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The King of Fighters XIII/Athena Asamiya/Strategy

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Revision as of 10:06, 6 April 2025 by Tensen (talk | contribs) (Created page with "{{CharNavbox XIII}} ==Spacing== ===Far Range=== Athena can focus on her ability to zone at this range and she has plenty of options from here as well. At a far range, it would be a good choice to perform Psycho Ball with varying speeds (using both qcb A and C) in time with the opponents movement. At mid screen, Athena can continue to back dash away and zone the opponent out with her projectile. She can also prevent others from getting too close with her DP or her Psyc...")
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The King of Fighters XIII

OverviewStrategyDataCombos

Spacing

Far Range

Athena can focus on her ability to zone at this range and she has plenty of options from here as well. At a far range, it would be a good choice to perform Psycho Ball with varying speeds (using both qcb A and C) in time with the opponents movement. At mid screen, Athena can continue to back dash away and zone the opponent out with her projectile. She can also prevent others from getting too close with her DP or her Psycho Reflect (her Psycho Reflect... hcb+K can be used to combat against mid-air opponents too). Of course, Athena can also reflect projectiles back at the opponent with her Psycho Reflect and follow up with another move. Athena is one of the best zoners in this game, and she can easily do a lot of damage, even from this range. EX Psycho Ball during the opponents super jump from out of range would be nice too. If the player anticipates on the opponent jumping in, Athena can hop or back dash away or preform a EX Psycho Ball to get a free combo to punish reckless jump ins. Athena has very good tools for keep away in general. Athena can also move further backwards by hopping or jumping and pressing f+B, much like how Iori can back dash while pressing b+B to move further back. If Athena is at a far range at mid screen, she can be annoying. If the opponent does attempt a jump in on you or try to rush you down out of range, you can carefully teleport with qcf+D to the other side at the same range, once they get close to you. Keep in mind that Athena can be hurt during her teleport unless it is the EX version, so time your teleports carefully and continue to play keep away. Also note that Athena can build meter with continued use of Psycho Reflect, even if it whiffs.

  • EX Psycho Ball is three hits and moves very slow. The start up is slow but it is very good to use pre-emptively, if you anticipate a reckless jump in or a roll. Control the opponents movement with Athena's Psycho Ball from this distance.
  • If the opponent closes in on you, teleport to the other side of the opponent. EX teleport is a very good keep away tool.
  • Use j.CD and Psycho Reflect to smack the opponent away as the draw close.
  • Athena's jumps causes her to travel at very far ranges. Super jumping out of range of the opponent attacks can help Athena out in her ability to zone around.
  • Athena can also cancel her jump and changes its trajectory with air qcb+B Phoenix Arrow. If the opponent jumps after the opponent, she can mix up the opponent while jumping. When you cancel her jump with air qcb+B Phoenix Arrow and if the opponent jumps, you can teleport out of the way, or you can conduct a punish combo on the opponent if they performed an unsafe move.
  • Athena's j.CD, air qcb+B, and her DM (both versions) are good air to air tools. So if the opponent makes continued use of jump ins, you can punish them.

Mid Range

Athena also does well at this range, but the player needs to be more cautious about her projectile use. Again, Athena does have pretty good anti-air options if the opponent tries to go for a jump in at this range. Athena can stop jump ins with DP, but Psycho Reflect is a much safer options because it will hurt opponents if they are too close and she recovers pretty quick from it, too. You CAN however, combo from a DP by drive canceling into her Psycho Ball to really do heavy damage. For example, the opponent jumps in: Athena would use DP+C [drive cancel] EX qcb+AC, f+B, air qcb+D follow up. Athena can use many of her special moves to keep the opponent out. At mid range, the player can choose to play more defensively and continue to use Psycho Ball and hcb+K to hinder the opponent rush down or she can rush the opponent down her self. Athena's j.CD also gives her better spacing tools. And last, Athena can use qcf+B or D to teleport in front of or behind the opponent. If the opponent is playing too defensive, Athena can use either version to get in their face and attack or mix them up. EX Teleport works very well in this situation as it is one of Athena greatest tools when used properly. Athena can really control space as long as she can keep her offensive and defensive rhythm in check, and stay out of the corner as much as possible.

  • If the opponent begins to do too many regular jumps or super jumps, you can punish with her DM, DP or Psycho Reflect at this range. You can also roll or EX teleport out of the way.
  • Athena can use her EX Psycho Ball to build up pressure. She can also use the EX Psycho Ball after the opponent suffers from a knockdown. Use EX Psycho Ball on the opponent wake up can pressure the opponent with block strings or mix ups (hop B, empty jump into cr.B, jumping f+B overhead, jumping qcb+B into another hop D, etc).
  • Cancel your jumps with air qcb+B to bait jump ins/unsafe moves and block them/punish them.
  • EX command grab works as a good counter action to badly timed jump ins or if the opponent starts getting too close from reckless offense.
  • Vary Athena's timing on Psycho Ball while at this range. Because, if the opponent possesses moves with projectile invincibility, Athena needs to be careful.
  • Use Athena's Psycho Reflect to keep the opponent from using projectile and to stop them from getting too close.

Close Range

It is usually best to stay at mid range with Athena because that's where some of her best tools are for winning a match. However, Athena has plenty of options up close and can be versatile at this range. Athena's hcf+P is a command grab, so Athena will not have much of a problem opening the opponents defenses up, especially if they get too reckless. Athena's normal moves are very good at this range as well. If Athena her self is in mid air, she should resort to air qcb+B Phoenix Arrow as it is pretty safe and a good mix up tool and combo starter. The only time you should be use air qcb+D is during a combo, as the D version of Phoenix Arrow is not safe at all. Athena can also capitalize with combos such as s.C, f+B, air qcb+D as combo finisher. EX Psycho Ball is a good move to open opponents up with because it is three hits, and it is relatively easy to follow up with a mix up combo, even if the opponent is trying to defend themselves. The Psycho Ball/EX Psycho Ball projectile should be used sparingly at varying speeds (moderate between the qcb+A and C) to keep the opponent at bay when you try to go for a rush down. Make use of Psycho Reflect if the opponent tries to rush you back down or get back on the offense and push them back on the defensive. Control your spacing so that if the opponent makes a mistake, Athena can capitalize and defend herself at the same time. Make continued use of Athena's normal moves to poke the opponent out and interrupt attacks. Her st.A, cr.B, cr.st.D and st.C are good options to use if you want to interrupt the opponents momentum but sure to carefully defend yourself as well and get out of close range when necessary.

  • Command grabs/EX command grabs work extremely well here, especially after crossing up or using EX teleport.
  • Cancel you jumps with

Cornered Opponent

If the opponent is cornered, Athena's ability to mix ups and rush down becomes a lot more intense. Athena can pressure her opponent with EX Psycho Ball for dishing out good mix ups and block strings. If the opponent blocks st.C, f+B combo, finish Athena's momentum air qcb+B because Athena will recover much faster and defend herself properly and prepare to tech throws. Athena should avoid using qcb+B if the opponent has a one frame command grab however, because she is vulnerable to those, unless she uses EX air qcb+BD Phoenix Arrow which has decent push back and some better recovery. Remember that Athena has a command grab of her own too, so use that if the opponent begins to block too much or to trap them. Also keep in mind that Athena can drive cancel into hcf+K command grab to actually continue her combo, after moves such as her DP (this works particularly well if the opponent is actually in mid-air, however). Use st.C and st.D as meaties to keep the pressure going. Use Athena's command throw to stop the opponent from rolling. Athena's st.C and Psycho Reflector to stop the opponent from jumping or hopping. If the character GC rolls out of the corner Athena can readjust and plan for defensive or offensive maneuvers. If the opponent is cornered and if Athena is at mid or further ranges, it will be a bit easier to trap and kill the opponents momentum, due to the options she has available at those ranges.

Cornered

Athena should NEVER be cornered. If Athena is cornered she can teleport her way out. Athena can also resort to EX hcf+K teleport to stay safe and get out of pressure and the opponents rush down. EX teleport and her EX command grab works well when you wish to take the pressure and if you crossed performed a cross up that lead Athena into the corner. While Athena's reversal game is good, her DP still isn't safe. Use st.C, j.CD, Psycho Reflect, and air B Phoenix Arrow (air qcb+B) to gradually push the opponent away. Note that Athena also has a very far jump, so Athena can super jump out of the corner once the opponent is about two characters away and they lack options to continue to their moves. Otherwise, stay out of the corner.


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.


Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • (LO) = Link only, not a frame trap.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) cr. A, far C - 3 frame gap between cr. A and far C.

2.) cr. A, cl. C (L) - 2 frame gap between cr. A and cl. C.

3.) cr. A, cr. C - 3 frame gap between cr. A and cr. C.

4.) cr. A, cl. D (L) - 2 frame gap between cr. A and cl. D.

5.) (close, hit confirmed, and at corner) qcb+A, far C (LO)

6.) qcb+B/D, st. A - 3 frame gap between qcb+B/D and st. A.

7.) qcb+B/D, cr. B - 3 frame gap between qcb+B/D and cr. B.

8.) qcb+BD, st. A - 1 frame gap between qcb+BD and st. A.

9.) qcb+BD, cr. B - 1 frame gap between qcb+BD and cr. B.

10.) qcb+BD, far C - 3 frame gap between qcb+BD and far C.


Mix Up Notes

  • Athena mix ups become a lot more viable in the corner.
  • Athena can cancel her jumps with air qcb+B or D. You should never use air qcb+D as it is very punishable. From air qcb+B, Athena has less recovery and will be able to defend against the opponents moves. She can also bait jumps with this move as well.
  • Air qcb+B into command grab/EX command grab. Athena can also perform air qcb+B and then jump forward for f+B for an overhead. If the overhead hits successfully, Athena can go for qcb+D/EX qcb+K.
  • She can also use her DM in mid air and cancel that too to make it safe if it whiffs.
  • After air qcb+B, Athena can follow up with cr.B or hop D. This works extremely well after a EX Psycho Ball. Keep in mind that cr.C is a good poking tool as well.
  • At mid screen, Athena can use her teleport. If Athena uses her D teleport and if the opponent is at mid range trying to defend, Athena will end up behind the opponent. Both versions of Athena's teleport travel a set distance. Vary between them to confuse the opponent, but watch out for projectiles. EX teleport eliminates chances of Athena getting hit during it's active frames.
  • Teleport into EX command grab. You can vary your teleports as one travels far and the other travels a short distance.
  • EX Psycho Ball or a meaty Psycho Ball on the opponents wake up can seriously limit the opponents ability to move and defend accordingly.


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.
  • Athena's dp+A can punish Andy's db~f+A on block at any push-back distance.


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

  • Punish his charge b~f+A on block with Athena's dp+P. Use her hcf+P command throw if the EX charge b~f+P is blocked.

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)

  • This match up is mostly in Athena's favor but be extremely cautious when Claw Iori has meter.
  • Claw Iori's EX qcb+K, EX DM, and Neo Max will go straight through projectiles. EX qcb+P also has invincibility on start up so don't let Claw Iori get too close and don't attack recklessly. You can punish many of Claw Iori's close range attacks with Athena's command grab.
  • Athena's Psycho Reflector can put a stop to most of Claw Iori's momentum and keep him from getting close. Use both qcb+A and qcb+C projectiles to keep Iori for getting close, but don't corner yourself as your zoning him out.
  • Claw Iori has a command throw too, but he does not do to well in mid air beside his j.C, j.B, and j.D. The Psycho Reflector can be a safe anti-air tool, with Athena's EX DP being next in line.
  • At further ranges, Claw Iori is not able to capitalize. Use Psycho Ball in moderation and try to apply pressure cautiously with Athena.

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 (DP+A) if Mai does a high jump or Psycho Reflector for a safer approach! Athena can also put a stop to Mai's jump ins with Psycho Reflect.
  • Keep your distance from Mai because her normals 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 Mai, but Mai's j.CD is also very dangerous and she has an air throw. Don't hang around in the air for too long.
  • 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 rush down, use that in moderation. EX Psycho Ball works pretty well too, especially if your zoning around.
  • Don't let Mai corner you. EVER. Psycho Reflect and teleport can really mess with Mai's game plan.
  • Keep in mind that Mai lacks a true reversal outside of two super meter stock. Pressure Mai carefully after a soft/hard knockdown.

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

  • Saiki's qcb+B after two crouching light kicks can be punished by Athena's dp+A. The last hit will gaze Saiki and knock him down but will do very minimal damage.

Shen Woo

  • Athena can only punish Shen's qcf+A and half charged qcf+C on block with her hcf+P or hcf+AC command throw.
  • Shen's blockstring of cl.C/cr.C, f+B, qcf+D can only be dealt with by Athena's hcf+AC.

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

  • Crack Shoot (qcb+K) can be swept under using Athena's crouching D while he's in mid-air.
  • Always use Athena's Psycho Reflector (qcb+K) against Terry's EX Power Wave (qcf+AC).

'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.
The King of Fighters XIII

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