Difference between revisions of "The King of Fighters '94/Athena Asamiya"
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{{CharNavbox 94}} | {{CharNavbox 94}} | ||
{| style="margin-right:1em;" align="left" | |||
| {{TOClimit|3}}__TOC__ | |||
|} | |||
<section begin="image"/>[[File:Athena_KOF94.png|right|thumb|600px]]<section end="image"/> | |||
<br clear=all> | |||
==Introduction== | ==Introduction== | ||
Athena isn't a zoner, since she has no anti-airs and barely has a fireball. What is she, the? I'm really not sure. | |||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * Phoenix Bomb is an instant overhead that gives her unreactable high/low mixups | ||
* | * Wall jump and Phoenix Arrow give her extra mobility options | ||
| cons= | | cons= | ||
* | * Very lacking in damage: cannot combo normals into specials ''at all'', can't stun, and certainly can't infinite | ||
* Sluggish movement limits her approach and runaway | |||
* No consistent anti-air options: close D is slow and strict with its proximity, airthrow has very bad hit detection, one of the worse jCDs in the game, and Psycho Sword doesn't exist yet | |||
* Slow fireball plus the aforementioned lack of anti-airs means she's a zoner that can't control space | |||
}} | }} | ||
==Movelist== | ==Movelist== | ||
'''Throws''' | |||
Psychic Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]] | |||
Psychic Shoot - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]] in air | |||
'''Command Normals''' | |||
Phoenix Bomb - [[image:dn.gif]] + [[image:d.gif]] in air | |||
Wall Jump - [[image:bk.gif]] / [[image:fd.gif]] away from wall | |||
'''Special Moves''' | |||
Psycho Ball - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Phoenix Arrow - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] in air | |||
Psycho Reflector - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
'''Desperation Move''' | |||
Shining Crystal Bit - [[image:bk.gif]] [[image:hcb.gif]] [[image:ub.gif]] + [[image:b.gif]] + [[image:c.gif]] | |||
==Normals== | ==Normals== | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Cla | | moveId = Athena_Cla | ||
| description = | | description = Not chainable, so not useful. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Clb | | moveId = Athena_Clb | ||
| description = | | description = Identical to far B. Not all that useful either. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Clc | | moveId = Athena_Clc | ||
| description = | | description = Can't be used to combo into specials or super. Not useful. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Cld | | moveId = Athena_Cld | ||
| description = | | description = Same problems as close C, but considerably worse. Also way too slow to use as an anti-air. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Fa | | moveId = Athena_Fa | ||
| description = | | description = Another pretty pointless button. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Fb | | moveId = Athena_Fb | ||
| description = | | description = Identical to close B. Still not a good move. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Fc | | moveId = Athena_Fc | ||
| description = | | description = Pretty good poke, if unrewarding. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_Fd | | moveId = Athena_Fd | ||
| description = | | description = Really high recovery makes this poke risky, and damage you get isn't really worth it. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_2a | | moveId = Athena_2a | ||
| description = | | description = Just use 2B, man. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_2b | | moveId = Athena_2b | ||
| description = | | description = Quite a good normal, and the cornerstone of Athena's neutral and pressure. Seems to have abnormally high pushback for a 2B, which severely damages Athena's tick throws and stun output. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_2c | | moveId = Athena_2c | ||
| description = | | description = Another fine poke. Good to end 2B combos with. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_2d | | moveId = Athena_2d | ||
| description = | | description = Ok sweep. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_ja | | moveId = Athena_ja | ||
| description = | | description = Ok fast air button. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_jb | | moveId = Athena_jb | ||
| description = | | description = Not special cancellable. Use the other air buttons. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_jc | | moveId = Athena_jc | ||
| description = | | description = Ok jump-in. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_njd | | moveId = Athena_njd | ||
| description = | | description = Mediocre rising anti-air. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_jd | | moveId = Athena_jd | ||
| description = | | description = Ok jump-in. | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_CD | | moveId = Athena_CD | ||
| description = | | description = Actually really good. Safe to throw out and more rewarding on hit than anything else Athena could've been doing. Solid neutral tool. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Athena_jCD | | moveId = Athena_jCD, Athena_njcd | ||
| | | description2 = j.D but it knocks down. Not the best hitbox in the world, but it can help. | ||
}} | }} | ||
==Universal Mechanics== | |||
===Psychic Throw=== | |||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = | | moveId = Athena_throw | ||
| description = | | description = Standard throw. | ||
}} | |||
===Psychic Shoot=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = Athena_airthrow | |||
| description = Not reliable as an anti-air. Very limited horizontal range and spotty hit detection. | |||
}} | |||
===Defensive Attack=== | |||
{{FrameDataCargo-KOF94 | |||
| moveId = athena_defensiveattack | |||
| description = It's a defensive attack. | |||
}} | }} | ||
== | ==Command Normals== | ||
===Phoenix Bomb=== | |||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = | | moveId = Athena_j2D | ||
| description = | | description = Instant overhead out of a dash, giving Athena some pretty alright high/low mix. Unfortunately, it's -18 on hit at best and sends Athena fullscreen, so the only reward you get for opening them up high is one light normal's worth of damage and a reset to neutral. | ||
}} | }} | ||
{{FrameDataCargo- | ===Wall Jump=== | ||
| moveId = | {{FrameDataCargo-KOF94 | ||
| description = | | moveId = Athena_walljump | ||
| description = It's a wall jump. Might hypothetically be useful for escaping the corner. Doesn't consume air actions - you can still use air normals or Phoenix Arrow after this. Also can't be used out of a neutral jump. | |||
}} | }} | ||
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|input = 214A/C | |input = 214A/C | ||
|image=KOF94_Athena_214AC.png | |image=KOF94_Athena_214AC.png | ||
| | |description2= Really slow startup for a fireball, but very good recovery as well. Plus enough on hit to link out of, which would be awesome if you could actually combo into it. | ||
}} | }} | ||
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|image=KOF94_Athena_j214A.png | |image=KOF94_Athena_j214A.png | ||
|image2=KOF94_Athena_j214C.png | |image2=KOF94_Athena_j214C.png | ||
| | |description2= With special move morphing, this move becomes really good. The A version is almost always plus on block, and the C version knocks down, and since you can special morph either version into the other one at any time during the 214A animation, you can change the moves into each other on reaction to whether it hit, was blocked, or whiffed. Also pretty tricky to anti-air without something like a dp. | ||
}} | }} | ||
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|input = 41236B/D | |input = 41236B/D | ||
|image=KOF94 Athena 41236BD.png | |image=KOF94 Athena 41236BD.png | ||
| | |description2= Reflects projectiles, exactly as advertised. No real utility beyond that. Athena certainly won't win any fireball wars, so this is useful. | ||
}} | }} | ||
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|input = 4632147BC | |input = 4632147BC | ||
| moveId = Athena_4632147BC | | moveId = Athena_4632147BC | ||
| description = | | description = Literally never stops being active as long as the balls are onscreen, which means anyone that tries to punish Athena might just get hit instead. Can sometimes hit low due to collision detection shenanigans. The balls do deactivate if Athena is hit, however. Usable as a yolo move up-close if you're opponent is at low enough health due to its speed. Also ok for chip kills I guess. If your opponent survives the interaction, though, you're probably dead. | ||
Due to the projectiles staying active the entire animation, the trick to punishing this is to wait until towards the end, when the balls are spinning around inside Athena's chest, then punish with 2B. | |||
| phases = | | phases = | ||
}} | }} |
Latest revision as of 17:02, 26 July 2023
Introduction
Athena isn't a zoner, since she has no anti-airs and barely has a fireball. What is she, the? I'm really not sure.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Command Normals
Special Moves
Desperation Move
Normals
Close Standing Normals
Close A
cl.A
cl.A |
---|
Close B
cl.B
cl.B |
---|
Close C
cl.C
cl.C |
---|
Close D
cl.D
cl.D |
---|
Far Standing Normals
Far A
f.A
f.A |
---|
Far B
f.B
f.B |
---|
Far C
f.C
f.C |
---|
Far D
f.D
f.D |
---|
Crouch Normals
Crouching A
2A
2A |
---|
Crouching B
2B
2B |
---|
Crouching C
2C
2C |
---|
Crouching D
2D
2D |
---|
Jump Normals
Jumping A
j.A
j.A |
---|
Jumping B
j.B
j.B |
---|
Jumping C
j.C
j.C |
---|
Neutral Jump D
nj.D
nj.D |
---|
Jumping D
j.D
j.D |
---|
Blowback Normals
Standing CD
5CD
5CD |
---|
Jumping CD
j.CD
j.CD |
---|
Universal Mechanics
Psychic Throw
Psychic Throw
4/6 C/D when close
4/6 C/D when close |
---|
Psychic Shoot
Psychic Shoot
Air 4/6 C/D when close
Air 4/6 C/D when close |
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
---|
Command Normals
Phoenix Bomb
Phoenix Bomb
j.2D
j.2D |
---|
Wall Jump
Wall Jump
4/6 away from wall
4/6 away from wall |
---|
Special Moves
Psycho Ball
Psycho Ball
214A/C
214A/C |
---|
Phoenix Arrow
Phoenix Arrow
j214A/C
j214A/C |
---|
Psycho Reflector
Psycho Reflector
41236B/D
41236B/D |
---|
Desperation Moves
Shining Crystal Bit
Shining Crystal Bit
4632147BC
4632147BC |
---|