Unique Attacks:
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | Specials | - | - | - | - | Knocks down | - | - |
Athena's CD attack from KOF02 gains a new use in this game! It's still similar to her CD like before however it's faster in this game. You can combo into this from any of her standing/crouching normals,meaning this is another good alternative for BnBs in replacement for Cl.C into Psycho Sword. On block you can cancel this into a bunch of special moves like Psycho Ball meaning it's also good for blockstrings. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | Specials/Supers | - | - | - | - | Knocks down | -6 | - |
Athena's jumping unique overhead. It knocks the opponent down on hit even if you cancel it to another move.When the opponent is blocking they can punish you so it's recommended you cancel it into Phoenix Arrow if you use this move. j.A and j.C can chain into this on block and whiff. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | Specials/Supers | - | - | - | - | - | +4 | - |
Athena's famous f+B move. Unfortunately in this game it can only combo in the corner unlike other games,but when you do get in the corner you have quite a few options. You can combo into D Phoenix Arrow,both versions of Psycho Sword,or if you have meter Shining Crystal Bit or Phoenix Fang Arrow.Don't forget you get the full 2 hit move if you cancel a lighter normal into f+B. On block after B Phoenix Arrow you can do a couple of crouching Bs to keep up the pressure,however the opponent still has a chance to mash on block,so DP is the better answer. |