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The King of Fighters XV/Athena Asamiya/Data: Difference between revisions

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Matoshlee (talk | contribs)
EMRaistlin (talk | contribs)
m fixed dmg
 
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Line 5: Line 5:
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_placeholder.png
| images   = XV_athena_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_cla_hb.png
| damage   =  
| damage   = 25
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 5
| recovery   =  
| recovery   = 5
| hitadv   = +5
| hitadv   = +5
| blockadv   = +3
| blockadv   = +3
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 24: Line 24:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_placeholder.png
| images   = XV_athena_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_clb_hb.png
| damage   =  
| damage   = 30
| guard   = Mid
| guard   = Low
| cancel   =  
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 9
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 43: Line 43:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_placeholder.png
| images   = XV_athena_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_clc_hb.png
| damage   =  
| damage   = 70
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   = command
| startup   = 4
| startup   = 4
| active   =  
| active   = 4
| recovery   =  
| recovery   = 16
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 62: Line 62:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_placeholder.png
| images   = XV_athena_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_cld_hb.png
| damage   =  
| damage   = 80
| guard   = Mid
| guard   = Mid
| cancel   =  
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 20
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
====st.A====
====f.A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_sta
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_fa
| name   = stand A
| name   = stand A
| input   = st.A
| input   = f.A
| images   = XV_placeholder.png
| images   = XV_athena_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_fa_hb.png
| damage   =  
| damage   = 25
| guard   =  
| guard   = Mid
| cancel   =  
| cancel   = special
| startup   = 4
| startup   = 4
| active   =  
| active   = 5
| recovery   =  
| recovery   = 7
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====st.B====
====f.B====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_stb
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_fb
| name   = stand B
| name   = stand B
| input   = st.B
| input   = f.B
| images   = XV_placeholder.png
| images   = XV_athena_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_fb_hb.png
| damage   =  
| damage   = 30
| guard   =  
| guard   = Mid
| cancel   =  
| cancel   = Special
| startup   = 5
| startup   = 5
| active   =  
| active   = 5
| recovery   =  
| recovery   = 9
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====st.C====
====f.C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_stc
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_fc
| name   = stand C
| name   = stand C
| input   = st.C
| input   = f.C
| images   = XV_placeholder.png
| images   = XV_athena_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_fc_hb.png
| damage   =  
| damage   = 70
| guard   =  
| guard   = Mid
| cancel   =  
| cancel   = special
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 21
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====st.D====
====f.D====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_std
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_fd
| name   = stand D
| name   = stand D
| input   = st.D
| input   = f.D
| images   = XV_placeholder.png
| images   = XV_athena_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_fd_hb.png
| damage   =  
| damage   = 80
| guard   =  
| guard   = Mid
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 5
| recovery   =  
| recovery   = 19
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   = Low Body: 10 to 21 (12 Frames)
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Crouch Normals===
===Crouch Normals===
====cr.A====
====2A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_cra
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_2a
| name   = crouch A
| name   = crouch A
| input   = cr.A
| input   = 2A
| images   = XV_placeholder.png
| images   = XV_athena_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_2a_hb.png
| damage   =  
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 5
| active   =  
| active   = 3
| recovery   =  
| recovery   = 7
| hitadv   =  
| hitadv   = +5
| blockadv   =  
| blockadv   = +3
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cr.B====
====2B====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_crb
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_2b
| name   = crouch B
| name   = crouch B
| input   = cr.B
| input   = 2B
| images   = XV_placeholder.png
| images   = XV_athena_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_2b_hb.png
| damage   =  
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv   = +1
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


====cr.C====
====2C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_crc
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_2c
| name   = crouch C
| name   = crouch C
| input   = cr.C
| input   = 2C
| images   = XV_placeholder.png
| images   = XV_athena_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_2c_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 6
| active   =  
| active   = 5
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv   = -1
| blockadv   =  
| blockadv   = -4
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====cr.D====
====2D====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_crd
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_2d
| name   = crouch D
| name   = crouch D
| input   = cr.D
| input   = 2D
| images   = XV_placeholder.png
| images   = XV_athena_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_2d_hb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 8
| active   =  
| active   = 6
| recovery   =  
| recovery   = 16
| hitadv   =  
| hitadv   = +27
| blockadv   =  
| blockadv   = -3
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 239: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_placeholder.png
| images   = XV_athena_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_ha_hb.png
| damage   =  
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = command
| startup   = 6
| startup   = 4
| active   =  
| active   = 10
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_ja
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_ja
Line 260: Line 261:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = XV_athena_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_ja_hb.png
| damage   =  
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = command
| startup   = 6
| startup   = 6
| active   =  
| active   = 12
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 282: Line 283:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_placeholder.png
| images   = XV_athena_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_hb_hb.png
| damage   =  
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_jb
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_jb
Line 303: Line 305:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = XV_athena_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_jb_hb.png
| damage   =  
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 12
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 326: Line 328:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_placeholder.png
| images   = XV_athena_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_hc_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = command
| startup   = 8
| startup   = 8
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_jc
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_jc
Line 347: Line 350:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = XV_athena_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_jc_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = command
| startup   = 8
| startup   = 8
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_hd
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_hd
Line 368: Line 372:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_placeholder.png
| images   = XV_athena_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_jd_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 390: Line 394:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = XV_athena_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_jd_hb.png
| damage   =  
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 413: Line 417:
| orderId   = 1
| orderId   = 1
| input   = c.AA
| input   = c.AA
| images   = XV_placeholder.png
| images   = XV_athena_rush1_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 48 (25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = Rush
| startup   =  
| startup   = 5
| active   =  
| active   =  
| recovery   =  
| recovery   =  
Line 424: Line 428:
| blockadv   = -7
| blockadv   = -7
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 435: Line 439:
| orderId   = 2
| orderId   = 2
| input   = c.AAX
| input   = c.AAX
| images   = XV_placeholder.png
| images   = XV_athena_rush2_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 70 (25+25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = Rush
| startup   =  
| startup   = 6
| active   =  
| active   =  
| recovery   =  
| recovery   =  
Line 446: Line 450:
| blockadv   = -7
| blockadv   = -7
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 180 (60+60+60)
}}
}}


===Command normals===
===Command normals===
====command input 1====
====Phoenix Bomb (ground)====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_6b
| name        = Phoenix Bomb (ground)
| input       = 6B
| images      = XV_athena_6b_ima.png
| hitboxes    = XV_athena_6b.png, XV_athena_6b2.png
| damage      = 60
| guard      = High [Mid]
| cancel      = special
| startup    = 22 [18]
| active      = 11
| recovery    = 8 [10]
| hitadv      = -26 (Lowest height) to -27 (Highest height)
| blockadv    = -29
| invul      =  
| stun        = 40
| guardDamage = 80
}}


====Phoenix Bomb (Air)====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j6b
| name        = Phoenix Bomb (Air)
| input      = j.6B
| images      = XV_athena_6b_ima.png
| hitboxes    = XV_athena_j6b.png
| damage      = 60
| guard      = High
| cancel      = special
| startup    = 10
| active      = 17
| recovery    = 1 on ground
| hitadv      = -20 (Lowest height) to -29 (Highest height)
| blockadv    = -22 (Lowest height) to -31 (Highest height)
| invul      =
| stun        = 40
| guardDamage = 80
}}


===Blowback===
===Blowback===
Line 459: Line 498:
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_placeholder.png
| images   = XV_athena_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_cd_hb.png
| damage   =  
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = command
| startup   =  
| startup   = 12
| active   =  
| active   = 8
| recovery   =  
| recovery   = 16
| hitadv   =  
| hitadv   = Wall Splat - HKD (gnd) (76 to 92)
| blockadv   =  
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 478: Line 517:
| name   = ShatterStrike
| name   = ShatterStrike
| input   = qcf+CD
| input   = qcf+CD
| images   = XV_placeholder.png
| images   = XV_athena_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_236cd_hb.png, XV_athena_236cd2_hb.png
| damage   =  
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   =  
| hitadv   = Crumple - HKD (93)
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_athena_214cd_ima.png
| hitboxes    = XV_athena_214cd_hb.png, XV_athena_214cd2_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 500: Line 558:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_placeholder.png
| images   = XV_athena_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_jcd_hb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 10
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
Line 521: Line 579:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = XV_athena_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_athena_jcd_hb.png
| damage   =  
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 10
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
 
===Throws===
 
====Psychic Attack====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_cthrow
| name        = Psychic Attack
| input      = (close) 4/6C
| images      = XV_athena_cthrow_ima.png
| hitboxes    = XV_athena_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (27)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}
}}




===Throws===
====Psychic Throw====
====forward throw====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_dthrow
| name        = Psychic Throw
| input      = (close) 4/6D
| images      = XV_athena_dthrow_ima.png
| hitboxes    = XV_athena_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =  
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD (49)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage = 0
}}


====back throw====
====Psychic Shoot====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_athrow
| name        = Psychic Shoot
| input      = air (close) 4/6C
| images      = XV_athena_athrow_ima.png
| hitboxes    = XV_athena_athrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = HKD
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}


==Specials==
==Specials==
===Psycho Ball Attack===
====214A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214a
| name        = Psycho Ball Attack
| header      = yes
| version    = A
| orderId    = 1
| input      = 214A
| images      = XV_athena_214a_ima.png
| hitboxes    = XV_athena_214a.png, XV_athena_214a2.png
| damage      = 65
| guard      = Mid
| cancel      = super
| startup    = 16
| active      = Full Screen Projectile
| recovery    = 27
| hitadv      = -1 (Close) to 26 (Max Range)
| blockadv    = -3 (Close) to 24 (Max Range)
| invul      =
| stun        = 40
| guardDamage = 60
}}
====214C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214c
| name        = Psycho Ball Attack
| header      = no
| version    = C
| orderId    = 2
| input      = 214C
| images      = XV_athena_214a_ima.png
| hitboxes    = XV_athena_214a.png, XV_athena_214a2.png
| damage      = 70
| guard      = Mid
| cancel      = super
| startup    = 13
| active      = Full Screen Projectile
| recovery    = 34
| hitadv      = -8 (Close) to 26 (Max Range)
| blockadv    = -8 (Close) to 26 (Max Range)
| invul      =
| stun        = 40
| guardDamage = 60
}}
====214AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214ac
| name        = Psycho Ball Attack
| header      = no
| version    = AC
| orderId    = 3
| input      = 214AC
| images      = XV_athena_214ac_ima.png
| hitboxes    = XV_athena_214ac.png
| damage      = 85 (30*3)
| guard      = Mid
| cancel      =
| startup    = 29
| active      = Full Screen Projectile
| recovery    = 38
| hitadv      = 6 (Close) to 22 (Max Range)
| blockadv    = 6 (Close) to 22 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 90 (30*3)
}}
===Psycho Sword===
====623A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_623a
| name        = Psycho Sword
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_athena_623a_ima.png
| hitboxes    = XV_athena_623a.png, XV_athena_623a2.png, XV_athena_623a3.png
| damage      = 89 (50+20+20)
| guard      = Mid
| cancel      = super
| startup    = 4
| active      = 17
| recovery    = 48 (14 on ground)
| hitadv      = SKD (20: Tech / 47: Non-tech)
| blockadv    = -39
| invul      =
| stun        = 90 (50+20+20)
| guardDamage = 110 (50+30+30)
}}
====623C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_623c
| name        = Psycho Sword
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_athena_623a_ima.png
| hitboxes    = XV_athena_623c.png, XV_athena_623c2.png, XV_athena_623c3.png, XV_athena_623c4.png
| damage      = 139 (65+20*4)
| guard      = Mid
| cancel      = super
| startup    = 8
| active      = 19
| recovery    = 63 (23 on ground)
| hitadv      = SKD (4: Tech / 31: Non-tech)
| blockadv    = -56
| invul      = Full Body: 1 to 11 (11 Frames)
| stun        = 130 (50+20*4)
| guardDamage = 110 (50+30+30)
}}
====623AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_623ac
| name        = Psycho Sword
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_athena_623a_ima.png
| hitboxes    = XV_athena_623ac.png, XV_athena_623ac2.png, XV_athena_623ac3.png, XV_athena_623ac4.png
| damage      = 160 (60+25+25+30+30)
| guard      = Mid
| cancel      =
| startup    = 6
| active      = 19
| recovery    = 48 (16 on ground)
| hitadv      = SKD (28: Tech / 68: Non-tech)
| blockadv    = -40
| invul      = Full Body: 1 to 12 (12 Frames)
| stun        = 0
| guardDamage = 90 (10+40+40)
}}
===Psycho Reflector===
====214B====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214b
| name        = Psycho Reflector
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_athena_214b_ima.png
| hitboxes    = XV_athena_214b.png
| damage      = 60
| guard      = Mid
| cancel      =
| startup    = 10
| active      = 21
| recovery    = 25
| hitadv      = SKD (35: Tech / 62: Non-tech)
| blockadv    = 0
| invul      =
| stun        = 80
| guardDamage = 80
}}
====214D====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214d
| name        = Psycho Reflector
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_athena_214b_ima.png
| hitboxes    = XV_athena_214d.png
| damage      = 60
| guard      = Mid
| cancel      =
| startup    = 10
| active      = 21
| recovery    = 25
| hitadv      = SKD (35: Tech / 62: Non-tech)
| blockadv    = 0
| invul      =
| stun        = 80
| guardDamage = 80
}}
====214BD====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_214bd
| name        = Psycho Reflector
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_athena_214b_ima.png
| hitboxes    = XV_athena_214bd.png
| damage      = 120
| guard      = Mid
| cancel      =
| startup    = 10
| active      = 21
| recovery    = 25
| hitadv      = SKD (39: Tech / 66: Non-tech)
| blockadv    = +4
| invul      =
| stun        = 0
| guardDamage = 120
}}
===Phoenix Arrow===
====j.214B====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j214b
| name        = Phoenix Arrow
| header      = yes
| version    = B
| orderId    = 1
| input      = j.214B
| images      = XV_athena_j214b_ima.png
| hitboxes    = XV_athena_j214b.png
| damage      = 74 (20*4)
| guard      = Mid
| cancel      = super
| startup    = 8
| active      = Active till on ground
| recovery    = 13
| hitadv      = 1 (Close and Lowest Height) to 3 (Max Range and Highest Height)
| blockadv    = -3~
| invul      =
| stun        = 40 (10*4)
| guardDamage = 40 (10*4)
}}
====j.214D====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j214d
| name        = Phoenix Arrow
| header      = no
| version    = D
| orderId    = 2
| input      = j.214D
| images      = XV_athena_j214d_ima.png
| hitboxes    = XV_athena_j214d.png, XV_athena_j214d2.png
| damage      = 122(20*4+60)
| guard      = Mid
| cancel      = super
| startup    = 10
| active      = Active till on ground (16) 11
| recovery    = 31
| hitadv      = SKD (18: Tech / 58: Non-tech)
| blockadv    = -23
| invul      =
| stun        = 110 (10*3+80)
| guardDamage = 160 (20*4+80)
}}
====j.214BD====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j214bd
| name        = Phoenix Arrow
| header      = no
| version    = BD
| orderId    = 3
| input      = j.214BD
| images      = XV_athena_j214d_ima.png
| hitboxes    = XV_athena_j214bd.png, XV_athena_j214bd2.png
| damage      = 165 (20*4+90)
| guard      = Mid
| cancel      =
| startup    = 9
| active      = Active till on ground (13) 5
| recovery    = 12
| hitadv      = SKD (18: Tech / 40: Non-tech)
| blockadv    = -2
| invul      =
| stun        = 0
| guardDamage = 190 (20*4+110)
}}
===Super Psychic Throw===
====632146A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_632146a
| name        = Super Psychic Throw
| header      = yes
| version    = A
| orderId    = 1
| input      = 632146A
| images      = XV_athena_632146a_ima.png
| hitboxes    = XV_athena_632146a.png
| damage      = 118 (139)
| guard      = N/A
| cancel      =
| startup    = 8
| active      = 1
| recovery    = 34
| hitadv      = HKD (62)
| blockadv    = Unblockable
| invul      = Full Body: 8 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
====632146C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_632146c
| name        = Super Psychic Throw
| header      = no
| version    = C
| orderId    = 2
| input      = 632146C
| images      = XV_athena_632146a_ima.png
| hitboxes    = XV_athena_632146a.png
| damage      = 118 (139)
| guard      = N/A
| cancel      =
| startup    = 8
| active      = 1
| recovery    = 34
| hitadv      = HKD (62)
| blockadv    = Unblockable
| invul      = Full Body: 8 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
====632146AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_632146ac
| name        = Super Psychic Throw
| header      = no
| version    = AC
| orderId    = 3
| input      = 632146AC
| images      = XV_athena_632146a_ima.png
| hitboxes    = XV_athena_632146ac.png
| damage      = 140 (80+67)
| guard      = N/A
| cancel      =
| startup    = 3
| active      = 1
| recovery    = 34
| hitadv      = HKD (62)
| blockadv    = Unblockable
| invul      = Full Body: 4 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
===Psychic Teleport===
====236B====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_236b
| name        = Psychic Teleport
| header      = yes
| version    = B
| orderId    = 1
| input      = 236B
| images      = XV_athena_236b_ima.png
| hitboxes    = XV_athena_236b.png
| damage      = 0
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 28
| hitadv      =
| blockadv    =
| invul      = Full Strike: 14 to 21 (8 Frames)
| stun        = 0
| guardDamage = 0
}}
====236D====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_236d
| name        = Psychic Teleport
| header      = no
| version    = D
| orderId    = 2
| input      = 236D
| images      = XV_athena_236b_ima.png
| hitboxes    = XV_athena_236d.png
| damage      = 0
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    = 38
| hitadv      =
| blockadv    =
| invul      =
| stun        = 0
| guardDamage = 0
}}
====236BD====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_236bd
| name        = Psychic Teleport
| header      = no
| version    = BD
| orderId    = 3
| input      = 236BD
| images      = XV_athena_236b_ima.png
| hitboxes    = XV_athena_236bd.png
| damage      = 0
| guard      = N/A
| cancel      =
| startup    =
| active      =
| recovery    =
| hitadv      = 28
| blockadv    =
| invul      = Full Strike: 13 to 23 (11 Frames)
| stun        = 0
| guardDamage = 0
}}
===Psycho Shoot===
====41236A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_41236a
| name        = Psycho Shoot
| header      = yes
| version    = A
| orderId    = 1
| input      = 41236A
| images      = XV_athena_41236a_ima.png
| hitboxes    = XV_athena_41236a.png
| damage      = 65
| guard      = Mid
| cancel      = super
| startup    = 21
| active      = Full Screen Projectile
| recovery    = 34
| hitadv      = SKD (51: Tech / 91: Non-tech (Close))
| blockadv    = -8 (Close) to 26 (Max Range)
| invul      =
| stun        = 40
| guardDamage = 60
}}
====41236C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_41236c
| name        = Psycho Shoot
| header      = no
| version    = C
| orderId    = 2
| input      = 41236C
| images      = XV_athena_41236a_ima.png
| hitboxes    = XV_athena_41236a.png
| damage      = 70
| guard      = Mid
| cancel      = super
| startup    = 21
| active      = Full Screen Projectile
| recovery    = 34
| hitadv      = Juggle (+49)
| blockadv    = -10~+25
| invul      =
| stun        = 40
| guardDamage = 60
}}
====41236AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_41236ac
| name        = Psycho Shoot
| header      = no
| version    = AC
| orderId    = 3
| input      = 41236AC
| images      = XV_athena_41236a_ima.png
| hitboxes    = XV_athena_41236ac.png
| damage      = 97 (50+50)
| guard      = Mid
| cancel      =
| startup    = 15
| active      = Full Screen Projectile
| recovery    = 29
| hitadv      = SKD (64: Tech / 104: Non-tech (Close))
| blockadv    = 3 (Close) to 20 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 60
}}


==Supers==
==Supers==
===Shining Crystal Bit===
====6321463214A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_6321463214a
| name        = Shining Crystal Bit
| header      = yes
| version    = A
| orderId    = 1
| input      = 6321463214A
| images      = XV_athena_6321463214a_ima.png
| hitboxes    = XV_athena_6321463214a.png, XV_athena_6321463214a2.png, XV_athena_6321463214a3.png
| damage      = 200
| guard      = Mid
| cancel      = advanced
| startup    = 4
| active      = 139
| recovery    = 40
| hitadv      = HKD (45 (Last Ht) / 18 (Earliest AB Cancel))
| blockadv    = -14 (Last Hit) / -31 (Earliest AB Cancel)
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| guardDamage = 0
}}
====j.6321463214A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j6321463214a
| name        = Shining Crystal Bit
| header      = no
| version    = air A
| orderId    = 2
| input      = j.6321463214A
| images      = XV_athena_6321463214a_ima.png
| hitboxes    = XV_athena_j6321463214a.png, XV_athena_j6321463214a2.png, XV_athena_j6321463214a3.png
| damage      = 200
| guard      = Mid
| cancel      =
| startup    = 8
| active      = 130
| recovery    = 25 on ground
| hitadv      = HKD
| blockadv    = -24 (Lowest height) to -68 (Highest height)
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| guardDamage = 0
}}
====6321463214C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_6321463214c
| name        = Shining Crystal Bit
| header      = no
| version    = C
| orderId    = 3
| input      = 6321463214C
| images      = XV_athena_6321463214a_ima.png
| hitboxes    = XV_athena_6321463214a.png, XV_athena_6321463214a2.png, XV_athena_6321463214a3.png
| damage      = 200
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 139
| recovery    = 40
| hitadv      = HKD (45 (Last Ht) / 18 (Earliest AB Cancel))
| blockadv    = -14 (Last Hit) / -31 (Earliest AB Cancel)
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| guardDamage = 0
}}
====j.6321463214C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j6321463214c
| name        = Shining Crystal Bit
| header      = no
| version    = air C
| orderId    = 4
| input      = j.6321463214C
| images      = XV_athena_6321463214a_ima.png
| hitboxes    = XV_athena_j6321463214a.png, XV_athena_j6321463214a2.png, XV_athena_j6321463214a3.png
| damage      = 200
| guard      = Mid
| cancel      =
| startup    = 8
| active      = 130
| recovery    = 25 on ground
| hitadv      = HKD
| blockadv    = -24 (Lowest height) to -68 (Highest height)
| invul      = Full Body: 1 to 15 (15 Frames)
| stun        = 0
| guardDamage = 0
}}
====6321463214AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_6321463214ac
| name        = Shining Crystal Bit
| header      = no
| version    = AC
| orderId    = 5
| input      = 6321463214AC
| images      = XV_athena_6321463214a_ima.png
| hitboxes    = XV_athena_6321463214ac.png, XV_athena_6321463214ac2.png, XV_athena_6321463214ac3.png, XV_athena_6321463214ac4.png
| damage      = 350
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 139
| recovery    = 21
| hitadv      = HKD (60 (Last Ht) / 21 (Earliest AB Cancel))
| blockadv    = -1 (Last Hit) / -27 (Earliest AB Cancel)
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| guardDamage = 0
}}
====j.6321463214AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j6321463214ac
| name        = Shining Crystal Bit
| header      = no
| version    = air AC
| orderId    = 6
| input      = j.6321463214AC
| images      = XV_athena_6321463214a_ima.png
| hitboxes    = XV_athena_j6321463214ac.png, XV_athena_j6321463214ac2.png, XV_athena_j6321463214ac3.png
| damage      = 350
| guard      = Mid
| cancel      =
| startup    = 4
| active      = 118
| recovery    = 25 on ground
| hitadv      = HKD
| blockadv    = -23 (Lowest height) to -70 (Highest height)
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| guardDamage = 0
}}
===Crystal Shoot===
====236236A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_236236a
| name        = Crystal Shoot
| header      = yes
| version    = A
| orderId    = 1
| input      = 236236A
| images      = XV_athena_236236c_ima.png
| hitboxes    = XV_athena_236236a.png
| damage      = 170
| guard      = Mid
| cancel      = advanced, climax
| startup    = 14
| active      = Full Screen Projectile
| recovery    = 50
| hitadv      = HKD (56)
| blockadv    = -21 (Close) to -2 (Max Range)
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}


====j.236236A====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j236236a
| name        = Crystal Shoot
| header      = no
| version    = air A
| orderId    = 2
| input      = j.236236A
| images      = XV_athena_j236236a_ima.png
| hitboxes    = XV_athena_j236236a.png
| damage      = 170
| guard      = Mid
| cancel      = advanced
| startup    = 13
| active      = Full Screen Projectile
| recovery    = 25 on ground
| hitadv      = HKD
| blockadv    = -38 ((Lowest height) to -52 (Highest height) - Close)
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
====236236C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_236236c
| name        = Crystal Shoot
| header      = no
| version    = C
| orderId    = 3
| input      = 236236C
| images      = XV_athena_236236ac_ima.png
| hitboxes    = XV_athena_236236c.png
| damage      = 170
| guard      = Mid
| cancel      = advanced, climax
| startup    = 14
| active      = Full Screen Projectile
| recovery    = 53
| hitadv      = HKD (56)
| blockadv    = -21
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
====j.236236C====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j236236c
| name        = Crystal Shoot
| header      = no
| version    = air C
| orderId    = 4
| input      = j.236236C
| images      = XV_athena_j236236c_ima.png
| hitboxes    = XV_athena_j236236c.png
| damage      = 170
| guard      = Mid
| cancel      = advanced
| startup    = 13
| active      = Full Screen Projectile
| recovery    = 25 on ground
| hitadv      = HKD
| blockadv    = -38 ((Lowest height) to -52 (Highest height) - Close)
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        = 0
| guardDamage = 0
}}
====236236AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_236236ac
| name        = Crystal Shoot
| header      = no
| version    = AC
| orderId    = 5
| input      = 236236AC
| images      = XV_athena_236236c_ima.png
| hitboxes    = XV_athena_236236ac.png
| damage      = 330 (100+100+130)
| guard      = Mid
| cancel      = climax
| startup    = 11
| active      = Full Screen Projectile
| recovery    = 54
| hitadv      = HKD (65)
| blockadv    = -14 (Close) to 5 (Max Range)
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
====j.236236AC====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_j236236ac
| name        = Crystal Shoot
| header      = no
| version    = air AC
| orderId    = 6
| input      = j.236236AC
| images      = XV_athena_j236236a_ima.png
| hitboxes    = XV_athena_j236236ac.png
| damage      = 330 (100+100+130)
| guard      = Mid
| cancel      =
| startup    = 11
| active      = Full Screen Projectile
| recovery    = 25 on ground
| hitadv      = HKD
| blockadv    = -29 ((Lowest height) to -38 (Highest height) - Close)
| invul      = Full Body: 1 (1 Frame)
| stun        = 0
| guardDamage = 0
}}
===Climax super===
===Climax super===
====2141236CD====
{{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_2141236cd
| name        = Psycho Remix☆Spark!
| input      = 2141236CD
| images      = XV_athena_2141236cd_ima.png
| hitboxes    = XV_athena_2141236cd.png, XV_athena_2141236cd2.png
| damage      = 421 (70+114+237) Min: 245
| guard      =
| cancel      =
| startup    = 9
| active      = Full Screen Projectile
| recovery    = 86
| hitadv      = HKD (25)
| blockadv    = -45 (Close) to -2 (Max Range)
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| guardDamage = 0
}}




[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 08:54, 18 October 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Athena Asamiya
athena_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand455+5+3-3060


cl.B

Athena Asamiya
athena_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand539+3+1-3060


cl.C

Athena Asamiya
athena_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand4416+1-1-70120


cl.D

Athena Asamiya
athena_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand5420-3-5-70120


Far Standing Normals

f.A

Athena Asamiya
athena_fa
f.A
f.A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial457+3+1-3060


f.B

Athena Asamiya
athena_fb
f.B
f.B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30MidSpecial559+1-1-3060


f.C

Athena Asamiya
athena_fc
f.C
f.C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial5421-4-6-70120


f.D

Athena Asamiya
athena_fd
f.D
f.D
stand D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-10519-3-5Low Body: 10 to 21 (12 Frames)70120


Crouch Normals

2A

Athena Asamiya
athena_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand537+5+3-3060


2B

Athena Asamiya
athena_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowcommand438+1-1-1530


2C

Athena Asamiya
athena_2c
2C
2C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand6518-1-4-70120


2D

Athena Asamiya
athena_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial8616+27-3-70120


jump normals

hop A

Athena Asamiya
athena_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highcommand4101 on ground---3050


jump A

Athena Asamiya
athena_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highcommand6121 on ground---3060


hop B

Athena Asamiya
athena_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-691 on ground---3050


jump B

Athena Asamiya
athena_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-6121 on ground---3060



hop C

Athena Asamiya
athena_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highcommand871 on ground---70100


jump C

Athena Asamiya
athena_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highcommand891 on ground---70120


hop D

Athena Asamiya
athena_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-681 on ground---70100


jump D

Athena Asamiya
athena_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-691 on ground---70120


Rush

Rush 1

Athena Asamiya
athena_rush1
c.AA
c.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush5---5-7-30120 (60+60)


Rush 2

Athena Asamiya
athena_rush2
c.AAX
c.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush6---5-7-30180 (60+60+60)


Command normals

Phoenix Bomb (ground)

Athena Asamiya
athena_6b
6B
6B
Phoenix Bomb (ground)

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60High [Mid]special22 [18]118 [10]-26 (Lowest height) to -27 (Highest height)-29-4080


Phoenix Bomb (Air)

Athena Asamiya
athena_j6b
j.6B
j.6B
Phoenix Bomb (Air)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Highspecial10171 on ground-20 (Lowest height) to -29 (Highest height)-22 (Lowest height) to -31 (Highest height)-4080


Blowback

Blowback

Athena Asamiya
athena_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midcommand12816Wall Splat - HKD (gnd) (76 to 92)-1-100160


ShatterStrike

Athena Asamiya
athena_qcf+cd
qcf+CD
qcf+CD
ShatterStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (93)-10-0200


AdvanceStrike

Athena Asamiya
athena_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Athena Asamiya
athena_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand1061 on groundSKD--80120


jump CD

Athena Asamiya
athena_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midcommand1081 on groundSKD--80140


Throws

Psychic Attack

Athena Asamiya
athena_cthrow
(close) 4/6C
(close) 4/6C
Psychic Attack
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (27)Unblockable-00



Psychic Throw

Athena Asamiya
athena_dthrow
(close) 4/6D
(close) 4/6D
Psychic Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (49)Unblockable-00


Psychic Shoot

Athena Asamiya
athena_athrow
air (close) 4/6C
air (close) 4/6C
Psychic Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD--00


Specials

Psycho Ball Attack

214A

Athena Asamiya
athena_214a
214A
214A
Psycho Ball Attack

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Midsuper16Full Screen Projectile27-1 (Close) to 26 (Max Range)-3 (Close) to 24 (Max Range)-4060


214C

Athena Asamiya
athena_214c
214C
214C
Psycho Ball Attack

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper13Full Screen Projectile34-8 (Close) to 26 (Max Range)-8 (Close) to 26 (Max Range)-4060


214AC

Athena Asamiya
athena_214ac
214AC
214AC
Psycho Ball Attack
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
85 (30*3)Mid-29Full Screen Projectile386 (Close) to 22 (Max Range)6 (Close) to 22 (Max Range)-090 (30*3)


Psycho Sword

623A

Athena Asamiya
athena_623a
623A
623A
Psycho Sword


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
89 (50+20+20)Midsuper41748 (14 on ground)SKD (20: Tech / 47: Non-tech)-39-90 (50+20+20)110 (50+30+30)


623C

Athena Asamiya
athena_623c
623C
623C
Psycho Sword



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
139 (65+20*4)Midsuper81963 (23 on ground)SKD (4: Tech / 31: Non-tech)-56Full Body: 1 to 11 (11 Frames)130 (50+20*4)110 (50+30+30)


623AC

Athena Asamiya
athena_623ac
623AC
623AC
Psycho Sword



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160 (60+25+25+30+30)Mid-61948 (16 on ground)SKD (28: Tech / 68: Non-tech)-40Full Body: 1 to 12 (12 Frames)090 (10+40+40)


Psycho Reflector

214B

Athena Asamiya
athena_214b
214B
214B
Psycho Reflector
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-102125SKD (35: Tech / 62: Non-tech)0-8080


214D

Athena Asamiya
athena_214d
214D
214D
Psycho Reflector
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Mid-102125SKD (35: Tech / 62: Non-tech)0-8080


214BD

Athena Asamiya
athena_214bd
214BD
214BD
Psycho Reflector
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Mid-102125SKD (39: Tech / 66: Non-tech)+4-0120


Phoenix Arrow

j.214B

Athena Asamiya
athena_j214b
j.214B
j.214B
Phoenix Arrow
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
74 (20*4)Midsuper8Active till on ground131 (Close and Lowest Height) to 3 (Max Range and Highest Height)-3~-40 (10*4)40 (10*4)


j.214D

Athena Asamiya
athena_j214d
j.214D
j.214D
Phoenix Arrow

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
122(20*4+60)Midsuper10Active till on ground (16) 1131SKD (18: Tech / 58: Non-tech)-23-110 (10*3+80)160 (20*4+80)


j.214BD

Athena Asamiya
athena_j214bd
j.214BD
j.214BD
Phoenix Arrow

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
165 (20*4+90)Mid-9Active till on ground (13) 512SKD (18: Tech / 40: Non-tech)-2-0190 (20*4+110)


Super Psychic Throw

632146A

Athena Asamiya
athena_632146a
632146A
632146A
Super Psychic Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
118 (139)N/A-8134HKD (62)UnblockableFull Body: 8 (1 Frame)00


632146C

Athena Asamiya
athena_632146c
632146C
632146C
Super Psychic Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
118 (139)N/A-8134HKD (62)UnblockableFull Body: 8 (1 Frame)00


632146AC

Athena Asamiya
athena_632146ac
632146AC
632146AC
Super Psychic Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140 (80+67)N/A-3134HKD (62)UnblockableFull Body: 4 (1 Frame)00


Psychic Teleport

236B

Athena Asamiya
athena_236b
236B
236B
Psychic Teleport
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
0N/A---28--Full Strike: 14 to 21 (8 Frames)00


236D

Athena Asamiya
athena_236d
236D
236D
Psychic Teleport
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
0N/A---38---00


236BD

Athena Asamiya
athena_236bd
236BD
236BD
Psychic Teleport
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
0N/A----28-Full Strike: 13 to 23 (11 Frames)00


Psycho Shoot

41236A

Athena Asamiya
athena_41236a
41236A
41236A
Psycho Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Midsuper21Full Screen Projectile34SKD (51: Tech / 91: Non-tech (Close))-8 (Close) to 26 (Max Range)-4060


41236C

Athena Asamiya
athena_41236c
41236C
41236C
Psycho Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midsuper21Full Screen Projectile34Juggle (+49)-10~+25-4060


41236AC

Athena Asamiya
athena_41236ac
41236AC
41236AC
Psycho Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
97 (50+50)Mid-15Full Screen Projectile29SKD (64: Tech / 104: Non-tech (Close))3 (Close) to 20 (Max Range)-060


Supers

Shining Crystal Bit

6321463214A

Athena Asamiya
athena_6321463214a
6321463214A
6321463214A
Shining Crystal Bit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Midadvanced413940HKD (45 (Last Ht) / 18 (Earliest AB Cancel))-14 (Last Hit) / -31 (Earliest AB Cancel)Full Body: 1 to 15 (15 Frames)00


j.6321463214A

Athena Asamiya
athena_j6321463214a
j.6321463214A
j.6321463214A
Shining Crystal Bit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Mid-813025 on groundHKD-24 (Lowest height) to -68 (Highest height)Full Body: 1 to 15 (15 Frames)00


6321463214C

Athena Asamiya
athena_6321463214c
6321463214C
6321463214C
Shining Crystal Bit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Mid-413940HKD (45 (Last Ht) / 18 (Earliest AB Cancel))-14 (Last Hit) / -31 (Earliest AB Cancel)Full Body: 1 to 15 (15 Frames)00


j.6321463214C

Athena Asamiya
athena_j6321463214c
j.6321463214C
j.6321463214C
Shining Crystal Bit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200Mid-813025 on groundHKD-24 (Lowest height) to -68 (Highest height)Full Body: 1 to 15 (15 Frames)00


6321463214AC

Athena Asamiya
athena_6321463214ac
6321463214AC
6321463214AC
Shining Crystal Bit



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350Mid-413921HKD (60 (Last Ht) / 21 (Earliest AB Cancel))-1 (Last Hit) / -27 (Earliest AB Cancel)Full Body: 1 to 13 (13 Frames)00


j.6321463214AC

Athena Asamiya
athena_j6321463214ac
j.6321463214AC
j.6321463214AC
Shining Crystal Bit


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350Mid-411825 on groundHKD-23 (Lowest height) to -70 (Highest height)Full Body: 1 to 13 (13 Frames)00


Crystal Shoot

236236A

Athena Asamiya
athena_236236a
236236A
236236A
Crystal Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170Midadvanced, climax14Full Screen Projectile50HKD (56)-21 (Close) to -2 (Max Range)Full Body: 1 to 3 (3 Frames)00


j.236236A

Athena Asamiya
athena_j236236a
j.236236A
j.236236A
Crystal Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170Midadvanced13Full Screen Projectile25 on groundHKD-38 ((Lowest height) to -52 (Highest height) - Close)Full Body: 1 to 3 (3 Frames)00


236236C

Athena Asamiya
athena_236236c
236236C
236236C
Crystal Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170Midadvanced, climax14Full Screen Projectile53HKD (56)-21Full Body: 1 to 3 (3 Frames)00


j.236236C

Athena Asamiya
athena_j236236c
j.236236C
j.236236C
Crystal Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
170Midadvanced13Full Screen Projectile25 on groundHKD-38 ((Lowest height) to -52 (Highest height) - Close)Full Body: 1 to 3 (3 Frames)00


236236AC

Athena Asamiya
athena_236236ac
236236AC
236236AC
Crystal Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 (100+100+130)Midclimax11Full Screen Projectile54HKD (65)-14 (Close) to 5 (Max Range)Full Body: 1 (1 Frame)00


j.236236AC

Athena Asamiya
athena_j236236ac
j.236236AC
j.236236AC
Crystal Shoot
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330 (100+100+130)Mid-11Full Screen Projectile25 on groundHKD-29 ((Lowest height) to -38 (Highest height) - Close)Full Body: 1 (1 Frame)00


Climax super

2141236CD

Athena Asamiya
athena_2141236cd
2141236CD
2141236CD
Psycho Remix☆Spark!

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
421 (70+114+237) Min: 245--9Full Screen Projectile86HKD (25)-45 (Close) to -2 (Max Range)Full Body: 1 to 13 (13 Frames)00