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The King of Fighters XIII/Athena Asamiya

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The King of Fighters XIII


Athena Asamiya



Psychic Attack: / + / close

Command Moves

Phoenix Bomb: + (in air also)

Special Moves

Psycho Ball: + / *

Psycho Sword: + / *

Phoenix Arrow: + / (air only) *

Psycho Reflector: + / *

Super Psycho Throw: + / *

Desperation Moves

Shining Crystal Bit: x2 + / *

Shining Crystal Bit (Air): x2 + / (in the air)

Cancel: +++


Psycho Medley 13: + +

{*) = EX version possible

Athena's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge


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

1 Stock, No Drive Gauge


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

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

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

Gameplay Overview

Athena's play-style combines the elements of powerful zoning, speed, and pokes. Her psycho ball is one of the best projectiles in the game because of it's speed variations and her quick recovery, using it with her Psycho Teleport she can switch sides with the opponent or go right in their face to quickly throw them off. Her anti-airs involve using Psycho Sword and her shining crystal bit DM which also double as decent reversals. Against other projectiles Athena can simply use psycho reflector to reflect them back towards her opponent but also continue to zone them with psycho ball again. Athena has a myriad of tools once she's airborne, Phoenix Arrow works well when you are above opponents, switching between the weak and strong version will further confuse them, you can also Air Phoenix Bomb to hit opponents that are at a lower altitude 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.

Gameplay Notes

[ Info Needed ]
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



Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
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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.


Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
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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.


Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
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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

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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.


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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

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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


Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
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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



qcf = Quarter Circle Forward
qcb = Quarter Circle Backward
hcb = Half Circle Backward
hcf = Half Circle Forward
dp = Forward, Down, Down-Forward cr. = Crouching or down B
st. = Standing close attack
j. = Jumping
sh. = short hop or regular hop
(3) = The number of hits needed to Drive Cancel
DC = Drive Cancel
HD = HD Activate
HDC = Hyper Drive Cancel
SC = Super Cancel
SH = Counter Hit
MC = Max Cancel


  • cr. B, cr. B/st. B => You can either use two lows or one low then one mid attack. You can only confirm these hits into her Psycho Sword (dp+P). Using two cr.B's into dp+P is a bit harder to land execution-wise than cr.B into st.B but becomes easier through practice. Remember, her st. B whiffs on crouching opponents in block stun, so you will be vulnerable to crouching light kicks and punished if you are too predictable in your blockstrings.
  • cr. B, cr. A/st. A => A low attack into a mid attack string. Same hit confirming concept as using her two cr. B's or cr. B into st. B but without the risk of the last normal (st. B) whiffing on crouching opponents in blockstun. This string also only confirms into her dp+P, and can be used in late HD activation. On block, Athena's cr. A is +3 frames on block, which is good for offensive pressure.
  • cr. B, cr. B/st. A, st. A => This 3 hit confirm is good for confirming into her dp+A but not so much her dp+C because it doesn't connect fully and the damage is fairly low.
  • st. C/cr. C, f+B => This 2 hit confirm from a heavy punch is fairly easy to hit confirm and combos easily into her Phoenix Arrow (air qcb+K). When blocked, Athena is punishable on the way down but you can delay the Phoenix Arrow if you see the opponent trying to advance towards you.


  • dp+P - This is placed usually after a light normal attack, a standing C (heavy punch) or at the end of her corner juggles. It's best to stick to using the dp+C if you want maximum damage. The Psycho Sword drive cancelled has an important role in her Phoenix Bomb loop combo (aka Butt Loop).
  • air qcb+B - Placed after the f+B. If the st. C, f+B string is blocked, players will usually whip this move out as a pressure tool because its -3 frames on block and hard to see when she recovers.
  • air qcb+D - This ending attack MUST NOT be used at the end of a blockstring because it is very unsafe on block. When it hits, it gives the opponent a tech-able knockdown and grants Athena a fair amount of space (almost 3/4 screen away). You can also drive cancel this move midscreen into her Psycho Teleport (qcf+B) into her EX Shining Crystal Bit (hcbx2+AC) OR her Psycho Ball (qcb+P) near the corner for a juggle combo.

Mid-screen Combos

No Stock/No Drive Gauge

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

- cr. B, cr. B/st. B, dp+A/C = 136/192 dmg

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

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

0 Stock, 1+ Drive Gauge

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

  • must be 2/3 distance away from the corner

1 Stock, 0+ Drive Gauge

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

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

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

1 Stock, 1+ Drive Gauge

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

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

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

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

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

2 Stocks, 1+ Drive Gauge

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

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

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

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

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

Corner Only

No Stock/No Drive Guage

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

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

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

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

No Stock, 1+ Drive Gauge

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

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

1 Stock, 0+ Drive Gauge

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

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

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

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

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

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

1 Stock, 1+ Drive Gauge

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

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

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

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

2 Stocks, No Drive Gauge

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

2 Stocks, 1+ Drive Gauge

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

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

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

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

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

- hcf+P, qcb+A, qcb+C, dp+C (3) (SC), air hcbx2+P, (land), hcbx2+P = 544 dmg

3 Stock, 1+ Drive Gauge

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

HD Combos

2 Stock

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

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

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

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

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

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

3 Stock

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

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

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

4 Stock

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


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

  • Athena Throw Crossup OS setup [1]

After C or D throw midscreen you do

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

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

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

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

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

Frame Traps and Links

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

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

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

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

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

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

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

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

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

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

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


Far Range

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

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

Mid Range

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

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

Close Range

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

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

Cornered Opponent

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


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

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Mix Up Notes

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

Best Team Position?

Character Matchups

Andy Bogard

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

Ash Crimson

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

Athena Asamiya [mirror match]

Benimaru Nikaido

Billy Kane

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

Chin Gentsai

Clark Still

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

Duo Lon

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

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

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

Iori Yagami (Flame)

Joe Higashi


Kim Kaphwan


Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

  • Mai's high jump arcs will leave her exposed to Psycho Sword. Use Psycho Sword (DP+A) if Mai does a high jump or Psycho Reflector for a safer approach! Athena can also put a stop to Mai's jump ins with Psycho Reflect.
  • Keep your distance from Mai because her normals have much more priority than Athena's does - Psycho Throw works pretty well thanks to its invincibility frames. Periodically utilize Psycho Reflector if Mai gets too aggressive.
  • Try to keep out of the air and capitalize with Psycho Arrow when possible because Mai is also viable in mid-air. Athena's j.CD can work well against Mai, but Mai's j.CD is also very dangerous and she has an air throw. Don't hang around in the air for too long.
  • Don't stand in one place for too long, because Mai can move across the screen nigh-automatically. Psycho Teleport and fundamental footsies apply very much here. Psycho Ball A has much less recovery, so if Mai decides rush down, use that in moderation. EX Psycho Ball works pretty well too, especially if your zoning around.
  • Don't let Mai corner you. EVER. Psycho Reflect and teleport can really mess with Mai's game plan.
  • Keep in mind that Mai lacks a true reversal outside of two super meter stock. Pressure Mai carefully after a soft/hard knockdown.




Ralf Jones

Robert Garcia

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

Ryo Sakazaki


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

Shen Woo

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

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

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


Yuri Sakazaki

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

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 0
cr.A 25 3 4 +3
st.A 25 3 4 0
j.A 45 3 6 -
h.A 40 3 6 -
cl.B 30 3 5 -2
cr.B 30 3 4 0
st.B 30 3 5 -2
j.B 45 3 6 -
h.B 40 3 6 -
cl.C 70 7 5 -1
cr.C 70 7 6 -5
st.C 80 7 6 -4
j.C 72 7 8 -
h.C 70 7 8 -
cl.D 80 7 5 -6
cr.D 80 7 8 -3
st.D 80 7 10 -6
JD 70 7 7 -
h.D 68 7 7 -
CD 75 10 12 +1 hit with tip, up to +7F
j.CD 90 8 10 -
h.CD 80 8 9 -
Phoenix Bomb = 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 - -


Athena Asamiya (Combos, mix ups & safe jump)


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


Athena Hit Boxes


Links & References


Great Dark Hero [2]


Desmond Delaghetto

t3h mAsTarOth...!

Tikok [3]

keykakko [4]

Discussion Threads

Discuss at Dream Cancel


The King of Fighters XIII

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