Dream Cancel Forum

King of Fighters XIII => Character Discussion => Athena Asamiya => Topic started by: nilcam on July 27, 2010, 03:01:39 AM

Title: Athena Asamiya (Arcade Version)
Post by: nilcam on July 27, 2010, 03:01:39 AM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/athena_new.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Phoenix Bomb - ;fd + ;b

Special Moves
Psycho Ball - ;qcb + ;a / ;c *

Psycho Sword - ;dp + ;a/  ;c *

Teleport - ;qcf + ;b / ;d *

Phoenix Arrow - ;qcb ;b / ;d (in air) *

Reflector - ;qcb + ;b / ;d *

Psychic Throw - ;hcf + ;a / ;c (close) +

Desperation Moves
Shining Crystal Bit - ;hcb x2 + ;a / ;c (ground or air) > ;a ;c (for Cancel) *

Neomax
Psycho Medley XIII - ;hcb ;fd ;a ;c

Athena's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Athena_Asamiya_(XIII)).

Console changes:
* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Since there’s less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.
Title: Re: Athena Asamiya
Post by: Kusanagi-Style on August 03, 2010, 11:32:29 AM
 ;fd ;b crosses up on ducking opponents,  ;b version of phoenix arrow on block you get frame advantage a free  ;dn ;a.

Athena's Shining Crystal super is instant start up. 
Title: Re: Athena Asamiya
Post by: SAB-CA on August 06, 2010, 10:42:34 AM
719 Damage HD Combo:
http://www.youtube.com/watch?v=rAZhprCf6QA
Title: Re: Athena Asamiya
Post by: krazykone123 on August 27, 2010, 02:24:56 AM
Phoenix Bomb can also be done in the air

Combos
- cr. Bx2, [HD] st. C, f+B, qcb+D, [HDC] qcf+B, dp+A, qcf+B, qcb+A, [dp+C, (HDC) qcf+B, qcb+A]xN, hcbx2+AC

- JD, st. D, [HD] st. C, f+B, qcb+D in air, [HDC] qcb+K, qcb+A, [dp+C (2), (SC)  hcbx2+P]x4, hcbx2+P = 1004 DMG


Title: Re: Athena Asamiya
Post by: Judge Fudge on October 06, 2010, 12:39:39 AM
Does anyone at AI play with Athena?  Kind of disappointed with the lack of info about her.
Title: Re: Athena Asamiya
Post by: Ash on October 06, 2010, 12:55:01 AM
I've seen a few people dabble with her like 4leaf, but no one uses her much. If I wasn't leaving for vacation for a couple weeks I'd give her a try now that you mention it.
Title: Re: Athena Asamiya
Post by: Kane317 on October 06, 2010, 01:47:14 AM
I've seen a few people dabble with her like 4leaf, but no one uses her much. If I wasn't leaving for vacation for a couple weeks I'd give her a try now that you mention it.

I messed around with her yesterday on random, seems like she doesn't come to life until HD is activated (kinda like Hwa Jai).
Title: Re: Athena Asamiya
Post by: Judge Fudge on October 06, 2010, 04:08:54 AM
Her page on the wiki seems to be pretty full, so at least there are some resources for her.  I was just really considering putting her on my main team since I like her play style in past games and use her as a sub in 98.  Just thought I'd check to see if any of the AI regulars have any kind of experience with her.
Title: Re: Athena Asamiya
Post by: t3h mAsTarOth...! on October 06, 2010, 06:28:49 AM
wasn't there this guy that was doing really good with her in the first promotional videos??? Athena in XIII is awesome iirc from those videos... she seems even more fun than her 2k2 version...

also what happened to all the Yuri users??? at first everyone was using her... imo she has like the best hop pressure in XIII thanks to her demon flip and dive...
Title: Re: Athena Asamiya
Post by: krazykone123 on October 06, 2010, 06:31:46 AM
wasn't there this guy that was doing really good with her in the first promotional videos??? Athena in XIII is awesome iirc from those videos... she seems even more fun than her 2k2 version...

The person you're looking for is Ganpi

http://www.youtube.com/watch?v=-ptsyT-_vl8

you should also check some of the earlier KCE vs Sister crew videos
Title: Re: Athena Asamiya
Post by: Kane317 on October 06, 2010, 07:28:56 AM
I just realized that her unblockable psychoball is back, I wonder if Takuma can do it as well.
Title: Re: Athena Asamiya
Post by: t3h mAsTarOth...! on October 06, 2010, 06:29:40 PM
WHAT!11!!11!1!!! 97 all over again? lol...
Title: Re: Athena Asamiya
Post by: MUSOLINI on October 06, 2010, 08:05:06 PM
i already said that earlier in the srk thread. but i didnt have a way to conrifm it cause i didnt know he the opponent couldn t block or didnt block. its a damn shame that snkp still makes these mistakes when it was also in 97 and later kofs.
Title: Re: Athena Asamiya
Post by: Judge Fudge on October 06, 2010, 08:28:26 PM
I think at this point they're intentionally including it.  It was in both OG 98 and 98 UM as well.  The CPU in UM even uses it, so I guess they just consider it a viable tactic.
Title: Re: Athena Asamiya
Post by: MUSOLINI on October 06, 2010, 09:19:18 PM
well compared to the rest fo the gamebreaking stuff, this has always been cool in my book. i used this in 97 and 98 a lot, so its cool imo.
Title: Re: Athena Asamiya
Post by: Kane317 on October 07, 2010, 09:11:04 AM
well compared to the rest fo the gamebreaking stuff, this has always been cool in my book. i used this in 97 and 98 a lot, so its cool imo.

Well I haven't confirmed it, but it sure looks like it on the vids.  UPDATE: Strange, I guess the guy decided not to block at the last second coz it is blockable.
Title: Re: Athena Asamiya
Post by: krazykone123 on October 21, 2010, 04:13:31 PM
Don't mind the place holders as I just put these on the wiki, more combos

Technical Reference
http://www.youtube.com/watch?v=ibSZvON1U2M

===No Drive/No Meter===

- cr. B, cr. A, dp+A/C = 131/187 DMG

- cr. B, cr. A, hcf+P, sh. qcb+B, dp+A/C

- st. C, f+B, qcb+D

- hcf+P, sh. f+B, qcb+D

- st./cr. C, qcb+A, st. C/cr. C/dp+A


'''Corner'''

- hcf+P, qcb+P, sh. f+B, qcb+D, dp+C

- j. C (CH), j. f+B, qcb+D

- j. C, st. C, qcb+A,  dp+A (2), (SC in air)  hcbx2+P, dp+C


===1 Meter===

- cr. B, cr. A, dp+AC = 242 DMG

- cr. B, cr. A, hcf+AC, sh. qcb+B,dp+C

- (Midscreen) hcf+P, j. f+B, qcb+BD, dash dp+C

- st./cr. C/D, f+B, qcb+BD, sh. f+B, qcb+D, dp+C


'''Corner'''

- st./cr. C, qcb+A, cr. C, hcf+AC, qcb+Px3, dp+C


===2 Meters===


===3 Meters===


===4 Meters===


===5 Meters===


===50% Drive/No Meter===


===1 Meter===

- cr. B, cr. A, dp+A/C(1), (SC) hcbx2+P

- cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D

- st./cr. C/D, f+B, qcb+D, (DC)dp+AC

- st./cr. C/D, hcf+AC, sh. f+B, qcb+D, (DC) dp+C


'''Corner'''

- cr. B, cr. A, dp+A/C(3), (SC) hcbx2+P, dp+A

- cr. B, cr. A, dp+A/C(1), (DC) hcf+AC, sh. f+B, qcb+D, dp+A


===2 Meters===

- cr. B, cr. A, dp+A/C(1), (SC) hcbx2+AC

- cr. B, cr. A, dp+A/C(1), (DC) qcb+AC, sh. f+B, hcbx2+P


'''Corner'''

- cr. B, cr. A, dp+A/C(1), (DC) qcb+AC, sh. f+B, qcb+D, dp+A

- st./cr. C/D, hcf+AC, sh. f+B, qcb+D, qcb+P, dp+C (3), (SC) hcbx2+P, dp+A


===3 Meters===


'''Corner'''
- st./cr. C/D, hcf+AC, sh. f+B, qcb+D, qcb+P, dp+C (5), (SC) hcbx2+AC


===100% Drive/No Meter===


===HD Combos===

- hcf+P, (BC) sh. qcb+B, dp+A (1), (HDC) qcb+AC, f+B, qcb+D (1), (HDC) dp+C (3), (SC) hcbx2+P, dp+A (1),[(HDC) qcf+B, qcb+A, dp+C(1)]xN

- hcf+P, (BC) sh. qcb+B, dp+A (1), qcf+B, dp+C, (HDC) qcb+AC, f+B, qcb+D (1), (HDC) qcb+A, dp+A (1), [(HDC) qcf+B, qcb+A, dp+C (1)]xN

- j. C, st. C, [HD] st. C, hcf+AC, f+B, qcb+D (kick only), [HDC] qcf+B, dp+A(1), [HDC] qcf+B, [qcb+A, dp+C(1), (HDC) qcf+B]xN, sh. f+B, qcb+D, hcbx2+AC

- cr. Bx2, [HD] st. C, f+B, qcb+D, [HDC] qcf+B, dp+A, qcf+B, qcb+A, [dp+C, (HDC) qcf+B, qcb+A]xN, hcbx2+AC

- j. D, st. D, [HD] st. C, f+B, qcb+D in air, [HDC] qcb+K, qcb+A, [dp+C (2), (SC)  hcbx2+P]x4, hcbx2+P = 1004 DMG
Title: Re: Athena Asamiya
Post by: MUSOLINI on October 21, 2010, 06:37:35 PM
thanx for the info kane & kk123
Title: Re: Athena Asamiya
Post by: Shiranui_ninja on December 25, 2010, 01:01:53 PM
Combos vid:

http://www.youtube.com/watch?v=DseGYOmGGQE
Title: Re: Athena Asamiya
Post by: marchefelix on January 24, 2011, 10:15:58 PM
I miss Athena's follow-up to her Shining Crystal Bit
Title: Re: Athena Asamiya
Post by: Demoninja on February 05, 2011, 06:54:21 AM
Hey guys, I just started playing, new blood looking for some info.

After reading the wiki and playing with her a bit, here's what I came up with as her "main" pokes. St. A, cr. A, cr. B, cr. C, cr. D. I imagine you use A up close to gain some distance. cr. B in my experience is a fast and far reaching poke that'll let me hit confirm into whatever. I've been using cr. D to punish things I can't run up and get a full combo off of. cr. C is just a move that I liked to throw out, I'm not really sure about it though. 

Also, is the only AA normal st. B?

Any tips and suggestions for me?
Title: Re: Athena Asamiya
Post by: krazykone123 on February 05, 2011, 07:45:28 AM
Hey guys, I just started playing, new blood looking for some info.

Sup.

Quote
Also, is the only AA normal st. B?

I'd fair a guess st.A would work too, most characters can use their st.A to bat opponents out of the air, some better than others (e.g. K'/Raiden).

Quote
Any tips and suggestions for me?

Well I haven't played Athena in XIII yet but I have played her in the earlier games so take this as a curveball post okay?

As far as Athena goes she's a speedy character who (most of the time) profits from her opponent making mistakes (albeit they're lead on).

Simple Normal Analysis
- Stand A can used as AA if timed, same with Stand B but you're probably not going to be using it as much
- Stand C (like in the older games) is a great far poke, faster than her crouch D and cancel-able to boot
- Stand D is hella slow but it can still punish moves with a long recovery (like a whiffed dp) but if that's the case you would still be better off running up on them and going for the more damaging punish

- Close C/D are combo starters, they're more for dp/Phoenix Bomb/ESP Throw shenanigans than Psycho Ball tricks imo

- Crouch A/B (like you said) are indeed good pokes, crouch B for links and crouch A for combos
- Crouch C can be used in a myriad of ways, it's good for psycho ball and combo strats, use in moderation with Psycho Teleport since a lot of opponents aren't quick-witted enough to immediately block low after a couple teleport reps
- Crouch D can be used to punish slow whiffed attacks but if you can manage try the run up cr.C instead

- Jump A may still be an instant overhead (hyper hop A the opponent on wake-up) so if that's true you can use it for goofy wake-up tricks against your opponent, hh.A~f+B~qcb+K, you may want to test this out in the lab
- Jump B appears to be a nice meaty jump-in (rigid hit-box), seems like a good late jump-in attack, might want to test this out too though.
- Jump C is a pretty cool air-to-air attack, the range is meh but it comes out pretty quick, can be used as a jump-in attack but you have to use it late
- Jump D is great, the range is awesome and smacks down a lot of other air attacks when executed via hyper hop (back or forward), late jump-in attack is possible, should be easier to use than her jump C

- ground CD is okay but doesn't do much, whiff tricks are cool though but your opponent will probably see it coming, jump CD (from 98 lol) can be used as an air-to-air but I wouldn't say it's as effective as her jump D, sure it has more priority but it's pain when it comes to good set-ups

I'll do more if you want? btw feel free to share any information you can (or correct my post if I'm wrong), remedial or newly discovered if it's about gameplay I'm interested.
Title: Re: Athena Asamiya
Post by: Demoninja on February 06, 2011, 07:52:01 AM
Wow! That's a lot of good info krazy thanks a lot!

I've been using the normals in pretty much the way you posted except the jump normals. I haven't really experimented with that yet. I haven't used St. D at all because in any case where you can do that, why not just be safe and go for the faster St. C.

The way I've been trying to play her is to zone them out with psycho ball and normals. Sometimes I throw out random reflectors and it knocks them away from me. I generally don't go for a combo until they make a big mistake.

One problem I've having is almost every time I try to AA with her dp my opponent cleanly gets over it every time and I eat a beefy punish. I'm pretty sure it's a problem with me though. Another thing I can't do is land a qcb+D after a sh. B in this combo cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D. It's a small thing but it bothers me that I can't land the full combo. Any suggestions on this? Edit: LOL I just realized I was doing sh. B instead of sh. f+B. Maybe that was the problem?

If you have time I'd love more info. I'll try some stuff out Monday which is the earliest I can play again. I'll keep the gimmicky j. A instant overhead in mind and try that out.
Title: Re: Athena Asamiya
Post by: MUSOLINI on February 06, 2011, 04:05:50 PM
didn't Athena have the same far D that kyo has? if so its her best furthest reaching poke with the ability to avoid low attacks coming your way.

and a tip i can give you is be all over the place with her. with her speed, ability to use wall jumps and her aerial moves along with her teleport she isnt a character you should be using stationary. think of he like a mini choi, but bigger and less mobile, but with slightly better normals and combos, and way better corner pressure and combos.

my athena was pretty beast in 95, 97, 98 and 02 back in the days.
Title: Re: Athena Asamiya
Post by: krazykone123 on February 06, 2011, 05:51:20 PM
I've been using the normals in pretty much the way you posted except the jump normals. I haven't really experimented with that yet. I haven't used St. D at all because in any case where you can do that, why not just be safe and go for the faster St. C.

True but only if you can afford to do so, st/cr.C is the better choice because it'll give you more punishing options. However if your opponent picks up on this strategy of "st/cr.C" and switch up their approach they may end up baiting you with laggy normals (e.g. cr.D) on purpose so that they can quickly whiffed cancel it into an attack/EX for a nasty punish. They'll burn meter sure but they'll also get a good amount of damage in for one simple slip up.

Quote
The way I've been trying to play her is to zone them out with psycho ball and normals. Sometimes I throw out random reflectors and it knocks them away from me. I generally don't go for a combo until they make a big mistake.

Learn to use the psycho ball in moderation,

cr.C? psycho ball/f+B~qcb+K
Instant Backdash (bb.f+B)? psycho ball
they jumped?... wait for it... psycho ball/dp

She's a fast battery bitch.

Quote
One problem I've having is almost every time I try to AA with her dp my opponent cleanly gets over it every time and I eat a beefy punish. I'm pretty sure it's a problem with me though.

Which dp are you using? dp+c is more of the AA/reversal type than the A version, although if you time it poorly you're gonna get messed up.

Quote
Another thing I can't do is land a qcb+D after a sh. B in this combo cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D. It's a small thing but it bothers me that I can't land the full combo. Any suggestions on this? Edit: LOL I just realized I was doing sh. B instead of sh. f+B. Maybe that was the problem?

Yeah yup, I'll add more to my post when I come back later on today.
Title: Re: Athena Asamiya
Post by: Demoninja on February 07, 2011, 01:27:49 AM
Yeah I should remember to use f+B a bit more, that move looks really good.

I've been using DP+C to try to anti air but I'm not sure if I'm doing it too earlier or late. The problem I'm having is when they jump at me and I do a DP, they completely clear the DP and end up on my other side. I think my problem is going for it too early cause she seems to move forward a tiny bit before launching the DP.

I look forward to you editing your post! I'll play a bit tomorrow after my classes.
Title: Re: Athena Asamiya
Post by: Kane317 on February 07, 2011, 05:06:36 AM
One problem I've having is almost every time I try to AA with her dp my opponent cleanly gets over it every time and I eat a beefy punish. I'm pretty sure it's a problem with me though.

I don't use her, but my sparring partner Duc does which reminds me he should really add to discussion.  On the receiving end, Athena's Psycho Sword is probably the best version it has been since '97 (I think it was that year that it was reliable), it's pretty damn good in XIII as I eat it a lot.

Another thing I can't do is land a qcb+D after a sh. B in this combo cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D. It's a small thing but it bothers me that I can't land the full combo. Any suggestions on this? Edit: LOL I just realized I was doing sh. B instead of sh. f+B. Maybe that was the problem?

Are you sure it isn't just f+B since it makes her jump anyways?  I don't remember the combo but her f+B just makes her hop forward anyways.
Title: Re: Athena Asamiya
Post by: Demoninja on February 07, 2011, 08:09:28 AM
I don't use her, but my sparring partner Duc does which reminds me he should really add to discussion.  On the receiving end, Athena's Psycho Sword is probably the best version it has been since '97 (I think it was that year that it was reliable), it's pretty damn good in XIII as I eat it a lot.

Okay, thanks. This pretty much confirms that it's my timing is off and not the move. I'll work on it and report if I get any results.

Are you sure it isn't just f+B since it makes her jump anyways?  I don't remember the combo but her f+B just makes her hop forward anyways.
The combo is a few posts up and it does say sh. f+B but I'll test out if only f+B works tomorrow.
Title: Re: Athena Asamiya
Post by: Ash on February 08, 2011, 02:24:54 AM
bb. f+B does work with her

Another thing Kane317 told me and I verified is if you're going for a dash grab -  ff, hcf+C - it will do dp+C
He told me to get around this, you do hcf, uf+C (verified)

In regards to the opponent jumping over the dp+C, its better not to do DP+C unless you're sure they're going to land in front of you. If you know they're gonna land behind you, just means you should be using backdash or bb. f+B to get into the right position.

You could also just do hcbx2+P instead if you're doing that type of jump.
Title: Re: Athena Asamiya
Post by: Demoninja on February 10, 2011, 04:00:47 AM
Hey everyone, just checking in. I got the combo to work with just a f.b so that's all good. Thanks for the tip about having to go uf+C for command grab because I kept getting dash DPs and crap. I watched as man videos as I could on Youtube and Nico. The general play style I noticed with Athena was going balls to the wall and batshit insane. I'll try it out tomorrow and see how I do.
Title: Re: Athena Asamiya
Post by: krazykone123 on February 10, 2011, 07:20:55 AM
Thanks for the tip about having to go uf+C for command grab because I kept getting dash DPs and crap.

Yeah if you try to input it too quickly during the dash the commands overlap, hcf uf (like Ash said) is definitely the more assured input.

Quote
I watched as man videos as I could on Youtube and Nico. The general play style I noticed with Athena was going balls to the wall and batshit insane. I'll try it out tomorrow and see how I do.

True but it never hurts to have a back up plan, imo I highly suggest you try to get her instant backdash down (bb.f+B) because it will help you immensely in terms of maneuverability, also if you're ever in the air you can use strong Phoenix Arrow to cross the opponent up but you have to use it near their head, you can also tiger knee into it but that's mostly for HD combos and what not.

Her dp imo is still a good reversal (just not the best), but if you have meter hcbx2+P/AC DM is generally better at warding off jump-in monsters on wake-up, EX teleport works just as well because despite the mediocre traveling distance it has complete invincibility and can be free canceled at any point.
Title: Re: Athena Asamiya
Post by: Demoninja on February 10, 2011, 07:27:25 AM
By bb.f+B do you mean backdash against jump ins and try to nail them with her f+B? Also is her qcb+B in the air safe on block?

Also, just for the record, does she have any other cross ups?
Title: Re: Athena Asamiya
Post by: krazykone123 on February 10, 2011, 08:42:30 AM
By bb.f+B do you mean backdash against jump ins and try to nail them with her f+B?

Nah, I meant use it in general, you'll rarely ever catch someone with her bb.f+B unless they use something really fast and run right into it.

http://www.youtube.com/watch?v=-ptsyT-_vl8

That video should explain everything, Ganpi is a monster with her, psycho balls/tele's/backdash tricks galore.

Quote
Also is her qcb+B in the air safe on block?

Yeah, and you can still rtk ( ;dn ;db ;bk ;ub+ ;b) it if you want it to come faster and lower to the ground.

Quote
Also, just for the record, does she have any other cross ups?

Jump B, Phoenix Bomb can be used as a make-shift cross up but they'll have more than enough time to get out of the way if you use it by itself, it's more responsive when used on wake-up imo.
Title: Re: Athena Asamiya
Post by: Ash on February 10, 2011, 08:57:53 PM
By bb.f+B do you mean backdash against jump ins and try to nail them with her f+B? Also is her qcb+B in the air safe on block?

Also, just for the record, does she have any other cross ups?

When you do air command attacks, in most cases they actually make you backdash farther, that's why you use it.

On a side note, if you notice an opponent not retaliating or using down B after a air qcb+B, you can just spam several times in a row. Krazykone, I see that you put the shortcut as d, db, b, ub+B, which is how you should do all air shortcuts but since that does a back jump, I usually do a near 360 motion like this for forward jump uf, f, df, d, db, b+B.
Title: Re: Athena Asamiya
Post by: Demoninja on February 11, 2011, 07:52:36 AM
Alrighty guys, thanks a lot for all the info! I'm gonna go now. Next time I post in this thread will probably be a week or two from now after I play tons of games trying to use what I learned from you guys. It will be a post updating on my status and seeing if I learn anything new. Meanwhile, I'll see you guys in other char threads haha.
Title: Re: Athena Asamiya
Post by: krazykone123 on February 12, 2011, 05:01:16 PM
Krazykone, I see that you put the shortcut as d, db, b, ub+B, which is how you should do all air shortcuts but since that does a back jump, I usually do a near 360 motion like this for forward jump uf, f, df, d, db, b+B.

Yeah the 3-6-0 can work, just to make sure you don't bilk the input.
Title: Re: Athena Asamiya
Post by: MUSOLINI on February 12, 2011, 05:47:09 PM
what does bilk the input mean?
Title: Re: Athena Asamiya
Post by: krazykone123 on February 13, 2011, 04:27:56 PM
what does bilk the input mean?

To "Screw it up", or "flub it".

Anyway I guess I'll work on updating the wiki page and see if I can add a move analysis, any input from (actual) XIII players would be cool.
Title: Re: Athena Asamiya
Post by: StolenHope on April 07, 2011, 08:32:01 PM
Alright Guys I've been practicing alot with kensou,kim,king, kula, and k, now i want to expand my character solection so i was thinking Athena. So does anyone know the best way to start off a combo with Athena because so far i'm having a hard time closing in on the enemy and executing a combo at will. Any tips?
Title: Re: Athena Asamiya
Post by: Demoninja on April 07, 2011, 08:41:33 PM
This is just me but when I'm playing Athena I want to be far away from them. The only time i go in for a combo is when they whiff something huge or they're near the corner and i can get pretty big damage. Usually the majority of my damage comes from chip and anti airing and throws. If you do end up close I usually just cr.B cr.A into uppercut or I'll DC the uppercut into ex Psycho Ball combo. I think st.C works as well but it isn't my preferred method for some unknown reason.
Title: Re: Athena Asamiya
Post by: StolenHope on April 07, 2011, 08:59:02 PM
Oh okay that gives me a little hint on how to play with her now i just need a little strategy lol but thanks man!
Title: Re: Athena Asamiya
Post by: Ash on April 07, 2011, 11:52:43 PM
I think a good opener with her is backdash (and they don't jump or dash at you in the beginning) then slow psychoball. If they jump it, do psychosword. If they don't jump it, dash in behind the fireball and stand C into another slow psychoball.
Title: Re: Athena Asamiya
Post by: Demoninja on April 15, 2011, 01:32:35 AM
I think backdash with Athena is one of the strongest openers in the game. It gives her so many options and is pretty safe to do. I started using her again and I'm sorry I strayed from the light.
Title: Re: Athena Asamiya
Post by: SAB-CA on June 04, 2011, 01:07:29 AM
2011-05-22 KOF XIII KCE公開動画 その289第2回アニメ杯2-4 (http://www.youtube.com/watch?v=fUwGgGl_8TU)

From 5:30 on, you'll see one of the best Athena's seen on video in almost the past half a year...
Title: Re: Athena Asamiya
Post by: MUSOLINI on June 04, 2011, 02:40:20 AM
athenas ex teleport seems fucking godly in this game. i think all ex teleports probably are?
Title: Re: Athena Asamiya
Post by: Gravelneed on June 05, 2011, 01:15:52 AM
Is the unblockable after her command grab in this game?

I remember one vid of someone doing it but I couldn't tell if it was unblockable or the opponent just didn't block it the psycho ball.
Title: Re: Athena Asamiya
Post by: Ash on June 05, 2011, 03:36:24 AM
Is the unblockable after her command grab in this game?

I remember one vid of someone doing it but I couldn't tell if it was unblockable or the opponent just didn't block it the psycho ball.

Didn't work for me when I tried it, both with teleport or command throw.
Title: Re: Athena Asamiya
Post by: Kane317 on June 05, 2011, 07:32:22 AM
athenas ex teleport seems fucking godly in this game. i think all ex teleports probably are?

Duo Lon's Ex one sucks. You can still hit him at the end and beginning of it.

Is the unblockable after her command grab in this game?

I remember one vid of someone doing it but I couldn't tell if it was unblockable or the opponent just didn't block it the psycho ball.

Nope. I tried it once that video came out ages ago.
Title: Re: Athena Asamiya
Post by: MUSOLINI on June 05, 2011, 07:57:15 AM
athenas ex teleport seems fucking godly in this game. i think all ex teleports probably are?

Duo Lon's Ex one sucks. You can still hit him at the end and beginning of it.

that really sucks, especially considering its an ex. what about k's teleport btw, also just faster and not invicible? athena the only one with a godly teleport? these all the teleporters btw?
Title: Re: Athena Asamiya
Post by: Kane317 on July 21, 2011, 07:31:06 PM
The thread deserves a bump because of this (http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm15072844).
Title: Re: Athena Asamiya
Post by: Reiki.Kito on July 21, 2011, 09:25:51 PM
That's pretty insane. Some of those combos look really hard to do though, but it goes to show that with enough meter, you can make anyone really, really scary.
Title: Re: Athena Asamiya
Post by: Rex Dart on July 22, 2011, 01:18:31 AM
That 1 bar, 100% drive stun combo was pretty sick.
Title: Re: Athena Asamiya
Post by: Demoninja on July 22, 2011, 02:55:39 AM
I need to play Athena again. She's so sick.
Title: Re: Athena Asamiya
Post by: Kane317 on July 22, 2011, 03:28:32 AM
That 1 bar, 100% drive stun combo was pretty sick.

Was it an Athena combo?
Title: Re: Athena Asamiya
Post by: Rex Dart on July 22, 2011, 04:01:05 AM
That 1 bar, 100% drive stun combo was pretty sick.

Was it an Athena combo?
Yeah, the last one. At 4:24. Opponent was Raiden. It actually builds more meter than it uses.
Title: Re: Athena Asamiya
Post by: Kane317 on July 22, 2011, 04:21:28 AM
That 1 bar, 100% drive stun combo was pretty sick.

Was it an Athena combo?
Yeah, the last one. At 4:24. Opponent was Raiden. It actually builds more meter than it uses.

Yikes, how did I miss that?  Hmm the list of stun combo characters increases...and like most characters that have them, they end up building more meter than they began with.
Title: Re: Athena Asamiya
Post by: Demoninja on July 22, 2011, 04:38:49 AM
j.D, st.C, qcb+A, st.C, hcf+AC, qcb+A, j.f+B, qcb+D, dp+C (DC) qcf+K, j.f+B, qcb+D, dp+C (DC) qcf+K, j.f+B, qcb+D dp+C

Does this look right?
Title: Re: Athena Asamiya
Post by: Kane317 on July 22, 2011, 04:43:53 AM
j.D, st.C, qcb+A, st.C, hcf+AC, qcb+A, j.f+B, qcb+D, dp+C (DC) qcf+K, j.f+B, qcb+D, dp+C (DC) qcf+K, j.f+B, qcb+D dp+C

Does this look right?

It looks about right however it's difficult to tell the difference between her f.B and her air.f+B but other than that I think it's about right.  The second s.C is technically a far C.
Title: Re: Athena Asamiya
Post by: Demoninja on July 22, 2011, 04:57:39 AM
Lol Kane, my original draft I put f+B/j.f+B cause I wasn't sure. I just took out f+B for some reason.
Title: Re: Athena Asamiya
Post by: Rex Dart on July 22, 2011, 05:12:19 AM
She can only link her st.C after ;a psycho ball, right?
Title: Re: Athena Asamiya
Post by: 4leaf on July 22, 2011, 05:49:48 AM
Yeah. Faster recovery from a qcb+a.
Title: Re: Athena Asamiya
Post by: marchefelix on August 10, 2011, 11:54:04 PM
Call me slow if you want, but I just noticed that all of Athena's past costumes appear in her NM.

It would be really cool if someone could take pictures of all her costumes. I would like to see all her wardrobe in HD. ^_^
Title: Re: Athena Asamiya
Post by: SAB-CA on August 11, 2011, 12:06:14 AM
It would be really cool if someone could take pictures of all her costumes. I would like to see all her wardrobe in HD. ^_^

Already been done, though it'd be great to have higher quality!

(http://img13.imageshack.us/img13/408/7cc324b28d78d16d092302a.jpg)

There's also a variation where all the final Athena's appear in their Original-Athena Bikini's:

KOFXIII character COMBO ATHENA (http://www.youtube.com/watch?v=WveJGOWWBF4#ws)

(And people wonder which chick SNKP sees as their mascot!  ;))
Title: Re: Athena Asamiya
Post by: marchefelix on August 11, 2011, 06:31:47 PM
It would be really cool if someone could take pictures of all her costumes. I would like to see all her wardrobe in HD. ^_^

Already been done, though it'd be great to have higher quality!

(http://img13.imageshack.us/img13/408/7cc324b28d78d16d092302a.jpg)

There's also a variation where all the final Athena's appear in their Original-Athena Bikini's:

KOFXIII character COMBO ATHENA (http://www.youtube.com/watch?v=WveJGOWWBF4#ws)

(And people wonder which chick SNKP sees as their mascot!  ;))

lol no mention of 12... but then again, the 12 and 13 costumes are the same, just with different default colors.
Title: Re: Athena Asamiya
Post by: Demoninja on August 14, 2011, 08:40:28 AM
I saw some mention of this but I haven't really found a "it's this one" answer. Which of her normals can be used as an instant overhead?
Title: Re: Athena Asamiya
Post by: Sharnt on August 14, 2011, 09:18:18 AM
I saw some mention of twwwhis but I haven't really found a "it's this one" answer. Which of her normals can be used as an instant overhead?www
She doesn't have any "instant overhead", but on a hop you can do something close to this with the jump B and D, B one will easily cross up and D keep you before your opponent.
But use as "an instant overhead" you can't link anything after this and special cancel whose move, she can only special cancel jump A,C,CD.
Title: Re: Athena Asamiya
Post by: Kazuhiro on August 14, 2011, 04:18:57 PM
Hey guys. A guy who I'm subscribed to on Youtube posted a couple of XIII match vids in which there was a really good Athena player. Thought it was kinda cool to see an Athena blowing it up since it's kinda rare to see her in the first place. I don't know if it has been seen/posted already but either way, here they are.

2011/06/19 / KOFXIII / Playland Carnival [4/4] (http://www.youtube.com/watch?v=KcrHPCfIqvA#ws)

2011/06/19 / KOFXIII / Playland Carnival [2/4] (http://www.youtube.com/watch?v=m48NCgdxsJY#ws)
Title: Re: Athena Asamiya
Post by: Demoninja on August 16, 2011, 11:39:19 AM
Just gonna ask this again haha. Did anyone play her at Evo or SVB? Any info?
Title: Re: Athena Asamiya
Post by: Sharnt on August 16, 2011, 12:03:56 PM
Just gonna ask this again haha. Did anyone play her at Evo or SVB? Any info?
Wait the end of the gamescon some french people will make a patch note :>
Title: Re: Athena Asamiya
Post by: SAB-CA on October 07, 2011, 02:02:21 PM
This deserves to be posted here, sooo...

KOF XIII: Athena combo tutorial - Athena the Psychic-Powered Idol. (http://www.youtube.com/watch?v=V0sF2ZN4Opw#ws)
Title: Re: Athena Asamiya
Post by: TheRook on October 10, 2011, 11:48:50 PM
I've made a Athena Character Thread on SRK

http://shoryuken.com/forum/index.php?threads/kof-xiii-athena-asamiya.147283/ (http://shoryuken.com/forum/index.php?threads/kof-xiii-athena-asamiya.147283/)

I've talked to one of the mods there and asked if KOF would get a full thread, and they pretty much told me if it picks up someone gets the ball going over there, then it mite happen. If you guys could give me some feed back, it would help me make this and other threads i make better~

Edit: I've made some improvements~

credit to Kane and SAB-CA~
Title: Re: Athena Asamiya
Post by: Kane317 on November 01, 2011, 06:20:32 AM
First page has been updated with console changes.

---

* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Since there’s less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.
Title: Re: Athena Asamiya
Post by: Light on November 09, 2011, 09:30:12 AM
Can the recovery on Athena's "Psycho Ball" be compared to Guile's "Sonic Boom"? The recovery seems really fast. Of course I don't even know the recovery of her Psycho Ball lol.
Title: Re: Athena Asamiya
Post by: chrischunli on November 09, 2011, 10:37:04 AM
Can the recovery on Athena's "Psycho Ball" be compared to Guile's "Sonic Boom"? The recovery seems really fast. Of course I don't even know the recovery of her Psycho Ball lol.
Not quite, Psycho Ball is more like a Ryu fireball than anything.  Fast enough so that you can DP a reaction jump in, but slow enough that you can't block a preemptive jump in.
Title: Re: Athena Asamiya
Post by: Light on November 09, 2011, 05:07:08 PM
Can the recovery on Athena's "Psycho Ball" be compared to Guile's "Sonic Boom"? The recovery seems really fast. Of course I don't even know the recovery of her Psycho Ball lol.
Not quite, Psycho Ball is more like a Ryu fireball than anything.  Fast enough so that you can DP a reaction jump in, but slow enough that you can't block a preemptive jump in.

Okay, she seems to have good zoning capabilities + reflector and, teleports.
Title: Re: Athena Asamiya
Post by: X_Factor on November 21, 2011, 11:15:20 PM
Can the recovery on Athena's "Psycho Ball" be compared to Guile's "Sonic Boom"? The recovery seems really fast. Of course I don't even know the recovery of her Psycho Ball lol.

The only one you can compare to that would be her EX psycho ball.  Chasing behind that version can lead to mix ups and making your opponent make a mistake.  You have enough options to force a 50/50 on block or punish them for trying to jump it.

If you want to use more of those options, my opinion is to put her second on your team. 
Title: Re: Athena Asamiya
Post by: Emperor Paine on November 22, 2011, 12:57:31 AM
Just gonna ask this again haha. Did anyone play her at Evo or SVB? Any info?
I used her at EV but as for giving any real pointers I doubt I have any that hasn't already been disgusted here.
Title: Re: Athena Asamiya
Post by: GuamoKun on November 22, 2011, 01:16:59 AM
Should her teleport be used as a pseudo cross-over?

It is kinda punishable, but since the ex version is now able to be canceled at any time I think this can potentially led to more stuff.
Title: Re: Athena Asamiya
Post by: Emperor Paine on November 22, 2011, 11:01:27 AM
Should her teleport be used as a pseudo cross-over?

It is kinda punishable, but since the ex version is now able to be canceled at any time I think this can potentially led to more stuff.
I would say it'll all very on how the match is going. But yeah the ex is looking really good.
Title: Re: Athena Asamiya
Post by: GuamoKun on November 22, 2011, 09:22:03 PM
Should her teleport be used as a pseudo cross-over?

It is kinda punishable, but since the ex version is now able to be canceled at any time I think this can potentially led to more stuff.
I would say it'll all very on how the match is going. But yeah the ex is looking really good.

Hmm, Athena seems really solid this time around, ever since she was probably the only "SSS" tiered fighting game character ever in vanilla 2002 she's been getting weaker and weaker but in this game it looks like shes getting back to being a really good character.
Title: Re: Athena Asamiya
Post by: Light on November 25, 2011, 04:39:19 AM
How's her Standing B as a anti air? I was able to knock a opponent out the air but, really see people use her standing B as a anti air.
Title: Re: Athena Asamiya
Post by: X_Factor on November 28, 2011, 11:20:57 PM
How's her Standing B as a anti air? I was able to knock a opponent out the air but, really see people use her standing B as a anti air.

I noticed the limb did not go out as far as it seems with the animation.  Other than using reflector or psycho sword to AA, seems you just have to block or use meter to roll away.  I noticed that close standing D was a decent anti air if they tried to neutral jump, but that is the only time I could really use it.
Title: Re: Athena Asamiya
Post by: Kirah on November 28, 2011, 11:45:25 PM
I developed two setups for Athena:

Setup: 1
6or4 C/D > h9 > J6B

This is a deceptive crossup setup that also crosses up the opponent's inputs on wake up. This setup loses to Kensou when he does EX DP since the game automatically OSs his command backdash and secondly it loses to any charger character's reversal. Now if J6B hit you can confirm into j214D, if you want to be extra safe you can confirm into EX J214BD. Another note is if the opp rolls backward the setup os's and Athena will fall and catch the back roll and get hit with reflector. If they roll forward Athena gets telelport I have another theory is if you do 6or4 C/D > h9 > j6B > 426D/BD if you'll get command throw instead upon forward roll.

Setup: 2
426 A/C > 66 > 5D > 214AC > 66 > SJ > JC > J6B

An EX or double overhead setup, the second dash forward is to gauge where the opponent is going to roll forward, if the opp rolls back the orb catches there back roll in recovery. If they Jump Orb catches them and you can combo off the air hit. If they roll forward 2B meaty them or grab and rinse repeat into setup 1.
Title: Re: Athena Asamiya
Post by: GuamoKun on November 29, 2011, 02:33:58 AM
ATHENA ASAMIYA COMBO KOF XIII.wmv (http://www.youtube.com/watch?v=k68mY3Utgzc#)

performed by yours truly.

COMBO NOTATION

C, B+C, C, f+B, qcb+D-qcb+B, qcb+a, dp+C-qcf+B, qcb+A,dp+C-qcf+B, qcb+A, dp+C-qcf+B, qcb+A, hcb+fAC.

NOTES.
-You can add a jump in attack for extra damage.
-The trick to canceling her dp into her teleport is by pressing f+b instead of the ful qcf+B
-Replacing her psycho ball, psycho sword, teleport loops with a MAX canceled SDM/DM gives you about the same amount of damage. The combo shown is easier to pull off in a real match and costs only 2 power stocks and a full HD.
-Replacing any of her moves (besides the psycho balls) with an ex version is not worth it since Athena's damage scaling really kills her NEOMAX.

comments? questions? concerns?
Title: Re: Athena Asamiya
Post by: BioBooster on November 29, 2011, 02:50:23 AM
Should her teleport be used as a pseudo cross-over?

It is kinda punishable, but since the ex version is now able to be canceled at any time I think this can potentially led to more stuff.

I think using EX teleport for this is great for mixing it up. EX can be cancelled into specials or greater at any time. Normal teleport can be handy for appearing on the opponent as they wake up.
Title: Re: Athena Asamiya
Post by: marchefelix on December 05, 2011, 06:19:01 PM
I highly doubt this is possible, but after seeing that crazy Athena combo by SNK, I'll believe anything. So, I'd like someone to confirm it for me:

Can Athena cancel out of her Phoenix Arrow into something else (say, a Psycho Sword or a Shining Crystal Bit) while still rolling in the air?
Title: Re: Athena Asamiya (Arcade Version)
Post by: nilcam on December 06, 2011, 09:09:14 PM
Let's move this console discussion to the new thread: http://dreamcancel.com/forum/index.php?topic=1672.0 (http://dreamcancel.com/forum/index.php?topic=1672.0)