Athena Asamiya Quick Combo Guide - The King of Fighters XIV (KOFXIV)
----------------------------------------------------------------------- Support me on Patreon! https://www.patreon.com/user?u=326386 Follow me! / coliflowerz ----------------------------------------------------------------------- v1.10 Guide for Athena's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome! Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand. Additional notes: Bracket damage is based off a st. D xx MAX, cl. D starter. It's good to be back! Athena is a very simple character to play, but her combo game is quite odd. You're not really going to be hitconfirming into combos as much with as you are going to try to play the neutral game with fireballs or land command grabs. Really focus on the command grab combos and the MAX mode combos. Technically Athena can combo into supers from lights by doing into dp A, but it takes a ton of dexterity and really isn't worth it. It isn't something I'd teach a new player. There are a lot of intricacies to some of her command grab combos, but I tried my best to shove them all into the video. Let me know if anything is confusing. I know a lot of players use the (air) qcb BD special as their MAX starter usually. But those combos are actually pretty terrible. So don't lol I want to add that if you land a CD but you aren't close enough for a fireball, you can do f. B xx (air) qcb B, qcb K, then dp C. Didn't think to include it :/ Transcript: http://pastebin.com/p7J7SY2F Notation: P = Punch K = Kick A = Light Punch (Square) B = Light Kick (X) C = Heavy Punch (Triangle) D = Heavy Kick (Circle) st. = standing cl. = close cr. = crouching j. = jumping b, d, f = back, down, forward respectively [n] = hold n direction for at least half a second qcf = quarter circle forward (d, df, f) qcb = quarter circle back (d, db, b) hcf = half circle forward (b, db, d, df, f) hcb = half circle back (f, df, d, db, b) dp = dragon punch (f, d, df) rdp = reverse dragon punch (b, d, db) xx = cancel arrow = do immediately after unless specified = follow up (n) = cancel after nth hit of the move BGM: Neos City (Night) - Pokken Tournament

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