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The King of Fighters '98 UMFE/Athena Asamiya: Difference between revisions
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== Throws == | == Throws == | ||
Bit Throw: b/f + | Bit Throw: b/f + C (close) | ||
Regular throw. Athena flings the opponent across the screen using psycho power making them land almost full screen away. Causes soft knockdown. | Regular throw. Athena flings the opponent across the screen using psycho power making them land almost full screen away. Causes soft knockdown. | ||
Psychic Throw: b/f + | Psychic Throw: b/f + D (close) | ||
Regular throw. Athena flings the opponent behind her across the screen using psycho power making them land full screen away. Causes soft knockdown. | Regular throw. Athena flings the opponent behind her across the screen using psycho power making them land full screen away. Causes soft knockdown. |
Revision as of 22:04, 22 October 2020
Introduction
Normal Moves
Standing
- st.A : a standard jab with some good reach, useful for stopping hops. Chainable and cancelable.
- st.b : an upwards angled kick. A fast poking move. Whiffs on low crouchers. Not chainable.
- st.C : a long range forward punch. Has good priority and is one of her best pokes. Not Cancelable.
- st.D : a hopping kick. has quite a bit of startup but has a lot of low invulnerability. Not cancelable.
Close
- cl.A : a close elbow strike. good hitbox. Chainable.
- cl.B : same as st.B
- cl.C : a close elbow strike. One of Athenas fastest normals and a staple combo tool.
- cl.D : a close Knee strike. has some low invulnerability.
Crouching
- cr.A : fast crouching jab. has some nice priority. Chainable.
- cr.B : a crouching low kick. Athenas only low combo starter. Has good reach. Chainable
- cr.C : a crouching double palm strike. A long poke with nice priority. Useful to poke with and then cancel into psycho ball or teleport. Whiff cancelable.
- cr.D : a fast upwards angled sweep. Has a nice upwards hitbox. Cancelable.
Jumping
- j.A : an aerial finger gun strike. has a great hitbox for air to airs with loads of priority.
- neutral j.A : aerial palm strike. also great as an anti air as the hitbox and priority are very similar to j.A.
- j.B : downward angled jumping kick. has a long hitbox. Can be used for instant overheads and crossups. Not cancelable.
- neutral j.B : a jumping knee strike. It also has a good hitbox for air to airing. Not cancelable.
- j.C : Athena does a slap in front of her. This move has a large hitbox in front of Athena with some good priority making it an excellent air to air. Can also be used as a jump in attack. It does have more startup than her other air to air normals though, so you will need to press it earlier than her other buttons. Cancelable.
- neutral j.C : a jumping elbow strike. Another good air to air normal. Cancelable.
- j.D: a long reaching downwards kick. Your go to jump in button. Not Cancelable.
- neutral j.D : a jumping kick with a slightly upwards angle. Yet another good choice for air to airs. This normal has more active frames than her other air normals. Not Cancelable.
CD Normals
- st.CD : a shoulder strike that carries Athena forward a little. Has a good hitbox that presents a wall in front of Athena. Good to use in pressure when cancelled into special moves. Whiff Cancelable.
- j.CD : a downwards angled kick. Good to use as a jump in for pressure. Cancelable.
Throws
Bit Throw: b/f + C (close)
Regular throw. Athena flings the opponent across the screen using psycho power making them land almost full screen away. Causes soft knockdown.
Psychic Throw: b/f + D (close)
Regular throw. Athena flings the opponent behind her across the screen using psycho power making them land full screen away. Causes soft knockdown.
Psychic Shoot: b/d/f + C (close in the air)
Athena throws the opponent down to the ground making them land 3/4 of a screen away. Not techable. Causes hard knockdown and a backturned wakeup.
Command Moves
Phoenix Bomb: d + B (in air)
Athena does an aerial butt strike. Has a nice hitbox below her that can crossup. On hit it sends the opponent flying 3/4 screen way. On block Athena bounces back into the air and can't do anything until she lands making it very punishable. By performing d + B during a backdash Athena will go further and faster than she would with a regular backdash. the earlier you perform d + B the further she flies.
Renkantai: f + B
Athena does a split kick that carries her off the ground a bit. Staple tool in combos and blockstrings, especially in the corner. Hits high up so it can catch jumps as well. Cancelable.
Special Moves
Psycho Ball: qcb + A/C
Psycho Sword: dp + A/C (can also be performed in the air)
Phoenix Arrow: qcb + B/D (in the air)
Super Psychic Throw: hcf + A/C (close)
Psycho Reflector: qcb + B/D
Psychic Teleport: qcf + B/D
Desperation Moves
Psycho Ball Revolution: qcf,qcf + A/C
Phoenix Fang Arrow: qcf,qcf + B/D (in the air)
Shining Crystal Bit: hcb,hcb + A/C (can also be performed in the air)
> Crystal Shoot: qcb + A/C (can be held)
> Deactivate: Press A+B+C+D