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The King of Fighters XIV/Athena Asamiya
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Phoenix Bomb (Air) - in air, +
Special Moves
Phoenix Arrow - in air, + / (*)
Super Psychic Throw - close, + / (*)
Super Special Moves
Shining Crystal Bit - air OK, + / (!)
Crystal Shoot - air OK, + / (Hold OK) (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: A quick, short ranged palm jab. +1 on block, and one of her fastest buttons (4f). Can be used as a check to hops as well as at the end of a 3-hit max mode confirm (ex. cr.bx2, st.a)
- st. B: An anti-air angled kick. Fast enough to check hops, but less range than st.A. Whiffs on most crouchers.
- st. C: A short palm thrust with similar range to st.A. Super cancellable.
- st. D: A sobat that goes over lows. Her longest range ground normal.
Close
- cl. A: An elbow that is +2 on block. Another 4f button. Activation range is slightly larger than actual range.
- cl. B: A standing low. +1 on block.
- cl. C: A double palm strike. Also 4 frames.
- cl. D: A rising kick. Forces standing on ground hit. Very good anti-air button, but the activation range is exceptionally small.
Crouching
- cr. A: A crouching palm. +3 on block, so very good for setting up frame traps with cl/cr.c.
- cr. B: A standard crouching low. Another 4f button, and it is special cancellable.
- cr. C: A crouching double palm strike. Its combination of speed and range make it very good in neutral and blockstrings. Can be hopped over. Whiff cancellable.
- cr. D : A standard sweep. Good range, but only cancellable to max mode. Very good at low profiling jumps at the tip of her feet.
Jumping
- j. A: Her fastest air normal. Can be used as an okay jumpin or a good air to air.
- j. B: A crossup knee. Her best jumpin at closer hop ranges.
- j. C: A okay air-to-air. Probably will see it most when people fail an air grab attempt.
- j. D: A downward angled kick. A strong jumpin, but her far forward moving jump and j.D’s lack of crossup hitbox makes it tough to jump in with it on crouchers from close. Works as a strong air-to-air because of how high Athena jumps. A hop D is an instant overhead on characters that don’t have a short crouching hurtbox (ex. won’t work on Nakoruru, Athena, etc)
Blowback
- st. CD: A forward sliding shoulder check. Good hitbox and can whiff cancel with specials/supers.
- j. CD: Similar angle to her j.D, but slightly slower and better range. Can cancel into her air specials/supers.
Throws
Psychic Attack - (b/f+C) close
- Athena teleports above the opponent and spikes them into the ground with her heels. Hard knockdown with enough advantage to meaty with a cr.C.
Psychic Throw - (b/f+D) close
- Athena tosses the opponent over her head. Soft knockdown. Basically a reset to neutral if they recovery roll.
Command Moves
Phoenix Bomb - (f+B) (Air OK)
- A jumping overhead. Cancellable to her air specials/supers. If not cancelled, she flies back about half screen. An instant air f+b hits aerial opponents faster than her ground f+B, which makes it useful in some corner juggles.
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Frame Data
Videos
Athena Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel