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The King of Fighters XIII/Athena Asamiya

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File:Athena new.gif


Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere
Corner

d.B , s.A , dp+C = 187 dmg
s.C , f+B , qcb+D = 225 dmg
hcf+P , qcb+A , qcb+C, dp+C = 275 dmg

1 Stock, No Drive Gauge

Anywhere
Corner

s.C , f+B , qcb+BD, run s.D = 303 dmg
s.C, f+B, qcb+BD, qcb+A , dp+C = 370 dmg

0 Stock, 1+ Drive Gauge Corner s.C, f+B, qcb+D, (DC) qcb+K, qcb+A, dp+C = 379 dmg

hcf+C, qcb+A, qcb+C, dp+C (DC), qcf+B, f+B, qcb+D, dp+C = 407 dmg


Gameplay Overview

Athena's play-style combines the elements of powerful zoning, speed, and pokes. Her psycho ball is one of the best projectiles in the game because of it's speed variations and her quick recovery, 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 and frame traps. Super Psychic Throw in the corner leads to very good damage. 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 use a character whose really fast, good at zoning, and tricking their opponents into making mistakes.


Gameplay Notes

Pros

  • Great zoning, possibly the best in the game
  • Very Fast
  • Good pokes
  • Doesn't rely on meter as much as other characters
  • Great as a battery or as a second character
  • Possesses many powerful options while in mid-air
  • Has a wide variety of options when the opponent is in the corner

Cons

  • Her zoning requires good timing
  • Damaging combos don't occur outside of the corner
  • Weak when cornered
  • Floaty jump
  • The timing of many damaging HD combos are a bit picky

Normals

Standing

s.A: - 25 damage, cancel-able & chain-able, hits mid. A quick slap attack, that has a nice sized hitbox which can stop incoming hops, and very close and deep jump-ins. It's very fast to the point that you can almost mash it repeatably and use it as a poke to check incoming hop attacks. This jab hits opponents while they are crouching, which is another plus. 0 frame on block.

s.B: - 30 damage, cancel-able & chain-able, hits mid. A simple high side-kick aimed at the opponent's head. It's a really good anti-air poke because it comes out fast and has great reach. Be careful using it in close range because it whiffs on crouching opponents. -2 frames on block.

s.C: - 80 damage, cancel-able, hits mid. A forward palm thrust that has decent range so it can be used to punished some whiffed moves. It has good pushback on block, and is cancel-able on block too. Prepare to hit confirm this punch into a combo if it properly connects. -4 frames on block.

s.D: - 80 damage, hits mid. This spinning heavy kick moves Athena forward a bit, and reaches over low attacks briefly. It's a very good poke to use when bobbing and weaving in and out of close range because it covers a nice distance and offers a good amount of pushback on block. It does have slow start-up so be careful using this against some characters who have normals or special moves that might hit Athena before it comes out. It's a good poke that helps Athena's ground game if used carefully. -6 frames on block.

cl. C - 70 damage, cancel-able, hits mid. A double palm thrust with almost the same uses as her far C. You will be using this frequently as it is a starter for many of her ground combos.

cl. D - 70 damage, cancel-able, hits mid. This high splits kick will come in handy against opponents trying to jump over you outside the corner, jumping towards you while you are in the corner, and to stop and catch opponents trying to escape corner pressure by trying to jump out. It's not chain-able into her f+B though, but it is cancel-able into her special moves. Using this kick is a safer option than the Psycho Sword (dp+P) in the above-mentioned situations because of its really narrow vertical range and its fast start up. -6 frames on block.

Crouching

cr. A - 25 damage, cancel-able & chain-able, hits mid. It has the same range as her st. A except done while crouching. Really fast start-up, good for pressure and is +3 frames on block.

cr. B - 30 damage, chain-able, hits low. A quick crouching kick, a really good poke that can start combos from lows. It has decent range, good start-up and neutral on block.

cr. C - 70 damage, cancel-able, hits mid. Crouch punch attack, comes out fast but be sure to use it when they're at least an arm's lengths away. The range is much farther than stand C, and its lowers her profile a bit, so it's a good answer against jabs and other normals that reach shoulder height level that whiffs on crouchers. -5 frames on block.

cr. D - 80 damage, hits low. This sweep has decent range, speed and it's whiff recovery isn't horrible. It also shrinks her hurtbox down low horizontally which can actually evade a few fireballs, high horizontal normals, and you can also use it to anti-air against certain jump normals from your opponent that may whiff on crouching opponents. -3 frames on block.

Jumping

j. A - 45 (40) damage, cancel-able, hits overhead. Jump light punch, just a quick hit in the air, good for air-to-air situations it is also cancel-able. If performed too early, it might whiff on crouching opponents.

j. B - 45 (40) damage, hits overhead. Jump knee, which is good for jump-ins and can easily cross-up standing and crouching opponents.

j. C - 72 (70) damage, cancel-able, hits overhead. An air slap attack, which good for air-to-air attacks, but jumping in may be a bit risk since it might whiff completely on crouching opponents if released too early.

j. D - 70 (68) damage, hits overhead. Good range, good priority, easily the preferred tool for jump-ins along with her slightly diagonal hitbox.

Blowback Attack

CD - 75 damage, whiff and hit cancel-able, hits mid. A hard shoulder tackle, good reach, and moves her forward a bit. Whiff canceling it can give some of her special moves some extra range.

j. CD - 90 (80) damage, cancel-able hits mid. A jumping drop kick, which comes out at a nice angle but comes out slowly which makes it a bit risky to use during jump-ins. It's best to cancel this j.CD into her light kick or EX version of her Phoenix Arrow (qcb+B/qcb+BD) which can either continue the pressure if blocked or build a small amount of meter if the j.CD hits.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack.

Throws

Psychic Attack = b/f + C/D close 100 damage, can be broken, hard knockdown. Athena grabs the opponent, disappears then reappears above them kicking them to the ground. The space between Athena and the opponent is ideal for cross-up setups and meaty attacks on their wake-up, especially since Athena recovers quickly after the throw knocks them down.

Command Moves

Phoenix Bomb = f+B 50 damage, cancel-able, hits mid. Athena jumps into the the air then does a hip attack making her float for briefly; it has poor recovery if you whiff so try your best to combo into it when you use it offensively. It should be noted that this move is extremely important in Athena's runaway game because when you use it along with her back dash, it becomes much faster and much farther; the earlier you execute it, the faster the dash will be.

Phoenix Bomb Air = f+B in air 60 damage, cancel-able, hits overhead. 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.

Special Attacks

Psycho Ball = qcb+P - Athena forms a purple sphere then propels it at her opponent. The weak version travels slowly 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 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. It travels very slowly and it can actually juggle airborne opponents for a brief time. Using this move is a viable zoning option because of the amount of time it's active on the screen which can make some players panic and try to find a way around it.

- 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, it 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. It 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. 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. B version Phoenix Arrow is -3 on recovery. That means she can be thrown out of the move. It's really hard to tell when she actually hits the ground, but she can be thrown out of the move. Players should be prepared to tech throws or avoid doing the move to grapplers, but also note your normals will probably beat out someone throwing out a 4 frame move or slower (Like a d.B or st.C move). Note, the strong version is unsafe as soon as she sticks her leg out.

(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, EX only

- Hit Detection: None

- Damage: 0


Super Psychic Throw = hcf+P - Athena uses her psycho powers to commmand throw the opponent into the air for a possible follow-up attack, if not they fall and hit the ground. There's also a bit of invincibility at start-up and it can be comboed into from light normals when you're right next to them; it also causes "hard knockdown" meaning they can't safe roll out of it as soon as they hit the ground. 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.

- Hit Detection: Close

- Damage: 125/80+60

Desperation Moves

Shining Crystal Bit = hcbx2+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) = hcbx2+AC - 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 = hcb f+AC - 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 (a wand, hammer, chain & ball, bow & arrow, mace, and 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). The guardians armor color change depending on how many hits you do (gold/green/purple) it seems kinda random though, the start-up for this move is almost instant which means it's very fast making it really good for punishing anything from jump-ins to evasive rolls, or moves with poor recovery.

- Hit Detection: High

- Damage: 10x11+20+20x12+60

Combos

Mid-screen Combos

No Stock/No Drive Guage

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

- j.D, st. C, qcb+C = 208 dmg

- st. C, f+B, qcb+D = 225 dmg


0 Stock, 1+ Drive Gauge

- j.C, st./cr. C, f+B, qcb+D (DC), qcb+A, hyperhop f+B, air qcb+D, dp+C = 453 dmg

  • must be 2/3 distance away from the corner


1 Stock, 0+ Drive Gauge

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

- hcf+P, f+B, qcb+BD, dash dp+C = 269 dmg

- st./cr. C, f+B, qcb+BD, (run) s.D = 303 dmg


1 Stock, 1+ Drive Gauge

- cr. B, cr. A, dp+A/C(1),(DC) qcb+AC, sh. f+B, qcb+D = 299 dmg

- st./cr. C/, f+B, qcb+D (DC), dp+AC = 296 dmg

- st./cr. C, hcf+AC, sh. f+B, qcb+D, (DC) dp+C = 251 dmg

- hcf+C, walk slightly, dp+C, (DC) qcb+AC, walk, sh. f+Bx5, qcb+D = 412 dmg

- st. C, dp+C, (DC) qcb+AC, walk, sh. f+Bx5, qcb+D = 484 dmg

2 Stocks, 1+ Drive Gauge

- st. C, f+B, qcb+D (DC), qcf+B, hcbx2+AC = 338 dmg

- hcf+P, hyperhop f+B, qcb+D (DC) qcf+B, hcbx2+AC = 405 dmg

- st. C, f+B, j.qcb+BD, dash, dp+A, (DC) qcb+AC, walk, sh. f+Bx5, qcb+D = 461 dmg

- hcf+C, dp+C, (DC) qcb+AC, walk, sh. f+Bx5, hcbx2+C = 518 dmg

- st. C, dp+C, (DC) qcb+AC, walk, sh. f+Bx5, hcbx2+C = 552 dmg

Corner Only

No Stock/No Drive Guage

- st./cr. C, qcb+A, dp+A = 209 dmg

- st./cr. C, qcb+A, st. C/cr. C, qcb+C = 271 dmg

- hcf+P, qcb+A, qcb+A, dp+C = 275 dmg

- hcf+P, qcb+P, sh. f+B, qcb+D, dp+C = 314 dmg


No Stock, 1+ Drive Gauge

- st. C, f+B, qcb+D, (DC) qcb+B, qcb+A, dp+C = 379 dmg

- hcf+C, qcb+A, qcb+C, dp+C (DC), qcf+B, f+B, qcb+D, dp+C = 407 dmg


1 Stock, 0+ Drive Gauge

- cr. B, cr. A, hcf+AC, sh. qcb+B, dp+C = 267 dmg

- j.C, st. C/cr. C, f+B, qcb+BD, j.qcb (2147)+D = 366 dmg

  • the j.qcb+D must be a reverse tiger knee

- st./cr. C, f+B, qcb+BD, qcb+A, dp+C = 370 dmg

- j.C, st. C/cr. C, f+B, qcb+BD, qcb+A, dp+C = 415 dmg

- cr. C, hcf+AC, qcb+P, sh. f+B, qcb+D, dp+C = 417 dmg


1 Stock, 1+ Drive Gauge

- cr. B, cr. A, dp+A/C(3), (SC) hcbx2+P, dp+A = 372 dmg

- j. C, st. C, f+B, qcb+D (SC) hcbx2+P = 410 dmg

- st. C, f+B, qcb+BD, qcb+A, dp+C (DC), qcf+B, hyper hop j.f+B, qcb+D, dp+C = 437 dmg

  • the hyper hop must be performed after the qcf+B as quickly as possible


2 Stocks, No Drive Gauge

- j.C, st./cr. C, f+B, qcb+BD, qcb+B, hcbx2+P = 452 dmg


2 Stocks, 1+ Drive Gauge

- cr. B, cr. A, hcf+AC, f+B, qcb+BD, f+B, qcb+D, dp+C = 415 dmg

  • must be started 2/3's away from the corner

- j.C, st. C, f+B, qcb+D (SC), hcbx2+AC = 476 dmg

- st. C, f+B, qcb+BD, qcb+A, dp+C (3) (DC), hcbx2+C, dp+A = 512 dmg

- j.C, st.C, f+B, qcb+D (DC), qcb+B, qcb+A, hcbx2+AC = 515 dmg


3 Stock, 1+ Drive Gauge

- st. C, f+B, qcb+BD, qcb+A, dp+C (3) (DC), hcbx2+C, hcbx2+C = 520 dmg

HD Combos

2 Stock

(1) (midscreen) st. C, [HD], st. C, f+B, qcb+D [SC], hcb,f+AC = 540 dmg

(2) (corner only) st. C [HD] st. C, f+B, qcb+D, [HDC] qcb+B, qcb+A, [dp+C, (HDC) qcf+B, qcb+A]x3, hcbx2+AC = 625 dmg

(3) (corner only) hcf+C, j.qcb+BC (HD Bypass), dp+A [HDC], qcf+B, [qcb+A, dp+C (HDC) qcf+B]x3, f+B, qcb+D, hcb,f+AC = 650 dmg

(4) (midscreen) hcf+P, j.f+BC, air qcb+D [HDC], qcf+B, dp+A [HDC], qcf+B, qcb+A, [dp+C, (HDC), qcf+B, qcb+A]x2, dp+C [HDC], qcf+B, hcb,f+AC = 674 dmg

(5) (corner only) st. C, [HD] st. C, f+B, qcb+D [HDC], qcb+B, qcb+A, [dp+C (HDC), qcf+B, qcb+A]x3 hcb,f+AC = 712 dmg

(6) (corner only) hcf+P, qcb+A, j.f+BC, air qcb+B, [dp+C, (HDC) qcf+B, qcb+A]x3, dp+C [HDC], qcf+B, f+B, air qcb+D, hcb,f+AC = 720 dmg


3 Stock

(1) (midscreen) cr.B, cr.B, delayed [HD] cr. C, dp+C [HDC], qcb+AC, walk, sh. f+Bx5, qcb+D [HDC], qcf+B, dp+A [HDC], qcf+B, walk, dp+A [HDC], qcf+B, qcb+C, hcb,f+AC = 734 dmg

(2) (midscreen) j.C, st. C, [HD] st. C, dp+C [HDC], qcb+AC, walk, sh. f+Bx5, qcb+D [HDC], qcf+B, dp+A [HDC], qcf+B, walk, dp+A [HDC], qcf+B, qcb+C, hcb,f+AC = 812 dmg

(3) (corner only) hcf+C, j.qcb+BC (HD Bypass), dp+A [HDC], qcf+B, [qcb+A, dp+C [HDC], qcf+B]x3, f+B, qcb+D, hcbx2+C, hcb,f+AC 774 dmg


4 Stock

(1) (midscreen) st. C, [HD] st. C, f+B, qcb+D [HDC], qcf+B, hcbx2+AC [Max Cancel last hit], hcb,f+AC = 732 dmg

Tips

  • The shortcut for performing a short hop Phoenix Arrow is "Reverse tiger knee+K" (d,d/b,b,ub+K/BD) in a quick swift motion
  • A few of Athena's combos involves the short hop f+B butt loop (example: st. C, dp+C (DC), qcb+AC, walk, sh. f+Bx5, qcb+D). This video tutorial shows exactly how to perform this loop: http://www.youtube.com/watch?v=zn2RS974GLQ
From this post onward are various posts by members trying to figure out the correct timing for the loop: http://dreamcancel.com/forum/index.php?topic=1672.msg47949#msg47949
  • The shortcut for performing 'dp+C (Drive Cancel) qcf+B' is 'dp,f+C then pressing (or holding down ) B by itself.


  • Athena Throw Crossup OS setup [1]

After C or D throw midscreen you do

short hop J6B (f+B) > J214BD (j. qcb+BD, may have to be performed as a qcf+BD to cross up)

1) Now the option select comes here, if J6B hits then J214BD combos and you convert.

2) If the opp blocks J214BD still has + frames so you continue your pressure.

3) If the opp rolls back, Athena lands from the J6B , and you get reflector which hits the back roll.

4) If the opponent rolls forward Athena EX teleports forward and tracks the opponent.

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

  • The match up here is even as Andy and Athena both have multiple tools at their disposal for winning a match
  • Athena has a much better zoning game than Andy does. At mid-screen Athena can anticipate a high jump in and use a Psycho Ball (qcf+C) or DP+C.
  • Athena has an advantage in air-to-air combat because of her command f.B move, as well air qcb+B or D.
  • Athena can easily reflect projectiles back at Andy, even the EX version. The qcb+K barrier also works for counter-acting many normal moves as well, should Andy get too close.


Ash Crimson

  • EX Psycho Ball and Ash's EX fireball will cancel each other out if Ash's SECONDARY fire ball hits the projectile. It will still count as a three hit if the EX Psycho Ball hits only the first EX fireball from Ash's!
  • Athena's qcb+K barrier will negate many of Ash's normals
  • Athena's j.CD can beat out Ash's j.CD and his other air normal moves if used preemptively.
  • Be cautious of Genei traps as they set up juggle states. Psycho Teleport will work well here if used carefully.

Athena Asamiya [mirror match]

Benimaru Nikaido

Billy Kane

  • Billy Kane is very dangerous but he can still get hit while he is actually attacking you due to the hit box dissonance from him utilizing a few of his long range normal move and his qcf+A/C.
  • Keep your distance. Billy has some of the best normals in the game such as s.C and f+A. Carefully zone him out with Psycho Ball and use Psycho Reflector (preferably the A version to avoid recovery) to stop his normals.
  • Don't jump too much - Billy has a very good DP, another special anti-air (his qcb+A/C), and several of his normals provide him with this quality. EX Psycho Arrow is a safe move to use in mid-air against a grounded Billy Kane if he is trying to out zone you.
  • Mashing Athena's s.A is a very good poke against Billy's j.C and even his f+A if you are locked down in the corner.

Chin Gentsai

Clark Still

Duo Lon

  • Suffers the same issues as Billy - hit box dissonance. It is still possible to hurt him with another normal or a special move he Duo is utilize a j.f+B or f+A.
  • Athena's j.CD can beat out Duo's j.CD if used preemptively.
  • Stay about two characters away from him and periodically utilize Psycho Reflector to the use of his normal moves.
  • Be prepared to apply the appropriate pressure with hops, normals, and Psycho Arrow (preferably the A or EX versions), to avert Duo's use of keep away and his f+B.
  • Watch out for Duo's d.C as it has anti-air properties.
  • Use Psycho Ball SPARINGLY because Duo EX teleport and all of his DM's. Duo can also hurt Athena with his f+B while she is attempting to perform Psycho Ball (this would apply to the majority of characters that have fireballs save for things like King).

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

  • Mai's high jump arcs will leave her exposed to Psycho Sword. Use Psycho Sword if Mai does a high jump or Psycho Reflector for a safer approach!
  • Keep your distance from Mai because her normal have much more priority than Athena's does - Psycho Throw works pretty well thanks to its invincibility frames. Periodically utilize Psycho Reflector if Mai gets too aggressive.
  • Try to keep out of the air and capitalize with Psycho Arrow when possible because Mai is also viable in mid-air. Athena's j.CD can work well against
  • Don't stand in one place for too long, because Mai can move across the screen nigh-automatically. Psycho Teleport and fundamental footsies apply very much here. Psycho Ball A has much less recovery, so if Mai decides
  • Don't let Mai corner you.

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

  • Athena's command throw beats out Robert's command throw as Robert does not have any sort of invincibility on his own.
  • Punish Robert's Hienshippukyaku (b charge f + D version) with C Psycho Ball or running toward him for a punish combo - Psycho Ball, Psycho Arrow, and air normals will also beat out Robert's Heinshippukyaku when Athena is above him.
  • EX Psycho Teleport away from the corner; Robert excel decently at corner pressure and hit confirming, especially on his opponents wake up.
  • Punish Robert's dive kick with Psycho Reflector - the dive kick also not a safe on guard.
  • Play keep away if Robert has more than one meter. Many of Athena's normal moves, Psycho Ball, and Psycho Sword (her DP) can beat out Robert's Ranbu special before he actually starts towards after the super freeze.

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki

  • Use cl.D against Yuri's demon flip dive kick setups on block to stop her while she is flipping over your head. It is more reliable and quicker than using her Psycho Sword which may whiff if timed improperly.
  • Use s.D to punish Yuri's EX hcb+K on block. It might be harder to punish at longer distances.

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 0
cr.A 25 3 4 +3
st.A 25 3 4 0
j.A 45 3 6 -
h.A 40 3 6 -
cl.B 30 3 5 -2
cr.B 30 3 4 0
st.B 30 3 5 -2
j.B 45 3 6 -
h.B 40 3 6 -
cl.C 70 7 5 -1
cr.C 70 7 6 -5
st.C 80 7 6 -4
j.C 72 7 8 -
h.C 70 7 8 -
cl.D 80 7 5 -6
cr.D 80 7 8 -3
st.D 80 7 10 -6
JD 70 7 7 -
h.D 68 7 7 -
CD 75 10 12 +1 hit with tip, up to +7F
j.CD 90 8 10 -
h.CD 80 8 9 -
Phoenix Bomb 50 4 20 -20
Air Phoenix Bomb 60 4 10 - Normal 2F, Cancel 6F
Throw 100 0 1 - Hard knock down
GCCD 4 0 13 -15 Startup Vs. wk 13,St 17,Jump 17
A Psycho Ball 65 4 16 -1 +6、Full animation 45F
C Psycho Ball 80 4 13 -7 Full animation 48F
A Psycho Sword1 50 5 4 -
A Psycho Sword2,3 20 3 - -35
C Psycho Sword1 65 5 8 -
C Psycho Sword2-5 20 3 - -54
Psycho Reflector 60 8 11 +1 no chip dmg, reflection 4F、 reflection recovery 12F
Phoenix Arrow 20 1 5 -2~-4 ※-frames vary on how it hits
→DPhoenix Arrow 20 1 - - lowest pt in air B arrow 31F(includes backstep)
→DPhoenix Arrow2 60 8 - -25
Psychic Throw (fall) 125 0 7 - whiff 42F
Psychic Throw 0 0 - -
Psychic Teleport 0 0 - - wk animation 33F、st animation 45F
EX Psycho Ball1 48 0 32 -
EX Psycho Ball2,3 48 0 - +23
EX Psycho Sword1 80 0 6 -
EX Psycho Sword2-3 35 0 - -
EX Psycho Sword4 48 0 - -
EX Psycho Sword5 35 0 0 -38
EX Psycho Reflector 100 0 11 +5 no chip dmg, reflection 2F、reflection recovery 3F
EX Phoenix Arrow 20 0 5 -
→EX Phoenix Arrow 20 0 - -
→EXアローN2 90 0 - -2
EX Psychic Throw 80 0 3 - whiff 38F
EX Psychic Throw 60 0 - -
EX Psychic Teleport 0 0 26 - full animation 26F(excluding slide)
Shining Crystal Bit 210 0 34(5) -30 Freeze 29、air startup 33(4)
EX Shining Crystal Bit1 10 0 32(3)) - Freeze 29
EX Shining Crystal Bit2-26 10 0 - -
EX Shining Crystal Bit27 60 0 - -32
PM13 1 10 0 36(7) -24 Freeze 29
Psycho Medley 13 2-11 10 0 - -
Psycho Medley 13 12-24 20 0 - -
Psycho Medley 13 25 60 0 - -

Videos

Athena Asamiya (Combos, mix ups & safe jump)


Athena midscreen combos (includes midscreen f+B loop tutorial)

Links & References

Contributors

Great Dark Hero

choysauce

Desmond Delaghetto

t3h mAsTarOth...!

Tikok [2]

keykakko [3]

Discussion Threads

Discuss at Dream Cancel

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