-Happy New Year 2025!
The King of Fighters XV/Athena Asamiya: Difference between revisions
(12 intermediate revisions by the same user not shown) | |||
Line 52: | Line 52: | ||
:┗Shining Crystal Bit (Cancel) - [[image:a.gif]]+[[image:b.gif]] | :┗Shining Crystal Bit (Cancel) - [[image:a.gif]]+[[image:b.gif]] | ||
Crystal Shoot - [[image:qcf.gif]][[image:qcf.gif]] + [[image: | Crystal Shoot - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Air OK) | ||
'''Climax Super Special Moves''' | '''Climax Super Special Moves''' | ||
Line 67: | Line 67: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Light Combo<br/> | |||
Heavy Combo<br/> | |||
Grab (Corner)<br/> | |||
| | | | ||
2B | 2B, 2A, farA > 623C = 177 dmg<br/> | ||
clC > 6B > j.214D = 210 dmg<br/> | |||
6246P, 426A, 214A, 214A, 214C, 623A = 274 dmg<br/> | |||
|- | |- | ||
| '''0.5 Meter''' | | '''0.5 Meter''' | ||
Line 77: | Line 79: | ||
Midscreen<br/> | Midscreen<br/> | ||
Corner<br/> | Corner<br/> | ||
Corner<br/> | EX Grab (Corner)<br/> | ||
| | | | ||
clA, cl.C > 6B > 214B, 6246AC, 426A, 236B, 623C = 370 dmg<br/> | |||
cl.C > 6B > j214BD, 214D, 623C = 389 dmg<br/> | |||
cl.C > 632146AC, 214A, 426A, 214A, 214A, 623C = 446 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Corner<br/> | Corner<br/> | ||
EX Grab (Corner)<br/> | |||
| | | | ||
cl. | cl.C > 6B > j214BD, 214BD, 214D, 623C = 475 dmg<br/> | ||
cl. | cl.C > 632146AC, 214A, 214A, 426AC, 214A, 214A, 214C, 623A = 488 dmg<br/> | ||
|- | |- | ||
|} | |} | ||
Line 123: | Line 125: | ||
|moveId=athena_fb | |moveId=athena_fb | ||
|description= | |description= | ||
* Whiffs on crouching characters. | |||
An upwards-angled kick. Has limited use as an anti-air, but if the opponent is too close, cl.B will come out instead. | An upwards-angled kick. Has limited use as an anti-air, but if the opponent is too close, cl.B will come out instead. | ||
}} | }} | ||
Line 129: | Line 132: | ||
|moveId=athena_fc | |moveId=athena_fc | ||
|description= | |description= | ||
A short-range backhand palm thrust. | * Links from 2A and clA. | ||
A short-range backhand palm thrust. Special cancelable, meaning its great for pressure and can start combos with 426AC and sometimes 6246AC. | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 144: | Line 149: | ||
|description= | |description= | ||
* Plus on block. | * Plus on block. | ||
* Links to | * Links to clC. | ||
A short elbow. | A short elbow. Great for links into clC, setting up the j214B, 6246AC link, and for confirming crossups. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
Line 152: | Line 157: | ||
|description= | |description= | ||
* Plus on block. | * Plus on block. | ||
Standing low. | Standing low. Can lead to a clC link if you do clA after it really fast. | ||
}} | }} | ||
Line 159: | Line 164: | ||
|moveId=athena_clc | |moveId=athena_clc | ||
|description= | |description= | ||
A twin palm strike. | A twin palm strike. Her main combo tool with great proximity and can be linked into with clA and 2A. | ||
}} | }} | ||
Line 175: | Line 180: | ||
|description= | |description= | ||
* Plus on block. | * Plus on block. | ||
* Links into clC and farC. | |||
A crouching palm. Works similarly to | A crouching palm. Works similarly to clA. Use for stagger pressure and hit confirms. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
Line 182: | Line 187: | ||
|moveId=athena_2b | |moveId=athena_2b | ||
|description= | |description= | ||
A low kick. Standard 2B, use to open an opponent up low. | A low kick. Standard 2B, use to open an opponent up low. | ||
}} | }} | ||
Line 226: | Line 230: | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |captions= Hop Version (Hitbox), Jump Version | ||
|description2=An air slap. The range is not that different than j.D | |description2=An air slap. The range is not that different than j.D, but it can hit air to air far better, however it is slower. It can crossup sometimes but it's extremely clunky and rare. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 234: | Line 239: | ||
|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
An air kick. | An air kick. Another standard jump in to start a combo. It's not that good as an air to air. It can crossup but its far less reliale than jB. | ||
}} | }} | ||
Line 242: | Line 247: | ||
|moveId=athena_cd | |moveId=athena_cd | ||
|description= | |description= | ||
* Can be canceled into 6B on hit and whiff. | |||
A classic bajiquan shoulder tackle. The horizontal range isn't the best but serviceable, and the vertical hitbox is quite large. The forward movement can be used for some whiff cancels. | A classic bajiquan shoulder tackle. The horizontal range isn't the best but serviceable, and the vertical hitbox is quite large. The forward movement can be used for some whiff cancels. | ||
}} | }} | ||
Line 250: | Line 255: | ||
|moveId=athena_qcf+cd | |moveId=athena_qcf+cd | ||
|description= | |description= | ||
Solid Shatter Strike, using far D's animation and hitbox. | Solid Shatter Strike, using far D's animation and hitbox. When done raw the payoff isn't the best, but when done after 2C it becomes a surefire way to start your game. | ||
}} | }} | ||
Line 258: | Line 263: | ||
|moveId=athena_214cd | |moveId=athena_214cd | ||
|description= | |description= | ||
* | * Same animation and range as her CD. | ||
* The throw counter is at the feet. | |||
}} | }} | ||
Line 267: | Line 273: | ||
|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=An air twin kick. | |description2= | ||
An air twin kick. A great pressure tool but it often loses in air to airs. You'll need to spend meter for consistent Counter Hit confirms. | |||
}} | }} | ||
Line 276: | Line 282: | ||
|name=rush | |name=rush | ||
|input=c.AA/c.AAX | |input=c.AA/c.AAX | ||
|description2= | |description2= | ||
Standard Rush Combo that ends in her DP. You will never use this outside of moments of panic. | |||
}} | }} | ||
Line 314: | Line 321: | ||
|description= | |description= | ||
* Overhead when done raw | * Overhead when done raw | ||
* Can be cancelled | * Can be cancelled on hit, block and at any point during the bounce. | ||
Athena floats up and smacks her opponent with her hip. When done raw this hits overhead, giving her a mix up option, although since she jumps during the animation, this is easier to react to. This is cancellable into her one air special, j.214K, which lets her get a combo or try to mitigate the risk on block. This causes a juggle state on airborne hit too, so it has it's place in combos. | Athena floats up and smacks her opponent with her hip. When done raw this hits overhead, giving her a mix up option, although since she jumps during the animation, this is easier to react to. This is cancellable into her one air special, j.214K, which lets her get a combo or try to mitigate the risk on block. This causes a juggle state on airborne hit too, so it has it's place in combos. | ||
Although dangerous when used on block, you can make it safer by mixing around your cancel to catch the opponent off guard, it's still really risky. | |||
}} | }} | ||
Latest revision as of 12:33, 17 March 2025
The King of Fighters XV | |

She is a hard worker, both polite and serious. However, this KOF she's unexpectedly teamed up with Mai and Yuri...?
Hop: 37f
Backdash: 22f
Run Speed Ranking: 8
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax Super Special Moves
- 11 Misc
- 12 Alternate Colors
- 13 Videos
- 14 Navigation
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in midair.
(Air OK) = Can be done both on the ground and in midair.
Throws
Psychic Shoot - /
+
(Midair Only)
Command Normals
Phoenix Bomb (Air) - +
(Midair Only)
Special Moves
Phoenix Arrow - +
/
(*) (Midair Only)
Super Special Moves
Shining Crystal Bit - +
/
(!) (Air OK)
Crystal Shoot - +
/
(!) (Air OK)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Light Combo |
2B, 2A, farA > 623C = 177 dmg |
0.5 Meter |
Midscreen |
clA, cl.C > 6B > 214B, 6246AC, 426A, 236B, 623C = 370 dmg |
1 Meter |
Corner |
cl.C > 6B > j214BD, 214BD, 214D, 623C = 475 dmg |
Gameplay Overview
Athena is a zoning character. She can annoy her opponents with a variety of projectiles from afar, but she has some tricks up her sleeve even when they manage to get close, such as a DP and a command grab. She also has a projectile reflect to use against characters who try to zone her out. Due to the nature of her gameplan, she doesn't really need meter to win, but she can certainly cash meter in for big damage when available. As opponents with meter may be able to counteract some of her zoning, she does great on point, though she is also able to take advantage of meter well and can function just as well in other positions. Athena is a strong zoning character who baits her opponents into unsafe methods of approach before punishing. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
f.A
f.A |
|
---|
Far B
stand B
f.B
f.B |
|
---|
Far C
stand C
f.C
f.C |
|
---|
Far D
stand D
f.D
f.D |
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
|
---|
Close B
close B
cl.B
cl.B |
|
---|
Close C
close C
cl.C
cl.C |
|
---|
Close D
close D
cl.D
cl.D |
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
|
---|
Crouch B
crouch B
2B
2B |
|
---|
Crouch C
crouch C
2C
2C |
|
---|
Crouch D
crouch D
2D
2D |
|
---|
Jump Normals
Jump A
jump A
j.A
j.A |
|
---|
Jump B
jump B
j.B
j.B |
|
---|
Jump C
jump C
j.C
j.C |
|
---|
Jump D
jump D
j.D
j.D |
|
---|
Blowback
Blowback
Blowback
CD
CD |
|
---|
ShatterStrike
ShatterStrike
qcf+CD
qcf+CD |
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
|
---|
jump CD
jump CD
j.CD
j.CD |
|
---|
Rush Moves
rush
c.AA/c.AAX
c.AA/c.AAX |
|
---|
Throws
Psychic Attack
Psychic Attack
(close) 4/6C
(close) 4/6C |
|
---|
Psychic Throw
Psychic Throw
(close) 4/6D
(close) 4/6D |
|
---|
Psychic Shoot
Psychic Shoot
air (close) 4/6C
air (close) 4/6C |
|
---|
Command Moves
Phoenix Bomb (ground)
Phoenix Bomb (ground)
6B
6B |
|
---|
Phoenix Bomb (Air)
Phoenix Bomb (Air)
j.6B
j.6B |
|
---|
Special Moves
Psycho Ball Attack
Psycho Ball Attack
214A/C/AC
214A/C/AC |
|
---|
Psycho Sword
Psycho Sword
623A/C/AC
623A/C/AC |
|
---|
Psycho Reflector
Phoenix Reflector
214B/D/BD
214B/D/BD |
|
---|
Phoenix Arrow
Pheonix Arrow
j.214B/D/BD
j.214B/D/BD |
|
---|
Super Psychic Throw
Super Psychic Throw
632146A/C/AC
632146A/C/AC |
|
---|
Psychic Teleport
Psycho Teleport
236B/D/BD
236B/D/BD |
|
---|
Psycho Shoot
Psycho Shoot
41236A/C/AC
41236A/C/AC |
|
---|
Super Special Moves
Shining Crystal Bit
Shining Crystal Bit
6321463214A/A/AC (air okay)
6321463214A/A/AC (air okay) |
|
---|
Crystal Shoot
Crystal Shoot
236236A/C/AC (air okay)
236236A/C/AC (air okay) |
|
---|
Climax Super Special Moves
Psycho Remix☆Spark!
Psycho Remix☆Spark!
2141236CD
2141236CD |
|
---|
Misc
Alternate Colors
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|