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The King of Fighters '98 UMFE/Athena Asamiya
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. cancelable.
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
Athena throws a ball shaped projectile. A version travels slower and C version travels faster. A version has a little less startup and more recovery and the C version is the opposite. the projectile is hoppable. This move is the basis for Athenas zoning game as you can throw the A version and start moving about halfway through the projectiles flight. This means you can react to your opponents attempts to deal with the fireball or move forward behind it to apply pressure.
Psycho Sword: dp + A/C (can also be performed in the air)
Athenas dp. A version has startup invincibility that ends before the first active frame. C version has invincibility that covers the first 3 active frames of the move. A version is your preferred anti air as it's faster while C version is your reversal because of the invincibility. The C version pops the opponent up in the air at the 3rd hit, against crouchers the third hit can whiff if there's enough distance between them and Athena, sending her up in the air while the opponent is on the ground ready to punish.
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