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The King of Fighters XIII/Athena Asamiya
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
(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
(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