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 FULLAthena 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.
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