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The King of Fighters 2002 UM/Athena Asamiya
Movelist
Normals
Standing
- st. A/B are fast and chain/cancel-able
- st. B/C are both good pokes, but st.C does more hit-stun and has more range
- st. D while useful because of it's range has a bad recovery if you whiff it
Close
- All cl. normals are cancel-able and they all combo into her Renkantai command move, her st.B combos into both Renkantai hits
- cr. A/B are good for chaining lights normals together
- cr. C is fast and has good range
- cr. D is whiff cancel-able, knocks down
Jumping
- j. A combos into her Phoenix Bomb command
- j. C is cancel-able
- j. D has good range and can be used to during jump-in combos
Blowback
- st.CD comes out quick, but has mediocre range
- j.CD has really good range, cancel-able and can keep the opponent away, best used as an air-to-air
Throws
Bit Throw - (b/f + C) close
- Athena grabs the opponent, swings them around her a few times then throws them near the edge of the screen
- Soft knockdown
- Can be teched out of
Psycho Throw - (b/f + D) close
- Athena tosses the opponent to the corner of the screen
- Soft knockdown
- Can be teched out of
Psycho Shoot - (b/d/f + C) close in air
- Athena grabs the opponent then slams them toward the ground at an angle. Depending on the jump arc of the opponent, they will land either near the corner of the screen or a few character spaces away from the corner.
- Hard knockdown
Command Moves
Renkantai - f + B
Phoenix Bomb - d + B in air
Special Attacks
Psycho Ball - qcb + A/C
Psycho Shoot - hcf + A/C
Psycho Sword - dp + A/C also in air
Psycho Reflector - qcb + B
Psycho Teleport - qcf + B/D
Psycho Teleport Fake - qcb + D
Phoenix Arrow - qcb + B/D in air
DM
Shining Crystal Bit - hcb x 2 + A/C also in air ( ABCD to cancel)
┗Crystal Shoot - qcb + A/C hold to delay
Phoenix Fang Arrow - qcf x 2 + B/D in air
Super DM
Shining Crystal Bit - hcb x 2+ A/C also in air ( ABCD to cancel)
┗Crystal Shoot - qcb + A/C hold to delay
Psychic 9 - hcb, f + AC, A, B, C, A, B, C, D
┗Fire Sword Finish - qcb + BD
┗Psycho Sword Finish - dp + A/C
┗Sailor Finish - qcf + A/C
HDSM
Psycho Medley - qcf + ABCD, D, C, B, D, C, B, A
┗Momoiro Katame - qcf + BC
┗Healing Athena - qcf + AB
Videos
Athena Master Class
Combos
0 stock
- s.D, far s.C
- IO j.A, qcb+B
- j.D, s.C, f+B, dp+A
- j.D, s.C, dp+A
- c.B, f+B [2 hit], dp+A (doesn't work on everyone)
- xxx, f+B, qcb+K (corner only)
1 stock
- IO j.A, qcfx2+D DM
- xxx, f+B, hcbx2+P DM
2 stock
- xxx, f+B, qcb+D SC to hcbx2+P DM (corner only)
- xxx, dp+C [6 hit] SC to hcbx2+P DM
3 stock
- s.D, BC run, s.D, far s.C, hcb,f+AC SDM
- c.B, c.A, BC, c.C, hcb,f+AC SDM or qcf+ABCD HSDM
Combo Animations
- cr. B, cr. A, dp+C
- close C, f+B, dp+C
Notes
Misc:
- j.A is instant overhead on all but the smallest crouchers, j.B on all.
- j.B and j.C are crossups.
- hcbx2+P (S)DM have invincible startup.
- close s.A gives frame advantage on block
- s.D gives massive frame advantage, enough to link far s.C
- f+B is +0 on block, and so is qcb+B in situations where the last hit connects (e.g. the corner or crossup). hcb+B is +0 on block although setting it meaty does not improve this.
- hcf+P and hcb+B create a free juggle state on hit. You can combo multiple hcf+P in certain situations.
- dp+P finisher to the SDM gives the most raw damage, but the qcf + P finisher causes wallbounce, which allows you to set up resets without sacrificing too much damage (e.g. qcf + P finisher in s.CD xx whatever only does slightly less than the dp + P finish). You can also connect a hcb x 2+ A/C (S)DM for extra damage at the cost of more stocks.
Changes from OG 2002
- Psycho Shoot returns from KOF '00
- New move: Psychic Teleport Fake. Sends an afterimage forward, but the real Athena stays in place.
- A version Psycho Ball recovery increased.
- MAX2 Psycho Medley (Healing Athena) heals less now.
References
More combo animations here: http://tieba.baidu.com/p/3585527928
Discussion Thread
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