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The King of Fighters XIII/Athena Asamiya

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The King of Fighters XIII

OverviewStrategyDataCombos

Athena Asamiya


Movelist

Throws

Psychic Attack: Close, / + /


Command Normals

Phoenix Bomb: + (AIR OK)

Special Moves

Psycho Ball: + / (*)

Psycho Sword: + / (*)

Psycho Reflector: + / (*)

Phoenix Arrow: + / (AIR) (*)

Psychic Teleport: + / (*)

Super Psychic Throw: + / (*)


Desperation Moves

Shining Crystal Bit: x2 + / (*)

Shining Crystal Bit (Air): x2 + / (AIR)

Cancel: +++


NeoMax

Psycho Medley 13: + +

(*) = EX version possible
(AIR) = Only in the air
(AIR OK) = Can be done in the air

Athena's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere
Corner

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

1 Stock, No Drive Gauge

Anywhere
Corner

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

0 Stock, 1+ Drive Gauge Corner st.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

Gameplay Notes

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 and also Shining Crystal Bit in the air.

With enough meter, in the corner her mix-ups and damage potential increases because of her instant command throw (Super Psychic Throw), and her damaging juggles when confirmed of a crouching or standing heavy punch or juggles placed after the Super Psychic Throw. Her okizeme/wake-up options are quite strong thanks to her normal throw and her Super Psychic Throw which provides excellent space for many different setups. Without meter, her damage from her combos are a bit on the weak side but she can build meter rather quickly from her special moves. Athena does have very decent ground pokes, but her hit confirms into combos are rather short which also brings difficulty in confirming into HD consistently.

Overall, Athena is a good character for both beginners and advanced players who are looking for a fast, quick character who has excellent zoning capabilities, decent corner pressure, and good okizeme from her throws.
Pros Cons
  • Great zoning
  • Very Fast
  • Good pokes
  • 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
  • High jump arc
  • Weak mid-screen damage
  • Weak meter-less damage
  • Floaty jump
  • Mediocre HD combo damage
  • Very short hit-confirms into combos


Normals

Far Standing Normals

stand A
st.A
5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid command 4 5 8 +2 0 -

Chain-able, 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.

stand B
st.B
5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Mid command 5 5 10 0 -2 -

Chain-able, 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. When pressed repeatedly, it causes Athena to move slightly backward.

  • Be careful using it in close range because it whiffs on crouching opponents that are in blockstun and that aren't in hit stun.

stand C
st.C
5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Mid command 6 4 19 -2 -4 -

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.

stand D
st.D
5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Mid - 10 5 20 -4 -6 -

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.

Close Standing Normals

close C
cl.C
cl.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid command 5 4 16 +1 -1 -

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.

close D
cl.D
cl.D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid special 5 4 21 -4 -6 -

Not chain-able into her f+B but cancel-able into her special moves.
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.
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.

Crouching Normals

crouch A
cr.A
2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid command 4 3 7 +5 +3 -

Chain-able, has a fast start-up and is good for pressure.
Has lowest range than her st.A but more positif on block and hit, allow Athena to link cr.A into st.D(1F link).

crouch B
cr.B
2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Low special 4 4 9 +2 0 -

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.
This crouching kick has a rather low profile which can actually evade a few high projectiles (ex. Andy's qcb+P and Ash's b~f+C) when pressed repeatedly to keep her low.

crouch C
cr.C
2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid command 6 6 18 -3 -5 -

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 crouching opponents.

crouch D
cr.D
2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Low - 8 6 16 SKD -3 -

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.
It does not have any cancel-able properties at all, so be sure to make proper use of it since you can't do anything about it when it's active.

Jump Normals

jump A
j.A
j.A
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

jump A jump A

45 High special 6 12 Until Landing+1 - - -

hop A hop A

40 High special 6 10 Until Landing+1 - - -

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.

jump B
j.B
j.B
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

jump B jump B

45 High - 6 12 Until Landing+1 - - -

hop B hop B

40 High - 6 9 Until Landing+1 - - -

Jump knee, which is good for jump-ins and can easily cross-up standing and crouching opponents.

jump C
j.C
j.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
72 (70) High special 8 6 Until Landing+1 - - -

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.

jump D
j.D
j.D
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

jump D jump D

70 High - 7 7 Until Landing+1 - - -

hop D hop D

68 High - 7 6 Until Landing+1 - - -

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

Blowback Attack

stand CD
st.CD
CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
75 Mid command 12 8 14 SKD +1 -

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.

jump CD
j.CD
j.CD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

jump CD jump CD

90 Mid special 10 8 Until Landing+1 - - -

hop CD hop CD

80 Mid special 9 6 Until Landing+1 - - -

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.
Can be cancelled by her Phoenix Arrow+B/BD(qcb+B/BD in air) :
The B version increase the guard crush and build a bit of meter(End -1 if B arrow is blocked but very negative if whiffed) and the EX version to increase a lot more the guard crush(-2 on block).
But dont forget that a jump/hop CD is highly positive on block and maybe it's better to just dont cancel it and use this advantage to inflict some guard crush or any mindgame.

Throws

Psychic Attack

Psychic Attack
Close, b/f+C/D
Close, 4/6C/D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
100 - - - - - HKD - -

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

Phoenix Bomb
f+B (Air ok)
6B (Air ok)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

Raw 6B

50 Mid special 20 10 5 -18 -20 -

Canceled into Canceled into

50 Mid special 18 10 7 -19 -21 -

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.

j.f+B j.6B

60 High special 10 16 Until Landing+2 - - -

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 this move from her jump A/C or j.CD if it's blocked.
It also retains it's overhead ability when canceled from her jump normals which can be used as a mixup option if the normal his blocked first, then if the opponent is expecting a low attack.

Special Moves

Psycho Ball Attack

Psycho Ball Attack
qcb+A/C/AC
214A/C/AC
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb+A 214A

65 Mid super 16 - 29 +2 -1 -

qcb+C 214C

80 Mid super 13 - 35 -4 -7 -

qcb+AC 214AC

48x3 Mid super 32 - 27 +26 +23 -
  • A version travels slowly across the screen while the C version goes faster and deal more damage.
  • EX version has a really slow start-up but does three hits, travels very slowly with a large hitbox and can juggle airborne opponents.
    Using this version 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.

Athena forms a purple sphere then propels it at her opponent.
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 will 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).

Psycho Sword

Psycho Sword
dp+A/C/AC
623A/C/AC
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

dp+A 623A

50+20x2 Mid drive/super 4 17 50 SKD -35 Upper Body: 1 to 6 (6 frames)

dp+C 623C

65+25x4 Mid drive/super 8 19 65 SKD -58 Full: 1 to 8 (8 Frames)

dp+AC 623AC

80+35x2+48+35 Mid drive/super 6 19 49 SKD -42 Full: 1 to 9 (9 Frames) / Upper Body: 10 to 13 (4 Frames)

Classic rising uppercut attack that launch the opponent into the air.


A version : 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.


C version : Goes all the way into the air and does five hits, unlike the A version it's fully invincibility at start-up making it great as a reversal move.


EX version : Covers the same horizontal distance as A version and the same vertical distance than the C.
Full invincible during more frame than the C and followed by some upper boddy invincibilty, there is also a brief pause between the fourth and fifth hit making it easier to cancel.

Psycho Reflector

Psycho Reflector
qcb+B/D/BD
214B/D/BD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcb+B/D 214B/D

60 Mid - 11 20 29 SKD +1 -

qcb+BD 214BD

100 Mid - 11 20 29 SKD +5 -
  • B/D version counter physical attacks and reflect projectiles back to the opponent.
  • EX version add a Psycho ball when the shield reflect a projectile that juggles the opponent, allow Athena to combo if she's close enough.

Athena forms a purple shield to protect herself from attacks.
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 such.

Phoenix Arrow

Phoenix Arrow
j.qcb+B/D/BD
j.214B/D/BD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

j.qcb+B j214B

20x3 Mid drive/super 8 Until Landing Landing+19 +1 (lowest height) -3~-2(lowest height) -

j.qcb+D j214D

20x5+60 Mid drive/super 10 Until Landing,(15),11 32 SKD -25 -

j.qcb+BD j214BD

20x6+90 Mid drive/super 9 Until Landing,(12),5 15 SKD -2 -

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 : It's really hard to tell when she actually hits the ground and this version is safe but still minus meaning she can be thrown out of the move.
Players should be prepared to tech throws or avoid using this move against grapplers.


D version : Add a follow up at this attack, dealing some nice damage, can be used for combo but really unsafe on block.


EX version : Same but it deal more and it's faster than the D version.
The recovery allow Athena to juggle easily without spending any drive and is safe but minus on block, like the B version it's dangerous to use it against grappler.

Psychic Teleport

Psychic Teleport
qcf+B/D/BD
236B/D/BD
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

qcf+B 236B

- - - 21 (pre-teleport) - 12 (post-teleport) - - Full: 14 to 21 (8 Frames)

qcf+D 236D

80 Mid - - - 45 (total) - - Low: 4 to 12 (9 Frames)

qcf+BD 236BD

- Mid - - - 26 (total) - - Full: 1 to 12 (12 Frames) / Upper Body: 13 to 23 (11 Frames)
  • A version teleport near half of the screen but can only teleport through the opponent only at direct point blank range.
  • C version is slower but travel near than full screen.
  • EX version is the fastest and fully invincible at start-up making it an extremely good getaway tool during wake-up and you can also interrupt the dash with any special move.
    (hcf+P is the most useful interruption, especially when escaping the corner) without using any drive meter.

Athena does a pose then teleports close than half of the screen forward.
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.

Super Psychic Throw

Super Psychic Throw
hcf+A/C/AC
41236A/C/AC
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hcf+A/C 41236A/C

125 Unblockable - 7 1 35 HKD - Full: 1 to 7 (7 Frames)

hcf+AC 41236AC

80+60 Unblockable - 3 1 35 HKD - Full: 1 to 3 (3 Frames)
  • Normal and EX version as an invincible startup, deal damage when the opponent fall at the ground and HKD.
  • EX version start faster and also deal damage while launching the opponent.

Can combo from normals, Athena uses her psycho powers to command throw the opponent into the air and can choose to juggle them or to let they fall and hit the ground(Again causing an HKD).
Preferably used for mid-screen okizeme mixups or to finish the opponent off if they have 100 or less damage left.
Athena has a couple of cool and damaging juggle combos and air reset setups both mid-screen and corner if you prefer not to let them hit the ground.

Super Special Moves

Shining Crystal Bit

Shining Crystal Bit
hcbx2+A/C/AC (Air ok)
6321463214A/C/AC (Air ok)
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.

hfbx2+A/C 6321463214A/C

210 Mid Max 3 39(Earliest Cancel)~135 40 SKD -30 Full: 1 to 14 (14 Frames)

j.hfbx2+A/C j.6321463214A/C

210 Mid - 4 32 Until Landing+25 SKD -13 (lowest height) Full: 1 to 11 (11 Frames)

hfbx2+AC 6321463214AC

10x26+60 Mid Max 3 33 (Earliest cancel)~134 46 SKD -32 Full: 1 to 136 (136 Frames)
  • A version can be performed in the air and deal one big hit.
  • EX version cannot be performed in the air, has a vacuum effect that pulls the opponent into it and it does 27 hits instead of just one.
  • Both version can be cancelled by pressing A+B+C+D in same times.

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.

Neo Max Super Special Moves

Psycho Medley 13

Psycho Medley 13
hcb,f+AC
632146AC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
10x11+20+20x12+60 Mid - 7 14 29 HKD -24 Full: 1 to 20 (20 Frames)

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).
The start-up for this move is really fast making it really good for punishing anything from jump-ins to evasive rolls, or moves with poor recovery.

Old Moves List Description

Normal

s.A: 2 - 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 that are in blockstun and that aren't in hit stun. When pressed repeatedly, it causes Athena to move slightly backward. -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.


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. This crouching kick has a rather low profile which can actually evade a few high projectiles (ex. Andy's qcb+P and Ash's b~f+C) when pressed repeatedly to keep her low.

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 crouching opponents. -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. It does not have any cancel-able properties at all, so be sure to make proper use of it since you can't do anything about it when it's active. -3 frames on block.


hop A 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.

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

hop C 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.

hop D 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.

hop CDj. 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 this move from her jump A/C or j.CD if it's blocked. It also retains it's overhead ability when canceled from her jump normals which can be used as a mixup option if the normal his blocked first, then if the opponent is expecting a low attack.


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 will 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: Mid
  • 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 - This version covers the same horizontal distance as the light punch version. The invincibility compared to the strong punch version is increased by a small amount. There is a brief pause between the fourth and fifth hit making it easier to cancel.

  • Drive/Super Cancel-able
  • Hit Detection: Mid
  • 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 such.

(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: Mid
  • 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 using the move against 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: Mid
  • 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 weak version can only teleport through the opponent only at direct point blank range. 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 - Same speed as the weak version except it has complete invincibility at start-up making it an extremely good getaway tool during wake-up. You can also interrupt the dash with any special move (hcf+P is the most useful interruption, especially when escaping the corner) without using any drive meter.

  • Hit Detection: None
  • Damage: 0


Super Psychic Throw = hcf+P - Athena uses her psycho powers to command 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 combo 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 mid-screen okizeme mixups or to finish the opponent off if they have 100 or less damage left. Athena has a couple of cool and damaging juggle combos and air reset setups both mid-screen and corner if you prefer not to let them hit the ground.

(EX) = hcf+AC - The initial throw does damage this time, while Athena recovers much faster with more time to juggle the opponent. The range of the throw is slightly increased compared to the normal version.

  • Hard knockdown
  • 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.

(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. This EX version cannot be performed in the air.

  • Max Cancel-able
  • Hit Detection: Mid
  • 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: Mid
  • Damage: 10x11+20+20x12+60

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 = f+B 50 4 20 -20
Air Phoenix Bomb = air f+B 60 4 10 - Normal 2F, Cancel 6F
Throw = b/f+C/D 100 0 1 - Hard knock down
GCCD 4 0 13 -15 Startup Vs. wk 13,St 17,Jump 17
A Psycho Ball = qcb+A 65 4 16 -1 +6、Full animation 45F
C Psycho Ball = qcb+C 80 4 13 -7 Full animation 48F
A Psycho Sword1 = dp+A 50 5 4 -
A Psycho Sword2,3 20 3 - -35
C Psycho Sword1 = dp+C 65 5 8 -
C Psycho Sword2-5 20 3 - -54
Psycho Reflector = qcb+B/D 60 8 11 +1 no chip dmg, reflection 4F、 reflection recovery 12F
B Phoenix Arrow = qcb+B 20 1 5 -2~-4 ※-frames vary on how it hits
→DPhoenix Arrow = qcb+D 20 1 - - lowest pt in air B arrow 31F(includes backstep)
→DPhoenix Arrow2 60 8 - -25
Psychic Throw (fall) = hcf+P 125 0 7 - whiff 42F
Psychic Throw = hcf+P 0 0 - -
Psychic Teleport = hcf+B/D 0 0 - - wk animation 33F、st animation 45F
EX Psycho Ball1 = qcb+AC 48 0 32 -
EX Psycho Ball2,3 48 0 - +23
EX Psycho Sword1 = dp+AC 80 0 6 -
EX Psycho Sword2-3 35 0 - -
EX Psycho Sword4 48 0 - -
EX Psycho Sword5 35 0 0 -38
EX Psycho Reflector = qcb+BD 100 0 11 +5 no chip dmg, reflection 2F、reflection recovery 3F
EX Phoenix Arrow = qcb+BD 20 0 5 -
→EX Phoenix Arrow 20 0 - -
→EXアローN2 90 0 - -2
EX Psychic Throw = hcf+AC 80 0 3 - whiff 38F
EX Psychic Throw 60 0 - -
EX Psychic Teleport = hcf+BD 0 0 26 - full animation 26F(excluding slide)
Shining Crystal Bit = hcbx2+P 210 0 34(5) -30 Freeze 29、air startup 33(4)
EX Shining Crystal Bit1 = hcbx2+AC 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 = hcb,f+AC 10 0 - -
Psycho Medley 13 12-24 20 0 - -
Psycho Medley 13 25 60 0 - -

Videos, Links & References

Athena Asamiya (Combos, mix ups & safe jump)


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


Athena Hit Boxes

Contributors

Great Dark Hero [1]

choysauce

Desmond Delaghetto

t3h mAsTarOth...!

Tikok [2]

keykakko [3]

Discussion Threads

Discuss at Dream Cancel

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