
She produces a sword of Psycho energy that carries her upwards.
Psycho Sword: dp+A/C (can be performed in the air) This means you can react to your opponent's attempts to deal with the fireball or move forward behind it to apply pressure. This move is the basis for Athena's zoning game as you can throw the A version and start moving about halfway through the projectile's flight.The projectile can be hopped over, despite not being on the ground.The A version has a little less startup and more recovery than the C version.A version travels slower and C version travels faster. Athena throws a ball shaped projectile.Hits high up so it can catch jumps as well.Staple tool in combos and blockstrings, especially in the corner. Athena does a split kick that carries her off the ground a bit.The earlier you perform d+B, the further she flies. By performing d+B during a backdash Athena will go further and faster than she would with a regular backdash.Luckily, you can cancel it into qcb+K on block to make it safer. On block Athena bounces back into the air and can't do anything until she lands, making it very punishable. On hit it sends the opponent flying 3/4 screen way.It has a nice hitbox below her that can crossup, and is cancelable.Causes hard knockdown and a backturned wakeup. Athena throws the opponent down to the ground making them land 3/4 of a screen away.
#COMBOS DE THE KING OF FIGHTERS 98 FULL#
Athena flings the opponent behind her across the screen using psycho power making them land full screen away. Athena flings the opponent across the screen using psycho power making them land almost full screen away.
j.CD: Good to use as a jump-in for pressure. Good to use in pressure when cancelled into special moves. Has a good hitbox that presents a wall in front of Athena. st.CD: This moves Athena forward a little. This normal has more active frames than her other air normals. nj.D: Yet another good choice for air to airs.
Another good air to air normal as it does more damage than her light options but it has less priority than her light options. Cancelable, giving it some niche combo utility. 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.
j.C: This move has a large hitbox in front of Athena with some good priority, making it an excellent air-to-air. nj.B: It also has a good hitbox for air to airing. Can be used for instant overheads and crossups. nj.A: Great as an anti-air as the hitbox and priority are very similar to j.A. j.A: Has a great hitbox for air-to-airs with loads of priority. cr.D: Has a nice upwards hitbox, meaning it can anti-air. Useful to poke with and then cancel into psycho ball or teleport. cr.B: Athena's only low combo starter. st.D: Has quite a bit of startup but has a lot of low invincibility. st.C: Has good priority and is one of her best pokes.
st.A: A standard jab with some good reach, useful for stopping hops. cl.D: Has a nice amount of active frames, so good to use as a meaty. cl.C: One of Athena's fastest normals and a staple combo tool. qcb+D got 15 frames less recovery, it is now possible to juggle after it in the corner. hcf+P now deals 10 damage, 7 when the throw is executed and 3 more when the opponent hits the ground. st.D got 4 frames less startup and the low invincibility now starts at frame 2. st.A got 3 frames less startup but had its hurtbox extended. All the hits of j.qcfx2+K will now connect even at a low height. hcf+P damage reduced from 16 points to 7 points. Added 2 frames more invincibility to dp+C. Her weaknesses come in the form of weak high/low mixups, as her jump is slower and floatier than most characters, and a lack of big damage. Her projectile can also be used to set up offense, as it provides frame advantage if blocked, allowing her to do strike/throw mixups with her command grab. Her main gameplan focuses on using her projectile alongside anti airs, her solid poking buttons, and her large amount of movement options to stay unpredictable and frustrate the opponent. Athena is primarily a keepaway character with a large bag of tricks to vary up her options.