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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
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)