armor mode may still have bugs in it when you're hit during certain special moves, I have found and fixed all the bugs I can, though.


Special Notes:
>OTG (or off the ground) comboes are very limited in the Capcom Groove, but it's still possible to OTG into an air combo if your opponent is big enough.  Try to OTG with specials or basics.  In the SNK Groove OTGing is even more limited since you can't use the launcher to launch the enemy higher and continue the combo.  OTGing is possible in SNK Groove, though, even if it isn't in the KOF games.


Final Note: Athena's the first character I coded from scratch myself.  I'm real proud of how she turned out, and I hope everyone enjoys her.

Palettes:
>default.act  - Pretty much your average Athena
>b&w.act      - Like those old 40s-50s sitcoms?  Relive a colorless world!
>green.act    - A green Athena
>pink.act     - PokeAthena wa pink desu yo!  Kawaii desu ne?  Kawaiiii da yo~!
>classic1.act - A classic Neo Geo Pocket color palette, the original PokeAthena default palette.
>classic2.act - Athena's usual second color in her NGPC incarnations, a bright blue.

---

Special Thanks:
>SNK, RIP.  May your legacy live on ;_;.
>I thank everyone at Mugen Rev and (a bit late) back at the old MUGEN Being for their advice and support ^_^.
>I thank Kamek, who provided me with the super pause sound
>I thank R', I borrowed a state or two from his Dan ^^.  Thanks!
>I thank Rancid, who's sound editor saved me from the inanity of SNDMaker.  Thank you!
>I thank Delita, who's basically been a pretty cool guy, and helped me fix up bugs, not to mention helped me with KOF's combo system and the custom combo mode.
>I thank Kamek (again) and Razorgolem, for hosting her ^_^.
>I thank SorrowEdge for his help with the winquotes code and the SNK Groove (Exact KOF Hit Velocities and such ^^).  I also used his haste code, and he pointed me in the right direction for making Custom Combo mode!  If that wasn't enough, I used his tech hit codes!  Thanks!
>I thank Sunboy, whose info really helped me out on the Capcom Groove!
>I thank JorgeHCampos, whose PokeYuri inspired me to continue work on her as well as giving permission to use his afterimage values for the supers ^_^.
>I thank [E], for his knowledge about KOF's combo system which helped me fix the SNK Groove combo system!  Good luck on your Athena too ^_^.
>I thank Necromancer, whose Guard Push code, Long Jump code and Recovery Roll code I used and modified for Poke-Athena.  Thank you, Necro!
>I thank Ragnarok Nemo, whose Stun counter/dizzy code I used and modified for Poke-Athena, and who made MEE, which was a BIG help :D.  Thanks!
