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

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==Throws==
==Throws==
[[Image:Super_Psychic_Throw.png]]
[[Image:Psychic_Attack.png]]


'''Super Psychic Throw = b/f + C/D''' close - Athena grabs the opponent, disappears then reappears above them kicking them to the ground
'''Psychic Attack = b/f + C/D''' close - Athena grabs the opponent, disappears then reappears above them kicking them to the ground
   
   
- Can be broken
- Can be broken

Revision as of 07:35, 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

CD - A hard shoulder tackle, okay reach, use it to fake out opponents

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD - Jump dual kick, comes out at a nice angle but you have to use it early to hit someone

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Psychic Attack = b/f + C/D close - Athena grabs the opponent, disappears then reappears above them kicking them to the ground

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Special Attacks

Desperation Moves

Neomax

Combos

Tips

Miscellaneous

Character Sprite

Colors

Other

Links & References