[KOF XIII] Athena Asamiya


***Athena Asamiya: The Original Psycho ***Soldier


SRK character overveiw

Technical Reference

Don’t Drop That Combo Athena Combo Tutorial

Brief Overview:
A SNK Original Staring in her own game Psycho Soldier in 1987, Athena has made a appearance in every main KOF as a staple character for the series and is also known for changing her appearance in every game past KOF 95’.

Gameplay wise in KOF XIII, Athena is a excellent Zone character with arguably the best projectile in the entire game. She is Very Fast and with a Amazing backdash, she can cover space around the field at ease and has great mobility options. If you want a Fast and Agile character who is a blast to play! look no Further~

standing. A - A quick slap attack, basic poke and fast, stops jump-ins etc

  • Chain/Cancellable
  • Hit Detection: High
  • Damage: 25
    standing. B - A simple kick attack, it’s a really good AA poke because it comes out fast and has great reach
  • Chain/Cancellable
  • Hit Detection: High
  • Damage: 30
    standing. C - Forward punch, has okay range so it can be used to punished some whiffed moves
  • Cancellable
  • Hit Detection: High
  • Damage: 80
    standing. D - Heavy kick, nice reach but it’s slow
  • Hit Detection: High
  • Damage: 80
    close. C - Same as her far C but the range is a little shorter
  • Cancellable
  • Hit Detection: High
  • Damage: 70

close. D - High kick, really good vertical range

  • Cancellable
  • Hit Detection: High
  • Damage: 70
    **Crouching **
    crouching. A - It’s the same as her st. A except done while crouching
  • Chain/Cancellable
  • Hit Detection: High
  • Damage: 25
    crouching. B - A quick crouching kick, a really good poke that can start combos from lows
  • Chainable
  • Hit Detection: Low
  • Damage: 30
    crouching. C - Crouch punch attack, comes out fast but be sure to use it when they’re at least an arm’s lengths away
  • Cancellable
  • Hit Detection: High
  • Damage: 70
    crouching. D - Crouch kicks, knocks standing opponents down when hit, good reach but also has awful recovery so it can be easily punished if you whiff it
  • Hit Detection: Low
  • Damage: 80

jumping. A - jump light punch, just a quick hit in the air, good for air-to-air hits but not much else

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45(40)
    jumping. B - jump knee, a moderately simple move, good for jump-ins I suppose
  • Hit Detection: Mid
  • Damage: 45(40)
    jumping. C - air slap attack, a pretty good attack in air-to-air when they get close
  • Cancellable
  • Hit Detection: Mid
  • Damage: 72(70)
    jumping. D - Good range, good priority, easily the preferred tool for jump-ins along with her slightly diagonal hitbox
  • Hit Detection: Mid
  • Damage: 70(68)
    [SIZE=17px]Blowback Attack[/SIZE]

Standing.CD - A hard shoulder tackle, okay reach, use it to fake out opponents

  • Whiff/Cancellable
  • Hit Detection: High
  • Damage: 75
    jumping. CD - Jump dual kick, comes out at a nice angle but you have to use it early to hit someone
  • Hit Detection: High
  • Damage: 90(80)
    GCCD: Guard Cancel Blowback Attack
  • Hit Detection: High
  • Damage: 10
    Psychic Attack = b/f + C/D close - Athena grabs the opponent, disappears then reappears above them kicking them to the ground
  • Can be broken
  • Hit Detection: Close
  • Damage: 100
    Command Moves
    Phoenix Bomb = f+B - Athena jumps into the the air then does a hip attack making her float for a short bit; it has poor recovery if you whiff so try your best to combo into it when you use it offensively. You can also use it the corner to quickly switch from a standing/crouching attack to an instant overhead. 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 makes her hop backwards much faster and much farther; the earlier you execute it the faster the dash is some keep that in mind.
  • Cancellable
  • Hit Detection: High
  • Damage: 50
    Phoenix Bomb Air = f+B in air - It’s executed the same way as the ground version except in the air now, a good air to air move if timed correctly (you have to be a little bit higher in the air than your opponent), you can also combo into with her jump A/C.
  • Cancellable
  • Hit Detection: Mid
  • Damage: 60
    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 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 cancelable 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

  • Super Cancelable
  • Hit Detection: High
  • Damage: 65/80/43x3
    Psycho Sword = dp+P - Athena does a rising uppercut attack launching the opponent into the air. The weak version only goes slightly off the ground and does three hits, 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 - There is a brief pause between the fourth and fifth hit making it easier to cancel

  • Drive/Super Cancellable
  • Damage: 50+20+20/65+25x4/80+35x2+48+35
  • Hit Detection: High
    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 thus.

(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: High
  • 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. The weak version is safe but it’s difficult to hit people with it whereas the strong version does more hits and at the end she lands on the ground and sticks her leg out to kick her opponent. 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 Cancellable
  • Hit Detection: High
  • 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 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 in air - Same speed and execution as the weak version except it has complete invincibility at start-up making it an extremely good getaway tool during wake-up, it’s also drive/super cancel-able now which is executed midway during the dash

  • Drive/Super Cancellable, EX only
  • Hit Detection: None
  • Damage: 0
    Super Psychic Throw = hcf+P - Athena uses her psycho powers to commmand 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 be comboed into 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 corner mix-ups and reversals etc.

(EX) = hcf+AC in air - The initial throw does damage this time, it also launches the opponent into high enough for a follow-up combo

  • Hit Detection: Close
  • Damage: 125/80+60
    Desperation Moves/DM
    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. All version can also be done in the air the same rules also apply

(EX) = hcbx2+AC also in air - Faster start-up, there is a vacuum effect that pulls the opponent into it and it does 27 hits instead of just one

  • Max Cancelable
  • Hit Detection: High
  • Damage: 210/10x26+60
    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: High
  • Damage: 10x11+20+20x12+60

[SIZE=4][FONT=arial]Changes to Console Version:[/SIZE][/FONT]

Close C, Forward B, (XX)Phoenix Arrow connects against all crouching opponents.

EX Teleport can be canceled into any Special, DM, or NEO-MAX at anytime, doing so cost no drive meter.

Match Videos
5:30 and on is some great Athena play~



External Links:

DreamCancel Athena Discussion thread

DreamCancel Athena Wiki Page

Credit goes to members of DreamCancel~


Nice work! I see a lot of great potential in Athena really. Keep up the good work and keep making these; I like it!


thanks, its the first thread i’ve made here so i hope to make it better~ if you can give me some idea’s on what i should add would be cool too~


I would recommend you to add her moveset in your first post. It’s basic, but necessary nonetheless. Other than that, it’s a good job.

As for footage of her, the name that first comes to my mind is Christain, who plays at Southtown Arcade, and has a solid Athena/Yuri/Kula team.



That’s just an example, though. But it’s my best reference for Athena for the moment. Hope it helped.




I’m just starting out on XIII and this is the team I like personally after a few times in Mission mode. Those the only characters I can do anything with. :frowning:


Christian is alright but he’s a KOF beginner and he mainly plays with basic spacing. I’d say for a bit more beef, check out these videos from Japan.


Gaku is also another good Athena player to look up. For any other Athena play from other games for reference, take a look at Ganpi.


Is it possible to combo off Athena’s Phoenix Arrow (the light verson)


Why yes you can; if you can land it while the person is in the air you can juggle off of it. Not sure about midscreen if you can get a juggle. I should probably give it a look, but you can get something like an uppercut when you land maybe even psycho ball into uppercut.


Ah but I mean when they are grounded. Like if you did f.b xx b phoenix arrow and it hits them, what can you follow up with that


I don’t believe you can combo off of b phoenix arrow on the ground because she’s not really at a huge frame advantage when it hits. You’re basically stuck in a frame trap guessing game of either block, throw, dp, or poke. You can super cancel or drive cancel it, but it’s kind of a waste since you could just combo into d phoenix arrow and super/drive cancel off of that instead.


Posted this on Dreamcancel, but thought you guys would like to know!


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 doing the move to 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). As I mentioned before, unless you know EXACTLY when she lands, it’s not easy to throw her. If someone does a DP on the first opportunity, you’ll be hit if you try to grab her too early or late. Do it once or twice to trap your opponent and screw with them, but if you get thrown, try not to abuse it.



Match start @ 7:40

skip to 9:40, looks like a variation of this combo posted on the front page a while back.


how are you guys able to perform phoenix bomb (f+ B) more than one time (like 4 times) in the air? i tried everything i could but i have no idea how to do it…


Are you hitting your opponent in the back while they’re in the corner?


Well I had some questions about Athena coming into this thread but it looks like they already got answered! How good is she on point? She seems like she has some great tools and I’ve been searching for a potential leadoff character in this game.


she good because she does rather well without meter, and with 1 stock and 1 drive she can do some pretty good damage. this stuff is kinda dated but ya, personally i use her first as well.


Along with Kyo and K’ (or Yuri), Athena is my favorite character since it provides a very agile playing along with some pretty strong moves. Would be nice if we could share our game play with Athena. Sharing mine here


It’s nice that you made a video of yourself playing as Athena, but it would be better if you can show everyone here a video of yourself playing against another person. That way we could get a better understanding of what your playstyle is against human opponents. We can’t analyze your Athena play based against a computer that randomly generates it’s attacks and movements at will. We need to see how your Athena is with offense, defense, mix-ups, and execution so that we can then give tips and advice on how to improve your game with her.