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The King of Fighters '94/Athena Asamiya/Data: Difference between revisions

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Bossobee (talk | contribs)
→‎Psycho Reflector: corrected misspelled moveId
Bossobee (talk | contribs)
 
(11 intermediate revisions by the same user not shown)
Line 13: Line 13:
| images = KOF94 Athena clA.png
| images = KOF94 Athena clA.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 8-11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = SP
| startup =  
| startup = 5
| active =  
| active = 3
| recovery =
| recovery = 6
| hitadv =  
| hitadv = +2
| blockadv =
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 32: Line 32:
| images = KOF94 Athena fB.png
| images = KOF94 Athena fB.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 8-11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Mid
| cancel = C
| cancel = N/A
| startup =
| startup = 3
| active =
| active = 4
| recovery =
| recovery = 5
| hitadv =
| hitadv = +2
| blockadv =
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 51: Line 51:
| images = KOF94 Athena clC.png
| images = KOF94 Athena clC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 27-34
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = SP
| startup =
| startup = 6
| active =
| active = 8
| recovery =
| recovery = 8
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 71: Line 71:
| images = KOF94 Athena clD.png
| images = KOF94 Athena clD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 27-34, then 12-15
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = SP (first hit only)
| startup =
| startup = 3
| active =
| active = 4(2)7
| recovery =
| recovery = 20
| hitadv =
| hitadv = -3
| blockadv =
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 92: Line 92:
| images = KOF94 Athena fA.png
| images = KOF94 Athena fA.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 8-11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =  
| cancel = N/A
| startup =
| startup = 3
| active =
| active = 4
| recovery =
| recovery = 5
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 111: Line 111:
| images = KOF94 Athena fB.png
| images = KOF94 Athena fB.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 8-11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = N
| cancel = N/A
| startup =
| startup = 3
| active =
| active = 4
| recovery =
| recovery = 5
| hitadv =
| hitadv = +2
| blockadv =  
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 130: Line 130:
| images = KOF94 Athena fC.png
| images = KOF94 Athena fC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 27-34
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 6
| active =
| active = 8
| recovery =
| recovery = 7
| hitadv =  
| hitadv = +6
| blockadv =
| blockadv = +8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 149: Line 149:
| images = KOF94 Athena fD.png
| images = KOF94 Athena fD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 33-42
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = N/A
| startup =  
| startup = 9
| recovery =
| active    = 6
| hitadv =
| recovery = 24
| blockadv =
| hitadv = -10
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 167: Line 168:
| images = KOF94 Athena CD.png
| images = KOF94 Athena CD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-47
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = N/A
| startup =  
| startup = 6
| active =
| active = 8
| recovery =
| recovery = 11
| hitadv = KD
| hitadv = KD (+75)
| blockadv =
| blockadv = +4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 188: Line 189:
| images = KOF94 Athena 2A.png
| images = KOF94 Athena 2A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 7-8
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = SP
| startup =
| startup = 3
| active =
| active = 3
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 207: Line 208:
| images = KOF94 Athena 2B.png
| images = KOF94 Athena 2B.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 8-10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = N
| cancel = 5B, 2B, SP
| startup =
| startup = 3
| active =
| active = 3
| recovery =
| recovery = 4
| hitadv =
| hitadv = +4
| blockadv =
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 226: Line 227:
| images = KOF94 Athena 2C.png
| images = KOF94 Athena 2C.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = C
| cancel = N/A
| startup =
| startup = 6
| active =
| active = 8
| recovery =
| recovery = 15
| hitadv =
| hitadv = -2
| blockadv =
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 246: Line 247:
| images = KOF94 Athena 2D.png
| images = KOF94 Athena 2D.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 28-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = C
| cancel = SP
| startup =  
| startup = 6
| active =
| active = 8
| recovery =
| recovery = 13
| hitadv = KD
| hitadv = KD (+51)
| blockadv =
| blockadv = +1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 267: Line 268:
| images = KOF94 Athena jA.png
| images = KOF94 Athena jA.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 9-10
| counter =
| stun  =
| guard = High
| cancel = N
| startup = 3
| active = Till Landing
| recovery = Landing
| hitadv = -
| blockadv = -
| invul =
| display  = 200px
}}
====nj.B====
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_njb
| name = Neutral Jump B
| input = nj.B
| images = KOF94 Athena njB.png
| hitboxes =
| damage =
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = SP
| startup = 3
| startup = 3
| active = Till Landing
| active = Until landing
| recovery = Landing
| recovery = 3 landing
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 305: Line 287:
| images = KOF94 Athena jB.png
| images = KOF94 Athena jB.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 9-11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = N/A
| startup =
| startup = 3
| active = 9
| active = Until landing
| recovery = -
| recovery = 3 landing
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 324: Line 306:
| images = KOF94 Athena jC.png
| images = KOF94 Athena jC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 28-37
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = SP
| startup =
| startup = 6
| active = 4
| active = 6
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 343: Line 325:
| input = nj.C
| input = nj.C
| images = KOF94 Athena njC.png
| images = KOF94 Athena njC.png
| hitboxes =  
| hitboxes = 31-39
| damage =  
| damage =  
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = SP
| startup =
| startup = 4
| active = 4
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 363: Line 345:
| images = KOF94 Athena njD.png
| images = KOF94 Athena njD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = N
| cancel = SP
| startup =
| startup = 4
| active =
| active = 5
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv = -
| blockadv = -
| blockadv = -
Line 382: Line 364:
| images = KOF94 Athena jD.png
| images = KOF94 Athena jD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel =
| cancel = N/A
| startup =
| startup = 5
| active =
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = -
| hitadv = -
| blockadv = -
| invul =
| display  = 200px
}}
====nj.CD====
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_njcd
| name = Neutral Jump CD
| input = nj.CD
| images = KOF94 Athena njD.png
| hitboxes =
| damage = 30-39
| counter =
| stun  =
| guard = High
| cancel = SP
| startup = 4
| active = 5
| recovery = Until landing + 3
| hitadv = KD
| blockadv = -
| blockadv = -
| invul =  
| invul =  
Line 401: Line 402:
| images = KOF94 Athena jD.png
| images = KOF94 Athena jD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-39
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = High
| cancel =
| cancel = N/A
| startup =
| startup = 5
| active =
| active = 8
| recovery = -
| recovery = Until landing + 3
| hitadv = KD
| blockadv = -
| invul =
| display  = 200px
}}
 
===Defensive Attack===
{{MoveData-KOF94 | character = Athena Asamiya | moveId = athena_defensiveattack
| name    = Defensive Attack
| input    = 6A/B while blocking
| images  = KOF94 Athena DefensiveAttack.png
| hitboxes =
| counter  =
| stun    =
| guard    = Mid  
| cancel   = N/A
| startup = 10
| active   = 12
| recovery = 9
| hitadv  = -2
| blockadv = 0
| invul    =
| display  = 200px
}}
}}


===Throws===
===Throws===
==== ====
====Psychic Throw====
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_throw
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_throw
| name = Psychic Throw
| name = Psychic Throw
| input = 4/6 C/D when close
| input = 4/6 C/D when close
| images =  
| images = KOF94_Athena_Throw.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 30-44
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Throw
| guard = Throw
| cancel =  
| cancel = N/A
| startup = 1
| startup = 1
| active = 1
| active = 1
| recovery = 0
| recovery = 0
| hitadv =  
| hitadv = KD (+78)
| blockadv = N/A
| blockadv = N/A
| invul =  
| invul =  
Line 432: Line 456:
}}
}}


====Psychic Shoot====
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_airthrow
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_airthrow
| name = Psychic Shoot
| name = Psychic Shoot
| input = Air 4/6 C/D when close
| input = Air 4/6 C/D when close
| images =  
| images = KOF94_Athena_Air_Throw.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage =  
Line 445: Line 470:
| active = 1
| active = 1
| recovery = 0
| recovery = 0
| hitadv =  
| hitadv = KD
| blockadv = N/A
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px
}}
}}
===Command Normals===


====j.2D====
====j.2D====
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_j2D
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_j2D
| name = Phoenix Bomb
| name = Phoenix Bomb
| input = j.2d
| input = j.2D
| images = KOF94 Athena j2D.png
| images = KOF94 Athena j2D.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 13-16
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel =
| cancel = N/A
| startup =
| startup = 6
| active =
| active = Until landing
| recovery = 0
| hitadv = -18 at best
| blockadv = -
| invul =
}}
 
====Wall Jump====
{{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_walljump
| name = Wall Jump
| input = 4/6 away from wall
| images = KOF94 Athena Walljump.png
| hitboxes =
| damage = -
| counter =
| stun  =
| guard = -
| cancel = Fully actionable after jumping
| startup = 8
| active = -
| recovery = -
| recovery = -
| hitadv = -
| blockadv = -
| invul =
}}
}}


Line 477: Line 526:
| images =  KOF94 Athena 214AC.png
| images =  KOF94 Athena 214AC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 24-31
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 22
| active =  
| active = Projectile
| recovery =  
| recovery = 30
| hitadv =
| hitadv = +6
| blockadv =
| blockadv = +8
| invul =
| invul =
}}
}}
Line 496: Line 545:
| images = KOF94 Athena 214AC.png
| images = KOF94 Athena 214AC.png
| hitboxes =
| hitboxes =
| damage =
| damage = 24-31
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 22
| active =
| active = Projectile
| recovery =
| recovery = 30
| hitadv =
| hitadv = +6
| blockadv =
| blockadv = +8
| invul =
| invul =
}}
}}
Line 514: Line 563:
| input =
| input =
| input2  =  
| input2  =  
| images = KOF94 Athena j214A.png
| images = KOF94 Athena j214A.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 15-16, then 7, then 3, then 1
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 15
| active =  
| active = Until landing
| recovery =  
| recovery = 17
| hitadv =
| hitadv = -
| blockadv =
| blockadv = -
| invul =
| invul =
}}
}}
Line 536: Line 585:
| hitboxes =
| hitboxes =
| damage =
| damage =
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 15
| active =
| active = Until landing (20) 10
| recovery =
| recovery = 24
| hitadv =
| hitadv = -
| blockadv =
| blockadv = -
| invul =
| invul =
}}
}}
Line 555: Line 604:
| images =  KOF94 Athena 41236BD.png
| images =  KOF94 Athena 41236BD.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 33-39
| guard =  
| guard = Mid
| cancel =  
| cancel = N/A
| startup =  
| startup = 14
| active =  
| active = 20
| recovery =  
| recovery = 29
| hitadv =
| hitadv = KD (+68)
| blockadv =
| blockadv = -22
| invul =
| invul =
}}
}}
Line 574: Line 623:
| images = KOF94 Athena 41236BD.png
| images = KOF94 Athena 41236BD.png
| hitboxes =
| hitboxes =
| damage =
| damage = 33-39
| guard =
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 18
| active =
| active = 26
| recovery =
| recovery = 35
| hitadv =
| hitadv = KD (+56)
| blockadv =
| blockadv = -24
| invul =
| invul =
}}
}}
Line 592: Line 641:
| images = KOF94_Athena_4632147BC.png
| images = KOF94_Athena_4632147BC.png
| hitboxes =  
| hitboxes =  
| damage =  
| damage = 70-80
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel =
| cancel = N/A
| startup =
| startup = 3
| active =
| active = 180
| recovery =
| recovery = 1
| hitadv =  
| hitadv = KD (-80)
| blockadv =
| blockadv = -102
| invul =  
| invul =  
| display  = 400px
| display  = 400px
}}
}}
{{Navbox '94}}
[[Category:The King of Fighters '94]]
[[Category:The King of Fighters '94]]
[[Category:Athena Asamiya]]
[[Category:Athena Asamiya]]

Latest revision as of 17:36, 26 July 2023

The King of Fighters '94

OverviewStrategyDataCombos

Idle

Normals

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.
2 is about 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 cancelable. If not, will stay empty.
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.
8-11MidSP536+2+5-


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.
2 is about 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 cancelable. If not, will stay empty.
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.
8-11MidN/A345+2+5-


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.
2 is about 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 cancelable. If not, will stay empty.
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.
27-34MidSP688+5+7-


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.
2 is about 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 cancelable. If not, will stay empty.
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.
27-34, then 12-15MidSP (first hit only)34(2)720-3-1-


Far Standing Normals

Far A

Athena Asamiya
Athena_fa
f.A
f.A
Far 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.
2 is about 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 cancelable. If not, will stay empty.
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.
8-11MidN/A345+3+6-


Far B

Athena Asamiya
Athena_fb
f.B
f.B
Far 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.
2 is about 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 cancelable. If not, will stay empty.
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.
8-11MidN/A345+2+5-


Far C

Athena Asamiya
Athena_fc
f.C
f.C
Far 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.
2 is about 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 cancelable. If not, will stay empty.
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.
27-34MidN/A687+6+8-


Far D

Athena Asamiya
Athena_fd
f.D
f.D
Far 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.
2 is about 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 cancelable. If not, will stay empty.
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.
33-42MidN/A9624-10-8-


Standing CD

Athena Asamiya
Athena_cd
5CD
5CD
Standing 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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-47MidN/A6811KD (+75)+4-


Crouching Normals

2A

Athena Asamiya
Athena_2a
2A
2A
Crouching 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.
2 is about 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 cancelable. If not, will stay empty.
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.
7-8MidSP335+3+6-


2B

Athena Asamiya
Athena_2b
2B
2B
Crouching 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.
2 is about 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 cancelable. If not, will stay empty.
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.
8-10Low5B, 2B, SP334+4+7-


2C

Athena Asamiya
Athena_2c
2C
2C
Crouching 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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-39MidN/A6815-20-


2D

Athena Asamiya
Athena_2d
2D
2D
Crouching 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.
2 is about 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 cancelable. If not, will stay empty.
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.
28-39LowSP6813KD (+51)+1-


Jumping Normals

j.A

Athena Asamiya
Athena_ja
j.A
j.A
Jumping 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.
2 is about 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 cancelable. If not, will stay empty.
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.
9-10HighSP3Until landing3 landing---


j.B

Athena Asamiya
Athena_jb
j.B
j.B
Jumping 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.
2 is about 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 cancelable. If not, will stay empty.
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.
9-11HighN/A3Until landing3 landing---


j.C

Athena Asamiya
Athena_jc
j.C
j.C
Jumping 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.
2 is about 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 cancelable. If not, will stay empty.
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.
28-37HighSP66Until landing + 3---


nj.C

Athena Asamiya
Athena_njc
nj.C
nj.C
Jumping Neutral 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.
2 is about 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 cancelable. If not, will stay empty.
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.
-HighSP48Until landing + 3---


nj.D

Athena Asamiya
Athena_njd
nj.D
nj.D
Neutral 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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-39HighSP45Until landing + 3---


j.D

Athena Asamiya
Athena_jd
j.D
j.D
Jumping 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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-39HighN/A58Until landing + 3---


nj.CD

Athena Asamiya
Athena_njcd
nj.CD
nj.CD
Neutral 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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-39HighSP45Until landing + 3KD--


j.CD

Athena Asamiya
Athena_jcd
j.CD
j.CD
Jumping 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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-39HighN/A58Until landing + 3KD--


Defensive Attack

Athena Asamiya
athena_defensiveattack
6A/B while blocking
6A/B while blocking
Defensive 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.
2 is about 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 cancelable. If not, will stay empty.
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.
-MidN/A10129-20-


Throws

Psychic Throw

Athena Asamiya
Athena_throw
4/6 C/D when close
4/6 C/D when close
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.
2 is about 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 cancelable. If not, will stay empty.
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.
30-44ThrowN/A110KD (+78)N/A-


Psychic Shoot

Athena Asamiya
Athena_airthrow
Air 4/6 C/D when close
Air 4/6 C/D when close
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.
2 is about 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 cancelable. If not, will stay empty.
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.
-Throw-110KDN/A-


Command Normals

j.2D

Athena Asamiya
Athena_j2D
j.2D
j.2D
Phoenix Bomb
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.
2 is about 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 cancelable. If not, will stay empty.
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.
13-16HighN/A6Until landing0-18 at best--


Wall Jump

Athena Asamiya
Athena_walljump
4/6 away from wall
4/6 away from wall
Wall Jump
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.
2 is about 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 cancelable. If not, will stay empty.
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.
--Fully actionable after jumping8-----


Special Moves

Psycho Ball

Athena Asamiya
Athena_214A
Psycho Ball
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.
2 is about 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 cancelable. If not, will stay empty.
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.
24-31MidN/A22Projectile30+6+8-



Athena Asamiya
Athena_214C
Psycho Ball
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.
2 is about 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 cancelable. If not, will stay empty.
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.
24-31MidN/A22Projectile30+6+8-


Phoenix Arrow

Athena Asamiya
Athena_j214A
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.
2 is about 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 cancelable. If not, will stay empty.
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.
15-16, then 7, then 3, then 1MidN/A15Until landing17---



Athena Asamiya
Athena_j214C
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.
2 is about 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 cancelable. If not, will stay empty.
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.
-MidN/A15Until landing (20) 1024---


Psycho Reflector

Athena Asamiya
Athena_41236B
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.
2 is about 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 cancelable. If not, will stay empty.
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.
33-39MidN/A142029KD (+68)-22-



Athena Asamiya
Athena_41236D
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.
2 is about 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 cancelable. If not, will stay empty.
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.
33-39MidN/A182635KD (+56)-24-


Desperation Moves

Shining Crystal Bit

Athena Asamiya
Athena_4632147BC
4632147BC
4632147BC
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.
2 is about 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 cancelable. If not, will stay empty.
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.
70-80MidN/A31801KD (-80)-102-


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