-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIII/Athena Asamiya
Gameplay Overview
Athena's play-style combines the elements of powerful zoning, speed, and pokes. Her psycho ball is possibly the best projectile because of it's size and speed, using it with her Psycho Teleport she can switch sides with the opponent or go right in their face to quickly throw them off. Her anti-airs involve using Psycho Sword and her shining crystal bit DM which also double as decent reversals. Against other projectiles Athena can simply use psycho reflector to reflect them back towards her opponent but also continue to zone them with psycho ball again. Athena has a myriad of tools once she's airborne, Phoenix Arrow works well when you are above opponents, switching between the weak and strong version will further confuse them, you can also Air Phoenix Bomb to hit opponents that are at a lower altitude but also Shining Crystal Bit in the air. In the corner she has good mix-ups with her instant overhead Phoenix Bomb that can also be canceled, and Super Psychic Throw to throw the opponent into the air for an easy follow-up attack. Her Neomax activates at a very quick speed so use it to punish opponents that like to use evasive roll. HD combos are generally simple but require good timing because of the very few hits you will do so you will be canceling a lot. Her play-style is well suited for people who like to zone and possibly trick their opponents into making mistakes.
Gameplay Notes
Pros
- Great zoning, possibly the best in the game
- Very Fast
- Doesn't rely on meter as much as other characters
- Has short but damaging combos
- Has a wide variety of options when the opponent is in the corner
Cons
- Her zoning requires good timing
- Weak when cornered
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, it's a really good AA poke because it comes out fast and has great reach
- Chain/Cancel-able
- Hit Detection: High
- Damage: 30
st. C - Forward punch, has okay range so it can be used to punished some whiffed moves
- Cancel-able
- Hit Detection: High
- Damage: 80
st. D - Heavy kick, nice reach 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 done while crouching
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, a really good poke that can start combos from lows
- Chain-able
- Hit Detection: Low
- Damage: 30
cr. C - Crouch punch attack, comes out fast but be sure to use it when they're at least an arm's lengths away
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - Crouch kicks, knocks standing opponents down when hit, good reach but also has awful recovery so it can be easily punished if you whiff it
- 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 slap 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, you can also use it the corner to quickly switch from a standing/crouching attack to an instant overhead, also it should be noted that this move is extremely important in Athena's runaway game because when you use along with her back dash 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, the shortcut to do the quick backdash is b/b/df+B.
- 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 (you have to be a little bit higher in the air than your opponent), you can also combo into with her jump A/C.
- 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 or evasive roll past them to attack you so be sure to switch it up between weak/strong and different moves altogether, it's also super cancel-able as soon as it's executed (as soon as it's released).
(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 preferably used 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 if whiffed (more so the latter than the former) so be careful when using outside of combos, can be drive/super canceled on the first 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 or a very laggy normal/command move because it requires a bit of timing, the difference with projectiles is that they're repelled as soon as they reach the shield (causing them to bounce back in other direction upon contact), if you use it too early you will most likely get hit because there's a small bit of vulnerability at start-up so watch yourself, despite the fact that this move can counter physical moves it's main forte is against projectiles so try to use it as thus.
(EX) = qcb+BD - A psycho ball is flung towards the opponent then the projectile is thrown back at the opponent afterwards, when the psycho ball hits it juggles the opponent so that 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
Psycho Teleport = qcf+K - Athena does a pose then teleports to the mid/far side of the screen, the weak version makes her travel 1/3 way across the screen while the strong version makes her go 3/4's across the screen, while it's mostly good for moving around it is also good for tricking your opponent if their reaction time isn't up to speed or if they're just sleepy, the only repercussion to this move it that she can be punished while she is teleporting so you have to time it correctly, try switching between the weak and strong version to further confuse them
(EX) = qcf+BD in air - Same speed and execution as the weak version except it has complete invincibility at start-up making it an extremely good getaway tool during wake-up, it's also drive/super cancel-able now which is executed midway during the dash
- Drive/Super Cancel-able
- Hit Detection: None
- Damage: 0
Super Psychic Throw = hcf+P - Athena uses her psycho powers to lift the opponent into the air for a possible attack if not they fall straight to the ground, has command throw properties, it can be combo'd into from light normals when you're right next to them, it also causes "hard knockdown" meaning it's un-rollable as soon as they hit the ground if you don't chose to do a follow-up attack, there's also a bit of invincibility at start-up as well, the initial throw doesn't do any damage but the knockdown does, preferably used for corner mix-ups and reversals etc.
(EX) = hcf+AC in air - The initial throw does damage this time, it also launches the opponent into high enough for a follow-up combo
- Drive/Super Cancel-able
- Hit Detection: Close
- Damage: 125/80+60
Desperation Moves
Shining Crystal Bit = hcfx2+P also in air, ABCD to cancel - Athena floats while the jewel she's wearing starts to glow then she forms a purple energy shield that covers her entire body for a brief period, there's a good chunk of invincibility at start-up making good for punishing anything from jump-ins to poorly timed moves, despite the wide hitbox she can still be punished as soon as the move is done but that's where the cancel aspect comes from, if you whiff this move whether when you're trying to punish someone's attack/jump-in/etc be sure to press ABCD simultaneously to immediately cancel it so that the opponent won't get the chance to punish you, all version can also be done in the air the same rules also apply
(EX) = hcfx2+AC also in air - Faster start-up, there is a vacuum effect that pulls the opponent into it and it does 27 hits instead of just one
- Max Cancel-able
- Hit Detection: High
- Damage: 210/10x26+60
Neomax
Psycho Medley 13 = hcfx2+P - Athena does pose then dashes across the screen, if she hits the opponent she summons her past iterations that proceed to ping pong the opponent in all directions of the screen in a pentagram like fashion thirteen times, after the thirteenth hit the real Athena appears with then summons six guardians holding weapons (wand, hammer, chain & ball, bow & arrow, mace, sword & shield) then she points then they turn into psycho balls hitting the opponent at the same time for another thirteen hits (26 hits altogether), another thing about this move is that the guardians armor color change depending on how many hits you do (gold/green/purple) or so it seems, this move activates very fast making it really good for punishing anything from jump-ins to evasive rolls, and moves with poor recovery.
- Hit Detection: High
- Damage: 10x11+20+20x12+60
Combos
- (Midscreen) hcf+P, j. f+B, qcb+BD, dash dp+C
- (Corner) j.C (CH), j. f+B, qcb+D
HD 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
Tips
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
http://www.youtube.com/watch?v=ibSZvON1U2M
Training Mode Videos
http://www.youtube.com/watch?v=rAZhprCf6QA
http://www.youtube.com/watch?v=ivKgqsnYCHk
http://www.youtube.com/watch?v=T5HKaQaZ51Q
http://www.youtube.com/watch?v=nY1dOl5Rwbo