Difference between revisions of "SNK Heroines: Tag Team Frenzy/Athena Asamiya"

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[[Image:Characters_athena_thumb.png]]
{{TOClimit|2}}
[[File:SNKH Athena Profile.png|right]]


=Gameplay Overview=
==Profile==
A high school pop idol who fights for truth and justice. Her fighting style is based around the Psycho Power she was born with, combined with Chinese martial arts. She is serious and a hard worker with a bright and active personality. She can sometimes be a bit of a crybaby, though.


=Normals=
==Gameplan==


'''Close'''
Athena is a well-rounded character with great normals, special moves, and the most reliable SP item in the game.


cl. L:  
Notable normals:  


* 30 dmg
far L: This move is +1 on block making it an excellent pressure tool. This move beats jumping and mashing when done repeatedly on block.
* 1 hit


cl. H:
close L: It's 0 on block and has 4f startup, which makes it great for beating characters that have slower jabs.  


* 70 dmg
far.H: Good for poking and juggles, actually puts Athena in an airborne state, so she’ll go over low angled attacks like Terry’s Power Wave; this also allows for unblockable setups with the Daimon item. More notable in that it’s a solid poke to mess with anyone at range if you think they might try to approach via IAD-ing.
* 1 hit
* Launches on hit
* Can be jump canceled


===Recommended Partners===


'''Far'''
Mian: With these two characters on your team, you will always have an SP item that gives you a second chance at life.


Far L:
==Normal Moves==
====== <font style="visibility:hidden" size="0">c.L</font> ======
{{MoveData
|image=SNHK_Athena_fL.png
|caption=
|image2=SNHK_Athena_cLL.png
|caption2=
|image3=SNHK_Athena_cLLL.png
|caption3=
|name=c.L
|input=
|data=
{{AttackData-SNKH
|version=5L
|damage=30
|startup=4
|active=
|recovery=
|hitAdv=2
|blockAdv=0
|HTC=13
|BTC=11
|spirit=
|description=A quick elbow jab. It's 0 on block and quick startup, making it good for beating characters with slower jabs.
}}
{{AttackData-SNKH
|header=no
|version=5LL
|damage=
|startup=
|active=
|recovery=
|hitAdv=-1
|blockAdv=-3
|HTC=19
|BTC=17
|spirit=
|description=
}}
{{AttackData-SNKH
|header=no
|version=5LLL
|damage=
|startup=
|active=
|recovery=
|hitAdv=-5
|blockAdv=-10
|HTC=16
|BTC=14
|spirit=
|description=
}}
}}


* 30 dmg
====== <font style="visibility:hidden" size="0">c.H</font> ======
* 1 hit
{{MoveData
|image=SNHK_Athena_cH.png
|caption=
|name=c.H
|input=
|data=
{{AttackData-SNKH
|damage=70
|startup=5
|active=
|recovery=
|hitAdv=SKD
|blockAdv=17 (With Jump Cancel)
|HTC=SKD
|BTC=17
|spirit=
|description=* Launches on hit and can be jump canceled on guard.
}}
}}


====== <font style="visibility:hidden" size="0">f.L</font> ======
{{MoveData
|image=SNHK_Athena_cL.png
|caption=
|name=f.L
|input=
|data=
{{AttackData-SNKH
|damage=30
|startup=4
|active=
|recovery=
|hitAdv=3
|blockAdv=1
|HTC=13
|BTC=11
|spirit=
|description=A quick palm slap. Decent horizontal range and is +1 on block. This is her go-to move to start applying pressure. 
}}
}}


====== <font style="visibility:hidden" size="0">f.H</font> ======
{{MoveData
|image=SNHK_Athena_fH.png
|caption=
|name=f.H
|input=
|data=
{{AttackData-SNKH
|damage=70
|startup=10
|active=
|recovery=
|hitAdv=-3
|blockAdv=-5
|HTC=19
|BTC=17
|spirit=
|description=A wide roundhouse kick that moves Athena forward a bit. This move puts her in an airborne state, which means you can do unblockable setups with the Daimon.
}}
}}


Far H:
====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
|image=SNHK_Athena_jL.png
|caption=
|name=j.L
|input=
|data=
{{AttackData-SNKH
|damage=30
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=A short-ranged but quick knee attack. Mainly used as an instant air dash attack in her combos and for her safejumps after both Dream Finishes.
}}
}}


* 70 dmg
====== <font style="visibility:hidden" size="0">j.H</font> ======
* 1 hit
{{MoveData
|image=SNHK_Athena_jH.png
|caption=
|name=j.H
|input=
|data=
{{AttackData-SNKH
|damage=50
|startup=6
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=A short ranged but fierce aerial slap.
}}
}}


====== <font style="visibility:hidden" size="0">66H</font> ======
{{MoveData
|image=SNHK_Athena_66H.png
|caption=
|name=66H
|input=
|data=
{{AttackData-SNKH
|damage=80
|startup=13
|active=
|recovery=
|hitAdv=SKD (Gnd) / HKD (Air)
|blockAdv=-9
|HTC=SKD
|BTC=17
|spirit=
|description=Wall-bounces. Doesn't have much range, so you have to get very close to hit this move.
}}
}}


'''Dash'''
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=SNHK_Athena_FT.png
|caption=
|name=Forward Throw
|input=6L+G
|data=
{{AttackData-SNKH
|damage=100
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=Unblockable
|HTC=SKD
|BTC=
|spirit=
|description=Throw. Causes hard knockdown. In the corner, you can do meaty 5L which will beat jumping and mashing, but will lose to invincible DP's.
}}
}}


Dash H:
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
|image=SNHK_Athena_BT.png
|caption=
|name=Back Throw
|input=
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=Unblockable
|HTC=SKD
|BTC=
|spirit=
|description=Throw. Causes hard knockdown. You can do IAD j.L after throwing them in the corner as a safe jump.
}}
}}


* 80 dmg
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
* 1 hit
{{MoveData
* Wallbounce on hit
|image=SNHK_Athena_AT.png
|caption=
|name=Air Throw
|input=j.5L+G
|data=
{{AttackData-SNKH
|damage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=Unblockable
|HTC=SKD
|BTC=
|spirit=
|description=Throw. Causes hard knockdown. IAD j.L works as a safe jump afterward.
}}
}}


====== <font style="visibility:hidden" size="0">Assist</font> ======
{{MoveData
|image=SNHK_Athena_SP.png
|caption=
|name=Assist
|input=5I
|data=
{{AttackData-SNKH
|damage=
|startup=16
|active=
|recovery=
|hitAdv=
|blockAdv=
|HTC=
|BTC=
|spirit=
|description=Requires SP Item. Recovers a bit over 1 bar of life. Unlike other healing SP items like Zarina's, this will heal you instantly rather than over time.
}}
}}


==Special Moves==
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
|image=SNHK_Athena_5S.png
|caption=
|image2=SNHK_Athena_5SEX.png
|caption2=
|name=Psycho Ball
|input=5S
|data=
{{AttackData-SNKH
|version=Normal
|damage=40
|startup=13
|active=
|recovery=
|hitAdv=-6 / -14
|blockAdv=-6 / -16
|HTC=25
|BTC=24
|spirit=1.5
|description=
* Athena throws a psycho ball towards the opponent. Goes full screen.
* Hits once, will pop an airborne opponent up a bit higher.
* Can tag switch on whiff startup or h.
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=67
|startup=33
|active=
|recovery=
|hitAdv=19
|blockAdv=19
|HTC=45
|BTC=43
|spirit=0
|description=
Slow-moving, big, and oppressive. Three hits, and pops the opponent up like the normal one does. Doesn't disappear until it is off the screen.
}}
}}


'''Jump'''
====== <font style="visibility:hidden" size="0">2S</font> ======
 
{{MoveData
j. L:
|image=SNHK_Athena_2S.png
 
|caption=
* 30 dmg
|image2=SNHK_Athena_2SEX.png
* 1 hit
|caption2=
 
|name=Psycho Sword
j. H:
|input=2S
 
|data=
* 50 dmg
{{AttackData-SNKH
* 1 hit
|version=Normal
 
|damage=70
=Throws=
|startup=4 / 7
 
|active=
'''Forward throw:'''
|recovery=
 
|hitAdv=SKD / -47
* 100 dmg
|blockAdv=-41 / -49
* Causes hard knockdown
|HTC=19
* Can OTG after
|BTC=17
 
|spirit=1
 
|description=
'''Back throw:'''
* Athena’s anti-air. Three hits. Doesn’t typically recover fast enough for you to do anything after, but hitting the last hit on an already launched opponent may give you a chance to follow up in some way.
 
* Knockdown on 3rd hit
* 100 dmg
* Can cancel into Shining Crystal Bit on any hit
* Throws opponent behind
* Can tag switch on 1st or 2nd hit
 
}}
=SP=
{{AttackData-SNKH
|header=no
|version=EX
|damage=100
|startup=6
|active=
|recovery=
|hitAdv=SKD
|blockAdv=-40
|HTC=19
|BTC=17
|spirit=0
|description=
* 5 hits, and pretty much everything that applies to the standard Psycho Sword applies here, though you can actually hit a second one of these if the first knocks them high enough.
* This version has startup invulnerability, so you can counteract a few things with it.
}}
}}


'''SP:'''
====== <font style="visibility:hidden" size="0">4S</font> ======
* Recover Life (a bit over 1 bar)
{{MoveData
 
|image=SNHK_Athena_4S.png
=Special Moves=
|caption=
 
|image2=SNHK_Athena_4SEX.png
 
|caption2=
5S - '''Psycho Ball''': Athena throws a psycho ball towards the opponent. Goes full screen.
|name=Psycho Reflector
 
|input=4S
With Spirit:
|data=
* 40 dmg
{{AttackData-SNKH
* 1 hit (#frame count)
|version=Normal
* Cost: 1.5 bars
|damage=60
* Can tag switch on whiff startup or hit
|startup=10
 
|active=
Without Spirit:
|recovery=
* (add info)
|hitAdv=SKD - /6
 
|blockAdv=-2 / -6
EX Item:
|HTC=SKD
* (add info)
|BTC=21
 
|spirit=1
 
|description=
4S - '''Psycho Reflector''': Athena throws up a reflector to bounce projectiles back towards the opponent. Can be used to attack the opponent as well.
* Athena’s usual reflector shield. Hits the opponent once. If it touches the opponent, or if you successfully reflect a projectile with it, you recover faster. Fast enough to land a cl.H in the corner, in fact. Unlike the usual variant in KOF, however, it’s not potent enough to reflect super projectiles.
 
With Spirit:
* 60 dmg
* 1 hit (#frame count)
* Cost: 1 bar
* Knockdown on hit
* Knockdown on hit
* Can reflect projectiles
* Can reflect projectiles
* Can tag switch on hit
* Can tag switch on hit
* Cannot reflect items (SP counts as items)
* Cannot reflect items (SP counts as items)
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=70
|startup=10
|active=
|recovery=
|hitAdv=HKD
|blockAdv=2
|HTC=HKD
|BTC=19
|spirit=0
|description=
* This one has all the same properties as the normal Psycho Reflector, save for the added wallsplat to crumple that the EX Reflector adds. This also means it can’t reflect super projectiles.
}}
}}


Without Spirit:
====== <font style="visibility:hidden" size="0">j.S</font> ======
* (add info)
{{MoveData
 
|image=SNHK_Athena_jS.png
EX Item:
|caption=
* (add info)
|image2=SNHK_Athena_jSEX.png
 
|caption2=
 
|name=Phoenix Arrow
2S - '''Psycho Sword''': Athena summons her Psycho Sword to anti-air opponents, to use as a reversal or to use as a combo finisher.
|input=j.S
 
|data=
With Spirit:
{{AttackData-SNKH
 
|version=Normal
* 70 dmg 3-hits (25-25-20) (#frame count)
|damage=86
* Cost: 1 bar
|startup=10
* Knockdown on 3rd hit
|active=
* Can cancel into Shining Crystal Bit on any hit
|recovery=
* Can tag switch on 1st or 2nd hit
|hitAdv=SKD = / 18
 
|blockAdv=-17 / -19
Without Spirit:
|HTC=SKD
* (add info)
|BTC=15
 
|spirit=1
EX Item:
|description=
* (add info)
* Typically gets its hits depending on the height you hit the move at, usually capping out at 5 hits. If you pass by the opponent during it, Athena will autocorrect during the kick at the end so she can still hit them. If the opponent is cornered, you can follow up with cl.H.
 
 
j.S - '''Phoenix Arrow''': Athena rolls in the air diagonally towards the opponent. When she reaches the ground, she releases a heavy kick.
 
With Spirit:
* 86 dmg 5-hits (10-10-10-10-46)# Damage x # Hits (#frame count)
* Cost: 1 bar
* Knockdown on final hit
* Knockdown on final hit
* Can tag switch on final hit
* Can tag switch on final hit
}}
{{AttackData-SNKH
|header=no
|version=EX
|damage=106
|startup=9
|active=
|recovery=
|hitAdv=SKD
|blockAdv=1
|HTC=SKD
|BTC=17
|spirit=0
|description=
* Like the Psycho Reflector, this shares all its traits with its normal counterpart, but it recovers MUCH faster than the standard version. If you hit it midscreen, you can follow up with a quick iad.H. Follow ups are, of course, much easier to manage in the corner, though. This one seems to cap out at 4 hits, though, even if you hit it higher up.
}}
}}


Without Spirit:
==Dream Finish==
* (add info)
====== <font style="visibility:hidden" size="0">5D</font> ======
 
{{MoveData
EX Item:
|image=SNHK_Athena_5D1.png
 
|caption=
=Dream Finish=
|image2=SNHK_Athena_5D2.png
 
|caption2=
'''5D'''
|name=Crystal Shoot
 
|input=5D (air ok)
* 300 dmg/ 1 hit(#frame count)
|data=
{{AttackData-SNKH
|damage=300
|startup=11
|active=
|recovery=
|hitAdv=HKD
|blockAdv=-28 (Gnd)
|HTC=
|BTC=
|spirit=4
|description=
* Athena charges a blast, then tosses it forward. It eats standard projectiles. The aerial version always goes diagonally downward. Holding D will let you hold the move, but it doesn’t make it any more powerful.
* Can charge this attack by holding the button
* Can charge this attack by holding the button
* Charging does not increase dmg
* Causes hard knockdown
* Causes hard knockdown
* You can get a safe jump off of this move in the corner by doing a dash jump, and that the apex of her jump arc, doing IAD and j.L.
}}
}}


 
====== <font style="visibility:hidden" size="0">2D</font> ======
'''2D'''
{{MoveData
 
|image=SNHK_Athena_2D1.png
* 350 dmg
|caption=
* 1 hit
|image2=SNHK_Athena_2D2.png
* Cost: 4 bars
|caption2=
* Can be done in air
|name=Shining Crystal Bit
|input=2D (air ok)
|data=
{{AttackData-SNKH
|damage=350
|startup=4
|active=
|recovery=
|hitAdv=HKD
|blockAdv=-3 (Gnd)
|HTC=
|BTC=
|spirit=4
|description=
* Air ok.
* Athena forms a series of orbs that circle her. Whether on the ground or in the air, the damage is the same. Not pressing a button will keep the orbs spinning around you for a few seconds. They give some projectile protection and startup invul, and can hit an opponent who gets too close, but Athena CAN be hit out of it if you’re in it too long. Pressing D will cancel the move early.
* Can hit twice, separate hits will not combo
* Can hit twice, separate hits will not combo
* Causes hard knockdown
* Causes hard knockdown
}}
}}


=Combos=
==Combos==
''For information on combo notation, please refer to [[SNK_Heroines:_Tag_Team_Frenzy/Controls#Notation|this page]].''


L = Light attack
===Mid-screen===
====1000 health====
* IAD.H, L,L,H, j.5S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~2S xx 2D '''(479 damage)'''
* j.H, L,L,H, 66H, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~2S xx 2D '''(489 damage)'''
* IAD.H, L,L,H, 66H, walk(4), far.H~4S, 66H, cl.H, jc.H, 66H, IAD.L, 66H, 2S xx 2D '''(518 damage)'''


H = Heavy attack
====500 health====
* j.H, L,L,H, far.H~5S, 66H, IAD.H, 66H, IAD.L, 66H, 4S, cl.H, jc.5S, 2S xx 2D '''(522 damage)'''
* IAD.H, walk(6), L,cl.H, 66H, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, j.5S xx 2D '''(534 damage)'''
* j.H, L,L,H, 66H, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, jc.5S, 2S xx 2D '''(557 damage)'''


d = dash
===Corner===
====1000 health====
* j.H, L,L,H, cl.H, jc.H, 66H, 5S, dash, 66H, IAD.L, 66H, 2D '''(476 damage)'''
* j.H, L,L,H, cl.H, 66H, dash, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, 2D '''(508 damage)'''
* j.H, L,L,H, cl.H~5S, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2D '''(510 damage)'''


j = jump
====500 health====
* j.H, L,cl.H, 66H, walk(4), far.H~4S, 66H, 5S, 66H, j.5S xx 2D '''(487 damage)'''
* j.H, L,L,H, cl.H~5S, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2S xx 2D '''(524 damage)'''
* j.H, L,L,H, cl.H, jc.H, 66H, 5S, dash, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2S xx 2D '''(532 damage)'''


jd = jump air dash
===Corner-carry===
====1000 health====
* L,L,H, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, cl.H, 66H, 2D '''(479 damage)'''
* L,L,H, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, cl.H, 66H, 2D '''(497 damage)'''


c = close
====500 health====
* L,L,H, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, 66H, 2S xx 2D '''(517 damage)'''
* L,L,H, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, 66H, 2S xx 2D '''(535 damage)'''


D = Dream Finish
==Videos==
{{#ev:youtube|Wd8TU_R_SRs|||'''SNK Heroines - Athena Combos''' by [https://twitter.com/AriaMikado Mikadok]|frame}}
{{#ev:youtube|6UwDfE-LNIM|||'''SNK Heroines Athena Combo Exhibition (NO ITEMS)''' by [https://twitter.com/Combonauts COMBONAUTS]|frame}}
{{#ev:youtube|A2X2iWK23NY|||'''SNK Heroines Athena Asamiya Combo (No Items)''' by [https://twitter.com/Ky_Dragon_ Ky-Dragon]|frame}}
{{#ev:youtube|W0Xu6IEEHFQ|||'''SNKヒロインズ コンボ アテナ''' by [https://twitter.com/koichinko Goziline Koichi]|frame}}


S = special
==Costumes==
{{Costumes-SNKH|Character=SNKH Athena}}


4 = direction away from opponent
==External Links==
*[https://docs.google.com/spreadsheets/d/1ymluKechf6RzEm0hVAnpuE-F4l47IBilWh3ePCT4oxg/edit#gid=0 SNKH Athena Frame Data]


6 = direction towards the opponent
{{Navbox SNKH}}
 
5 = no direction/neutral
 
T = throw
 
'''center'''
 
L > L > H > dH > cH > jH > dH > D
 
L > L > H > R1
 
L > L > H > jdL > dH > jdH > dH > S > dH > cH > dH > D
 
'''near corner'''
 
L > L > L > 4S > fH > 5S > dH > cH > jH > jT
 
'''corner'''


L > L > L > 4S > 6 > cH > jdH > dH > jdL > dH > S > dH > H
[[Category:SNK Heroines: Tag Team Frenzy]]
 
[[Category:Athena Asamiya]]
=Videos=
 
 
{{#ev:youtube|kN0wUlSxHf4I}}
 
{{#ev:youtube|W0Xu6IEEHFQ}}
 
{{#ev:youtube|YS2DrzpGsbQ}}
 
=External Links=
 
{{Navbox SNKH}}
[[Category:SNK Heroines Tag Team Frenzy]] [[Category: SNKH]]

Latest revision as of 13:52, 11 December 2020

SNKH Athena Profile.png

Profile

A high school pop idol who fights for truth and justice. Her fighting style is based around the Psycho Power she was born with, combined with Chinese martial arts. She is serious and a hard worker with a bright and active personality. She can sometimes be a bit of a crybaby, though.

Gameplan

Athena is a well-rounded character with great normals, special moves, and the most reliable SP item in the game.

Notable normals:

far L: This move is +1 on block making it an excellent pressure tool. This move beats jumping and mashing when done repeatedly on block.

close L: It's 0 on block and has 4f startup, which makes it great for beating characters that have slower jabs.

far.H: Good for poking and juggles, actually puts Athena in an airborne state, so she’ll go over low angled attacks like Terry’s Power Wave; this also allows for unblockable setups with the Daimon item. More notable in that it’s a solid poke to mess with anyone at range if you think they might try to approach via IAD-ing.

Recommended Partners

Mian: With these two characters on your team, you will always have an SP item that gives you a second chance at life.

Normal Moves

c.L
c.L
SNHK Athena fL.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
5L 30 4 - - 2 0 13 11 -

A quick elbow jab. It's 0 on block and quick startup, making it good for beating characters with slower jabs.

5LL - - - - -1 -3 19 17 -
5LLL - - - - -5 -10 16 14 -
c.H
c.H
SNHK Athena cH.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 5 - - SKD 17 (With Jump Cancel) SKD 17 -
  • Launches on hit and can be jump canceled on guard.
f.L
f.L
SNHK Athena cL.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 4 - - 3 1 13 11 -

A quick palm slap. Decent horizontal range and is +1 on block. This is her go-to move to start applying pressure.

f.H
f.H
SNHK Athena fH.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 10 - - -3 -5 19 17 -

A wide roundhouse kick that moves Athena forward a bit. This move puts her in an airborne state, which means you can do unblockable setups with the Daimon.

j.L
j.L
SNHK Athena jL.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 6 - - - - - - -

A short-ranged but quick knee attack. Mainly used as an instant air dash attack in her combos and for her safejumps after both Dream Finishes.

j.H
j.H
SNHK Athena jH.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 6 - - - - - - -

A short ranged but fierce aerial slap.

66H
66H
SNHK Athena 66H.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
80 13 - - SKD (Gnd) / HKD (Air) -9 SKD 17 -

Wall-bounces. Doesn't have much range, so you have to get very close to hit this move.

Universal Mechanics

Forward Throw
Forward Throw
6L+G
SNHK Athena FT.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 - - - - Unblockable SKD - -

Throw. Causes hard knockdown. In the corner, you can do meaty 5L which will beat jumping and mashing, but will lose to invincible DP's.

Back Throw
Back Throw
SNHK Athena BT.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - Unblockable SKD - -

Throw. Causes hard knockdown. You can do IAD j.L after throwing them in the corner as a safe jump.

Air Throw
Air Throw
j.5L+G
SNHK Athena AT.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - Unblockable SKD - -

Throw. Causes hard knockdown. IAD j.L works as a safe jump afterward.

Assist
Assist
5I
SNHK Athena SP.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- 16 - - - - - - -

Requires SP Item. Recovers a bit over 1 bar of life. Unlike other healing SP items like Zarina's, this will heal you instantly rather than over time.

Special Moves

5S
Psycho Ball
5S
SNHK Athena 5S.png
SNHK Athena 5SEX.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 40 13 - - -6 / -14 -6 / -16 25 24 1.5
  • Athena throws a psycho ball towards the opponent. Goes full screen.
  • Hits once, will pop an airborne opponent up a bit higher.
  • Can tag switch on whiff startup or h.
EX 67 33 - - 19 19 45 43 0

Slow-moving, big, and oppressive. Three hits, and pops the opponent up like the normal one does. Doesn't disappear until it is off the screen.

2S
Psycho Sword
2S
SNHK Athena 2S.png
SNHK Athena 2SEX.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 70 4 / 7 - - SKD / -47 -41 / -49 19 17 1
  • Athena’s anti-air. Three hits. Doesn’t typically recover fast enough for you to do anything after, but hitting the last hit on an already launched opponent may give you a chance to follow up in some way.
  • Knockdown on 3rd hit
  • Can cancel into Shining Crystal Bit on any hit
  • Can tag switch on 1st or 2nd hit
EX 100 6 - - SKD -40 19 17 0
  • 5 hits, and pretty much everything that applies to the standard Psycho Sword applies here, though you can actually hit a second one of these if the first knocks them high enough.
  • This version has startup invulnerability, so you can counteract a few things with it.
4S
Psycho Reflector
4S
SNHK Athena 4S.png
SNHK Athena 4SEX.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 60 10 - - SKD - /6 -2 / -6 SKD 21 1
  • Athena’s usual reflector shield. Hits the opponent once. If it touches the opponent, or if you successfully reflect a projectile with it, you recover faster. Fast enough to land a cl.H in the corner, in fact. Unlike the usual variant in KOF, however, it’s not potent enough to reflect super projectiles.
  • Knockdown on hit
  • Can reflect projectiles
  • Can tag switch on hit
  • Cannot reflect items (SP counts as items)
EX 70 10 - - HKD 2 HKD 19 0
  • This one has all the same properties as the normal Psycho Reflector, save for the added wallsplat to crumple that the EX Reflector adds. This also means it can’t reflect super projectiles.
j.S
Phoenix Arrow
j.S
SNHK Athena jS.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 86 10 - - SKD = / 18 -17 / -19 SKD 15 1
  • Typically gets its hits depending on the height you hit the move at, usually capping out at 5 hits. If you pass by the opponent during it, Athena will autocorrect during the kick at the end so she can still hit them. If the opponent is cornered, you can follow up with cl.H.
  • Knockdown on final hit
  • Can tag switch on final hit
EX 106 9 - - SKD 1 SKD 17 0
  • Like the Psycho Reflector, this shares all its traits with its normal counterpart, but it recovers MUCH faster than the standard version. If you hit it midscreen, you can follow up with a quick iad.H. Follow ups are, of course, much easier to manage in the corner, though. This one seems to cap out at 4 hits, though, even if you hit it higher up.

Dream Finish

5D
Crystal Shoot
5D (air ok)
SNHK Athena 5D1.png
SNHK Athena 5D2.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
300 11 - - HKD -28 (Gnd) - - 4
  • Athena charges a blast, then tosses it forward. It eats standard projectiles. The aerial version always goes diagonally downward. Holding D will let you hold the move, but it doesn’t make it any more powerful.
  • Can charge this attack by holding the button
  • Causes hard knockdown
  • You can get a safe jump off of this move in the corner by doing a dash jump, and that the apex of her jump arc, doing IAD and j.L.
2D
Shining Crystal Bit
2D (air ok)
SNHK Athena 2D1.png
SNHK Athena 2D2.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 4 - - HKD -3 (Gnd) - - 4
  • Air ok.
  • Athena forms a series of orbs that circle her. Whether on the ground or in the air, the damage is the same. Not pressing a button will keep the orbs spinning around you for a few seconds. They give some projectile protection and startup invul, and can hit an opponent who gets too close, but Athena CAN be hit out of it if you’re in it too long. Pressing D will cancel the move early.
  • Can hit twice, separate hits will not combo
  • Causes hard knockdown

Combos

For information on combo notation, please refer to this page.

Mid-screen

1000 health

  • IAD.H, L,L,H, j.5S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~2S xx 2D (479 damage)
  • j.H, L,L,H, 66H, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~2S xx 2D (489 damage)
  • IAD.H, L,L,H, 66H, walk(4), far.H~4S, 66H, cl.H, jc.H, 66H, IAD.L, 66H, 2S xx 2D (518 damage)

500 health

  • j.H, L,L,H, far.H~5S, 66H, IAD.H, 66H, IAD.L, 66H, 4S, cl.H, jc.5S, 2S xx 2D (522 damage)
  • IAD.H, walk(6), L,cl.H, 66H, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, j.5S xx 2D (534 damage)
  • j.H, L,L,H, 66H, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, jc.5S, 2S xx 2D (557 damage)

Corner

1000 health

  • j.H, L,L,H, cl.H, jc.H, 66H, 5S, dash, 66H, IAD.L, 66H, 2D (476 damage)
  • j.H, L,L,H, cl.H, 66H, dash, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, 2D (508 damage)
  • j.H, L,L,H, cl.H~5S, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2D (510 damage)

500 health

  • j.H, L,cl.H, 66H, walk(4), far.H~4S, 66H, 5S, 66H, j.5S xx 2D (487 damage)
  • j.H, L,L,H, cl.H~5S, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2S xx 2D (524 damage)
  • j.H, L,L,H, cl.H, jc.H, 66H, 5S, dash, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 2S xx 2D (532 damage)

Corner-carry

1000 health

  • L,L,H, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, cl.H, 66H, 2D (479 damage)
  • L,L,H, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, cl.H, 66H, 2D (497 damage)

500 health

  • L,L,H, IAD.H, 66H, dash, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, 66H, 2S xx 2D (517 damage)
  • L,L,H, dash, 66H, dash, IAD.H, 66H, IAD.L, 66H, walk(4), far.H~4S, 66H, 5S, 66H, cl.H, 66H, 2S xx 2D (535 damage)

Videos

SNK Heroines - Athena Combos by Mikadok
SNK Heroines Athena Combo Exhibition (NO ITEMS) by COMBONAUTS
SNK Heroines Athena Asamiya Combo (No Items) by Ky-Dragon
SNKヒロインズ コンボ アテナ by Goziline Koichi

Costumes

SNKH Athena 1.png
SNKH Athena 2.png
SNKH Athena 3.png


External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina