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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
Psycho Ball Attack - (qcb + A/C)
- A fireball Athena so kindly announces to the opponent. A version is slower on startup compared to C, but travels slower and has better recovery. This means A is used more as a fireball you can threaten pressure with in neutral or blockstrings, while C is more of a poking tool in neutral or as a deterrent to some answers to qcb+A blockstrings.
EX: EX Psycho Ball is a very slow startup and traveling 3 hit fireball. Super plus on block if someone actually blocks it.
Psycho Sword - (dp + A/C)
- A forward moving dragon punch with short horizontal range. A version is fast but no invincibility, C version is slower but has invincibility until its first active frame. Because of you moving forward during the dp, you might go under them with it without hitting them if you don’t space it right.
EX: dp is faster than C with even more invincibility.
Psycho Reflector - (qcb + B/D)
- A shield that reflects most fireballs. Also used in corner juggles.
EX: EX is similar in use but has less recovery.
Phoenix Arrow - Air (qcb + B/D)
- Athena dives to the ground with psychic energy. B version is slightly minus on block, while D version adds a heavily unsafe kick at the end of the dive. Both can combo after Athena’s f+B.
EX: EX version is faster and +1 on block.
Super Psychic Throw - close (hcf + A/C)
- A delayed but not invincible command grab that puts them in a juggle state. They take damage and a hard knockdown if you let them hit the ground. High damage if they get thrown in the corner.
EX: EX version is faster, invincible until the grab, and throws them higher in the air.
Psychic Teleport - (qcf + B/D)
- Athena teleports forward and gains invincibility midway through. B is shorter duration but invincible for less time than D. D can pass through opponents. Both have long recovery at the end of the teleport.
EX: EX version is invincible frame 1, is invincible almost the entire teleport, can also pass through the opponent, and is cancellable to other ex specials.
Super Special Moves
Shining Crystal Bit - (hcb, hcb + A/C) Air OK
- Athena floats into the air while two orbs defend her. The orbs will continue to float around her until you break it with AB, or naturally after a certain amount of time. Her most reliable anti-air with good speed/hitbox, and exceptional invincibility. If you can reliably anti-air people with this, you will massively discourage people trying to approach you from the air.
Max: version is even faster (4f), and does more damage.
Crystal Shoot - (qcf, qcf + B/D) Air OK, Hold OK
- Athena throws a small super fireball. A version moves in a straight horizontal line, while c is thrown at an anti-air angle. C version is good to preempt people trying to jump over a qcb+a.
Max: slightly faster and more damaging A version.
Climax Super Special Moves
Athena Explosion - (qcf, qcf + B+D)
- Basically a 3 bar dp. If you wanna make someone feel really bad about trying to jump a fireball, use this.
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: A decent meterless punish. Actually does more than most of her meterless bnb confirms. 187 DMG
1 Meter: 223 DMG
EX: 320 DMG
Rush auto combos aren’t recommended if you have meter.
0 meter
- cr.Bx2, dp+C = (182 DMG)
- st.AAAA = (187 DMG)
- cr.B, AAAA = (206 DMG)
- (cl/cr.A) cl.C, f+B, air qcb+D = (181 DMG)(196 with link)
Corner Only
- hcf+P, qcb+Ax2, dp+C = (250 DMG)
- cr.B, qcb+K, dp+C = (211 DMG)
1 meter
Corner
- St.CD, hcbx2+P = (405 DMG)
(Shining crystal bit hits twice when done right after a close hit st.CD in the corner.)
Max Mode
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, tk air qcb+BD (last hit), dash dp+A = (303/331 DMG)
(In order to hit with the last hit of air qcb+BD after ex grab, you’ll need to tk (2147) it with a slight delay. Delayed too long you won’t be able to follow up with dash dp+a. You can follow up with a normal cancelled into A (or ex on 2nd/3rd position) fireball instead of dp+A.)
- (cr.Bx2 or cl.C), [BC] cr.C, hcf+AC, qcb+A, qcf+BD xx dp+AC = (331/362 DMG) {1250/1500 Max Mode}
(2nd/3rd position character)
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, tk qcb+BD (last hit), dash dp+AC = (350/382 DMG) {1250/1500 Max Mode}
(For 2nd/3rd position character. This combo doesn’t work on Kyo, Daimon, Kukri, Nelson, Bandeiras, Iori, Mature, Vice, Luong, Dinosaur, Xanadu, Choi, K’, Maxima, Geese, Hein, Terry, Robert, Yamazaki, Antonov, Verse, Vanessa, and Rock.)
Corner
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, qcb+BD, tk air f+B, air qcb+B, qcb+K, dp+C = (386/423 DMG)
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, tk air qcb+BD (last hit), qcb+BD, tk air f+B, air qcb+B, qcb+K, dp+C = (435/477 DMG)
(For 2nd/3rd position character. Tk air f+B has to be done off a hop and as soon as possible. If you want to use more meter you can do air hcbx2+P/AC or air hcbx2+P xx air qcfx2+AC after dp+C.)
2 meters
Corner
- St.CD, hcbx2+AC = (619 DMG)
Max Mode
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, qcb+A, qcfx2+AC = (427/465 DMG)
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, tk qcb+BD (last hit), qcfx2+AC = (446/485 DMG) {1250/1500 DMG}
(2nd/3rd position character only)
- (cr.Bx2 or cl.c), BC, cr.C, hcf+AC, qcb+A, qcf+BD, dp+A(2) xx hcbx2+AC = (485/528 DMG)
(2nd/3rd position character only. This entire combo pretty much has to be done as fast as possible to not have the meter run out before ex super on second position.)
3 meters
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, (st.CD whiff) qcb+C xx qcfx2+BD = (506/551 DMG)
- (cr.Bx2 or cl.C), [BC], cr.C, hcf+AC, tk air qcb+BD (last hit), dash dp+A xx qcfx2+BD = (549/597 DMG) {1250/1500 DMG}
(2nd/3rd position character only)
4 meters
5 meters
Misc
Frame Data
Videos
KoF XIV: Athena Beginner Breakdown
Athena Slow Motion Hitboxes
External Links
Discussion Threads
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