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The King of Fighters XIII/Athena Asamiya: Difference between revisions

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===Jumping===
===Jumping===
[[Image:Jump_Normals_5.png]]


'''j. A''' - jump light punch, just a quick hit in the air, good for air-to-air hits but not much else
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
'''j. B''' - jump knee, a moderately simple move good for jump-ins I suppose
- Hit Detection: Mid
- Damage: 45(40)
'''j. C''' - air punch attack, a pretty good attack in air-to-air when they get close
- Cancel-able
- Hit Detection: Mid
- Damage: 72(70)
'''j. D''' - Good range, good priority, easily the preferred tool for jump-ins along with her slightly diagonal hitbox
- Hit Detection: Mid
- Damage: 70(68)


===Blowback Attack===
===Blowback Attack===

Revision as of 07:27, 15 September 2010

File:Athena.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A - A quick slap attack, basic poke and fast, stops jump-ins etc

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B - A simple kick attack, goes high and has good reach

- Chain/Cancel-able

- Hit Detection: High

- Damage: 30


st. C - Forward punch, has good range so it can be used to punished whiffed moves

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D - Heavy kick, good range but it's slow

- Hit Detection: High

- Damage: 80


cl. C - Same as her far C but the range is a little shorter

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - High kick, really good vertical range

- Cancel-able

- Hit Detection: High

- Damage: 70

Crouching

cr. A - It's the same as her st. A except during crouching

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick, good reach to start combos from lows

- Chain-able

- Hit Detection: Low

- Damage: 30


cr. C - Crouch punch attack, good use when not too far from the opponent

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - Crouch kicks, knocks standing opponents down when hit, good reach but awful recovery so it can be easily punished if whiffed

- Hit Detection: Low

- Damage: 80

Jumping

j. A - jump light punch, just a quick hit in the air, good for air-to-air hits but not much else

- Cancel-able

- Hit Detection: Mid

- Damage: 45(40)


j. B - jump knee, a moderately simple move good for jump-ins I suppose

- Hit Detection: Mid

- Damage: 45(40)


j. C - air punch attack, a pretty good attack in air-to-air when they get close

- Cancel-able

- Hit Detection: Mid

- Damage: 72(70)


j. D - Good range, good priority, easily the preferred tool for jump-ins along with her slightly diagonal hitbox

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

Throws

Command Moves

Special Attacks

Desperation Moves

Neomax

Combos

Tips

Miscellaneous

Character Sprite

Colors

Other

Links & References