Difference between revisions of "SNK Heroines: Tag Team Frenzy/Athena Asamiya"

From Dream Cancel Wiki
Jump to navigation Jump to search
(Fixed level 1 headers)
(Added character category)
Line 254: Line 254:


[[Category:SNK Heroines Tag Team Frenzy]]
[[Category:SNK Heroines Tag Team Frenzy]]
[[Category:Athena Asamiya]]

Revision as of 17:35, 29 May 2019

File:Characters athena thumb.png

Gameplay Overview

  • (description here)
  • Notable normal: far.H. Good for poking and juggles, actually puts Athena in an airborne state, so she’ll go over low angled attacks like Terry’s Power Wave. More notable in that it’s a solid poke to mess with anyone at range if you think they might try to approach via IAD-ing.

Normals

Close

cl. L: A quick elbow jab

  • 30 dmg
  • 1 hit

cl. H: An axe kick that launches the opponent.

  • 70 dmg
  • 1 hit
  • Launches on hit
  • Can be jump canceled


Far

Far L: A quick palm slap. Athena reaches forward a bit quickly, then returns back to her fighting stance. Decent horizontal range.

  • 30 dmg
  • 1 hit


Far H: A wide roundhouse kick that moves Athena forward a bit.


  • 70 dmg
  • 1 hit


Dash

Dash H: Athena performs a fierce shoulder rush.

  • 80 dmg
  • 1 hit
  • Wallbounce on hit


Jump

j. L: A short ranged but quick knee attack. Mainly used as an instant air dash attack in her combos.

  • 30 dmg
  • 1 hit

j. H: A short ranged but fierce aerial slap.

  • 50 dmg
  • 1 hit

Throws

Forward throw:

  • 100 dmg
  • Causes hard knockdown
  • Can OTG after


Back throw:

  • 100 dmg
  • Throws opponent behind

SP

Assist:

  • Recover Life (a bit over 1 bar)

Special Moves

5S - Psycho Ball

  • Athena throws a psycho ball towards the opponent. Goes full screen.
  • Hits once, will pop an airborne opponent up a bit higher. 40 damage. SP cost: 1 and ½ bars.
  • Can tag switch on whiff startup or hit

No SP:

  • (add info)

EX Item:

  • Slow-moving, big, and oppressive. Three hits, and pops the opponent up like the normal one does. 67 damage.


4S - Psycho Reflector

  • Athena’s usual reflector shield. Hits the opponent once. If it touches the opponent, or if you successfully reflect a projectile with it, you recover faster. Fast enough to land a cl.H in the corner, in fact. Unlike the usual variant in KOF, however, it’s not potent enough to reflect super projectiles. 60 damage. SP cost: 1 SP bar.
  • Knockdown on hit
  • Can reflect projectiles
  • Can tag switch on hit
  • Cannot reflect items (SP counts as items)

No SP:

  • (add info)

EX Item:

  • This one has all the same properties as the normal Psycho Reflector, save for the added wallsplat to crumple that the EX Reflector adds. This also means it can’t reflect super projectiles. 70 damage.


2S - Psycho Sword

  • Athena’s anti-air. Three hits. Doesn’t typically recover fast enough for you to do anything after, but hitting the last hit on an already launched opponent may give you a chance to follow up in some way. 70 damage. SP cost: 1 SP bar.
  • Knockdown on 3rd hit
  • Can cancel into Shining Crystal Bit on any hit
  • Can tag switch on 1st or 2nd hit

No SP:

  • (add info)

EX Item:

  • 5 hits, and pretty much everything that applies to the standard Psycho Sword applies here, though you can actually hit a second one of these if the first knocks them high enough. This version has startup invulnerability, so you can counteract a few things with it. 100 damage.


j.S - Phoenix Arrow

  • Typically gets its hits depending on the height you hit the move at, usually capping out at 5 hits. If you pass by the opponent during it, Athena will autocorrect during the kick at the end so she can still hit them. If the opponent is cornered, you can follow up with cl.H. 86 damage at 5 hits. SP cost: 1 SP bar.
  • Knockdown on final hit
  • Can tag switch on final hit

No SP:

  • (add info)

EX Item:

  • Like the Psycho Reflector, this shares all its traits with its normal counterpart, but it recovers MUCH faster than the standard version. If you hit it midscreen, you can follow up with a quick iad.H. Follow ups are, of course, much easier to manage in the corner, though. This one seems to cap out at 4 hits, though, even if you hit it higher up. 106 damage.

Dream Finish

5D

  • Athena charges a blast, then tosses it forward. It eats standard projectiles. The aerial version always goes diagonally downward. Holding D will let you hold the move, but it doesn’t make it any more powerful. 300 damage. SP cost: 4 bars.
  • Can charge this attack by holding the button
  • Causes hard knockdown


2D

  • Athena forms a series of orbs that circle her. Whether on the ground or in the air, the damage is the same. Not pressing a button will keep the orbs spinning around you for a few seconds. They give some projectile protection and startup invul, and can hit an opponent who gets too close, but Athena CAN be hit out of it if you’re in it too long. Pressing D will cancel the move early. 350 damage. SP cost: 4 bars.
  • Can be done in air
  • Can hit twice, separate hits will not combo
  • Causes hard knockdown

Combos

L = Light attack

H = Heavy attack

d = dash

j = jump

jd = jump air dash

c = close

D = Dream Finish

S = special

4 = direction away from opponent

6 = direction towards the opponent

2 = Down direction

5 = no direction/neutral

T = throw

Mid-screen, 1000 health

1: IAD.H, L,L,H, j.5S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~2S xx 2D (479 damage)

2: j.H, L,L,H, 66H, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~2S xx 2D (489 damage)

3: IAD.H, L,L,H, 66H, walk(4), far.H~4S, 66H, cl.H, jc.H, 66H, IAD.L, 66H, 2S xx 2D (518 damage)

Mid-screen, 500 health

1: j.H, L,L,H, far.H~5S, 66H, IAD.H, 66H, IAD.L, 66H, 4S, cl.H, jc.5S, 2S xx 2D (522 damage)

2: IAD.H, walk(6), L,cl.H, 66H, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, j.5S xx 2D (534 damage)

3: j.H, L,L,H, 66H, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, jc.5S, 2S xx 2D (557 damage)

Opponent in corner, 1000 health

1: j.H, L,L,H, cl.H, jc.H, 66H, 5S, dash, 66H, IAD.L, 66H, 2D (476 damage)

2: j.H, L,L,H, cl.H, 66H, dash, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, 2D (508 damage)

3: j.H, L,L,H, cl.H~5S, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2D (510 damage)

Opponent in corner, 500 health

1: j.H, L,cl.H, 66H, walk(4), far.H~4S, 66H, 5S, 66H, j.5S xx 2D (487 damage)

2: j.H, L,L,H, cl.H~5S, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2S xx 2D (524 damage)

3: j.H, L,L,H, cl.H, jc.H, 66H, 5S, dash, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2S xx 2D (532 damage)

Corner-to-Corner, 1000 health

1: L,L,H, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, cl.H, 66H, 2D (479 damage)

2: L,L,H, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, cl.H, 66H, 2D (497 damage)

Corner-to-Corner, 500 health

1: L,L,H, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, 66H, 2S xx 2D (517 damage)

2: L,L,H, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, 66H, 2S xx 2D (535 damage)

Videos

External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina