Difference between revisions of "The King of Fighters XIV/Athena Asamiya"

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'''Standing'''
'''Standing'''


* st. A
* st. A: A quick, short ranged palm jab. +1 on block, and one of her fastest buttons (4f). Can be used as a check to hops as well as at the end of a 3-hit max mode confirm (ex. cr.bx2, st.a)


* st. B
* st. B: An anti-air angled kick. Fast enough to check hops, but less range than st.A. Whiffs on most crouchers.


* st. C
* st. C: A short palm thrust with similar range to st.A. Super cancellable.
 
* st. D: A sobat that goes over lows. Her longest range ground normal.


* st. D


'''Close'''
'''Close'''


* cl. A
* cl. A: An elbow that is +2 on block. Another 4f button. Activation range is slightly larger than actual range.
 
* cl. B: A standing low. +1 on block.


* cl. B
* cl. C: A double palm strike. Also 4 frames.


* cl. C
* cl. D: A rising kick. Forces standing on ground hit. Very good anti-air button, but the activation range is exceptionally small.


* cl. D


'''Crouching'''
'''Crouching'''


* cr. A
* cr. A: A crouching palm. +3 on block, so very good for setting up frame traps with cl/cr.c.
 
* cr. B: A standard crouching low. Another 4f button, and it is special cancellable.


* cr. B
* cr. C: A crouching double palm strike. Its combination of speed and range make it very good in neutral and blockstrings. Can be hopped over. Whiff cancellable.


* cr. C
* cr. D : A standard sweep. Good range, but only cancellable to max mode. Very good at low profiling jumps at the tip of her feet.


* cr. D


'''Jumping'''
'''Jumping'''


* j. A
* j. A: Her fastest air normal. Can be used as an okay jumpin or a good air to air.
 
* j. B: A crossup knee. Her best jumpin at closer hop ranges.


* j. B
* j. C: A okay air-to-air. Probably will see it most when people fail an air grab attempt.


* j. C
* j. D: A downward angled kick. A strong jumpin, but her far forward moving jump and j.D’s lack of crossup hitbox makes it tough to jump in with it on crouchers from close. Works as a strong air-to-air because of how high Athena jumps. A hop D is an instant overhead on characters that don’t have a short crouching hurtbox (ex. won’t work on Nakoruru, Athena, etc)


* j. D


'''Blowback'''
'''Blowback'''


* st. CD
* st. CD: A forward sliding shoulder check. Good hitbox and can whiff cancel with specials/supers.


* j. CD
* j. CD: Similar angle to her j.D, but slightly slower and better range. Can cancel into her air specials/supers.


=Throws=
=Throws=

Revision as of 03:33, 18 August 2017

Charaimg athena.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Psychic Attack - close Bk.gif / Fd.gif + C.gif 

Psychic Throw - close Bk.gif / Fd.gif + D.gif

Command Normals

Phoenix Bomb (Ground)  - Fd.gif + B.gif

Phoenix Bomb (Air)  - in air, Fd.gif + B.gif

Special Moves

Psycho Ball Attack - Qcb.gif + A.gif / C.gif (*)

Psycho Sword - Dp.gif + A.gif / C.gif (*)

Psycho Reflector - Qcb.gif + B.gif / D.gif (*)

Phoenix Arrow - in air, Qcb.gif + B.gif / D.gif (*)

Super Psychic Throw - close, Hcf.gif + A.gif / C.gif (*)

Psychic Teleport - Qcf.gif + B.gif / D.gif (*)

Super Special Moves

Shining Crystal Bit - air OK, Hcb.gifHcb.gif + A.gif / C.gif (!)

Shining Crystal Bit (Cancel) [Shining Crystal Bit] A.gifB.gif

Crystal Shoot - air OK, Qcf.gifQcf.gif + A.gif / C.gif (Hold OK) (!)

Climax Super Special Moves

Athena Explosion - Qcf.gifQcf.gif + B.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A quick, short ranged palm jab. +1 on block, and one of her fastest buttons (4f). Can be used as a check to hops as well as at the end of a 3-hit max mode confirm (ex. cr.bx2, st.a)
  • st. B: An anti-air angled kick. Fast enough to check hops, but less range than st.A. Whiffs on most crouchers.
  • st. C: A short palm thrust with similar range to st.A. Super cancellable.
  • st. D: A sobat that goes over lows. Her longest range ground normal.


Close

  • cl. A: An elbow that is +2 on block. Another 4f button. Activation range is slightly larger than actual range.
  • cl. B: A standing low. +1 on block.
  • cl. C: A double palm strike. Also 4 frames.
  • cl. D: A rising kick. Forces standing on ground hit. Very good anti-air button, but the activation range is exceptionally small.


Crouching

  • cr. A: A crouching palm. +3 on block, so very good for setting up frame traps with cl/cr.c.
  • cr. B: A standard crouching low. Another 4f button, and it is special cancellable.
  • cr. C: A crouching double palm strike. Its combination of speed and range make it very good in neutral and blockstrings. Can be hopped over. Whiff cancellable.
  • cr. D : A standard sweep. Good range, but only cancellable to max mode. Very good at low profiling jumps at the tip of her feet.


Jumping

  • j. A: Her fastest air normal. Can be used as an okay jumpin or a good air to air.
  • j. B: A crossup knee. Her best jumpin at closer hop ranges.
  • j. C: A okay air-to-air. Probably will see it most when people fail an air grab attempt.
  • j. D: A downward angled kick. A strong jumpin, but her far forward moving jump and j.D’s lack of crossup hitbox makes it tough to jump in with it on crouchers from close. Works as a strong air-to-air because of how high Athena jumps. A hop D is an instant overhead on characters that don’t have a short crouching hurtbox (ex. won’t work on Nakoruru, Athena, etc)


Blowback

  • st. CD: A forward sliding shoulder check. Good hitbox and can whiff cancel with specials/supers.
  • j. CD: Similar angle to her j.D, but slightly slower and better range. Can cancel into her air specials/supers.

Throws

name of throw - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

name of throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


name of special move - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)

Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

AthenaKOFXIVFrameData.png

Videos

Athena Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina