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The King of Fighters XIII/Athena Asamiya

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File:Athena.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A - A quick slap attack, basic poke and fast, stops jump-ins etc

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B - A simple kick attack, goes high and has good reach

- Chain/Cancel-able

- Hit Detection: High

- Damage: 30


st. C - Forward punch, has good range so it can be used to punished whiffed moves

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D - Heavy kick, good range but it's slow

- Hit Detection: High

- Damage: 80


cl. C - Same as her far C but the range is a little shorter

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - High kick, really good vertical range

- Cancel-able

- Hit Detection: High

- Damage: 70

Crouching

cr. A - It's the same as her st. A except during crouching

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick, good reach to start combos from lows

- Chain-able

- Hit Detection: Low

- Damage: 30


cr. C - Crouch punch attack, good use when not too far from the opponent

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - Crouch kicks, knocks standing opponents down when hit, good reach but awful recovery so it can be easily punished if whiffed

- Hit Detection: Low

- Damage: 80

Jumping

j. A - jump light punch, just a quick hit in the air, good for air-to-air hits but not much else

- Cancel-able

- Hit Detection: Mid

- Damage: 45(40)


j. B - jump knee, a moderately simple move good for jump-ins I suppose

- Hit Detection: Mid

- Damage: 45(40)


j. C - air punch attack, a pretty good attack in air-to-air when they get close

- Cancel-able

- Hit Detection: Mid

- Damage: 72(70)


j. D - Good range, good priority, easily the preferred tool for jump-ins along with her slightly diagonal hitbox

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD - A hard shoulder tackle, okay reach, use it to fake out opponents

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD - Jump dual kick, comes out at a nice angle but you have to use it early to hit someone

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Psychic Attack = b/f + C/D close - Athena grabs the opponent, disappears then reappears above them kicking them to the ground

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Phoenix Bomb = f+B - Athena jumps into the the air then does a hip attack, makes her float for a short bit, it's an overhead on crouching opponents, has poor recovery if you whiff so try your best to combo into it when you use it offensively, also it should be noted that this move is extremely important in Athena's runaway game because when you use along with her backdash it makes her hop backwards much faster and much farther, the earlier you execute it the faster the dash is some keep that in mind.

- Cancel-able

- Hit Detection: High

- Damage: 50


Phoenix Bomb Air = f+B in air - It's executed the same way as the ground version except in the air now, a good air to air move if timed correctly and if you are already in the air higher than your opponent.

- Cancel-able

- Hit Detection: Mid

- Damage: 60

Special Attacks

Psycho Ball = qcb+P - Athena forms a purple sphere then propels it at her opponent, the weak version slowly travels across the screen while the strong version goes much faster and does more damage, this move is the key component of her zoning game so use it "sparingly", spamming it works but only if you have a back-up plan because your opponent will catch on sooner or later, using it in moderation will keep you on your feet and prevent you from being extremely predictable so keep that in mind, if your opponent catches on they may try to hyper hop over them to attack you so be sure to switch it up between weak/strong and different moves altogether, super cancel-able as soon as it's executed


(EX) = qcb+AC - Slow start-up but does three hits instead of one now, it also takes two projectiles to cancel it out

- Super Cancel-able

- Hit Detection: High

- Damage: 65/80/43x3


Psycho Sword = dp+P - Athena does a rising uppercut attack launching the opponent into the air, the weak version only goes slightly off the ground and does three hits, the weak version is mostly good for zoning because it doesn't go too far off the ground making it easier to time and more difficult to punish, the strong version goes all the way into the air and does five hits, unlike the weak version there's a small bit of invincibility at start-up making it great as a reversal move, both versions can be punished (more so the latter than the former) so be careful when using outside of combos, can be drive/super canceled on the last hit


(EX) = dp+AC - There is a brief pause between the fourth and fifth hit making it easier to cancel

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 50+20+20/65+25x4/80+35x2+48+35


Psycho Reflector = qcb+K - Athena forms a purple shield to protect herself from attacks, the weak version lasts a short time while the strong version lasts a bit longer and does more damage, this move can counter physical attacks and projectiles, physical attacks are at best countered when they attempt a jump-in, the difference with projectiles is that they're repelled as soon as they reach the shield causing them to bounce back, if you use it too early you can get it hit so watch yourself, despite that this move can counter physical moves it's main forte is against projectiles so try to use it as thus


(EX) = qcb+BD - Throws a psycho ball and the projectile thrown at the opponent, when the psycho ball hits it juggles the opponent so they get with the following projectile as well

- Hit Detection: High

- Damage: 60/100


Phoenix Arrow = qcb+K in air - Athena turns into a ball covered in psycho energy then continues to roll in a diagonal forward motion until she touches the ground, the weak version is safe but it's difficult to hit people with it, the strong version does more hits and at the end she lands on the ground and sticks her leg out to kick her opponent, the strong version is unsafe as soon as she sticks her leg out, this can be pretty useful when done after a successful cross-up but not much else, can be tiger knee'd into by pressing d/db/b/ub+K, can be drive/super canceled on the last hit

(EX) = qcb+BD in air - Same speed and execution as the strong version except it does more hits and has better recovery making it safe

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 20xN/20xN+20+60/20xN+20+90

Desperation Moves

Neomax

Combos

Tips

Miscellaneous

Character Sprite

Colors

Other

Links & References

Technical Reference

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