The King of Fighters XIII/Athena: Difference between revisions

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**As with most command normals, Athena can perform this move during a backdash to increase the distance of her dash. Doing the input earlier in her backdash increases the distance traveled, allowing her to quickly backpedal across the screen faster than most characters can catch up. This is a good way to regain more space to work and continue zoning.
**As with most command normals, Athena can perform this move during a backdash to increase the distance of her dash. Doing the input earlier in her backdash increases the distance traveled, allowing her to quickly backpedal across the screen faster than most characters can catch up. This is a good way to regain more space to work and continue zoning.
*'''Air Phoenix Bomb (Air [[File:right.gif]] + [[File:snkb.gif]])''' - Using her Phoenix Bomb from a hop or jump allows the player to use this command normal as a standard jumping attack, meaning her aerial trajectory isn't changed. This is important inside certain combos or as an air-to-air attack. Otherwise, the aerial version behaves identically and causes Athena to bounce backward on hit or block.
*'''Air Phoenix Bomb (Air [[File:right.gif]] + [[File:snkb.gif]])''' - Using her Phoenix Bomb from a hop or jump allows the player to use this command normal as a standard jumping attack, meaning her aerial trajectory isn't changed. This is important inside certain combos or as an air-to-air attack. Otherwise, the aerial version behaves identically and causes Athena to bounce backward on hit or block.
**Unlike other jumping attacks, Phoenix Bomb leaves the opponent in a hittable state afterward.
**Although unsafe if blocked, Phoenix Bomb can cross up and combo into Phoenix Arrow ( [[File:qcb.gif]] + [[File:kick.gif]] ).
**Although unsafe if blocked, Phoenix Bomb can cross up and combo into Phoenix Arrow ( [[File:qcb.gif]] + [[File:kick.gif]] ).
**Combos from Jumping Light Punch and Jumping Heavy Punch.
**Combos from Jumping Light Punch and Jumping Heavy Punch.

Revision as of 19:38, 8 November 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Athena Asamiya

KOFXIII-Athena Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
chaincancel cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
specialcancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown cancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Phoenix Bomb
f + kof.lk
Ground: 50
Air: 60
airok
Air: high

Throw

Name
Command
Damage
Special Properties (glossary)
Psychic Attack
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Psycho Ball Attack
qcb + p
kof.lp : 65
kof.sp : 80
ex : 43×3
supercancel
Psycho Sword
dp + p
kof.lp : 50+20+20
kof.sp : 65+25×4
ex : 80+35×2+48+35
softknockdown drivecancel
kof.sp and ex : startupinv
Psycho Reflector
qcb + k
k : 60
ex : 100
projectilereflect softknockdown
Phoenix Arrow
qcb + k
kof.lk : 20×n
kof.sk : 20×n+20+60
ex : 20×n+20+90
aironly drivecancel
kof.sk and ex : softknockdown
Psychic Teleport
qcf + k
drivecancel
ex : startupinv
Super Psychic Throw
hcf + p
p : 125
ex : 80+60
throw hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Shining Crystal Bit
hcb hcb + p
p : 210
ex : 10×26+60
airok startupinv softknockdown maxcancel
(Cancel)
Shining Crystal Bit, then kof.lp + kof.lk + kof.sp + kof.sk
Psycho Medley 13
hcb f + kof.lp + kof.sp
10×11+20+20×12+60
hardknockdown

Console Changes

  • Phoenix Bomb (canceled-into) (f+B) has a different trajectory from Arcade and hits a crouching opponent as a combo from a normal heavy attack.
  • Light Phoenix Arrow's (air qcb+B) recovery has been reduced, but it also causes less hitstun.
  • EX Psychic Teleport (qcf+BD) can be canceled with a special or DM. Arcade only allowed Drive Canceling at the second half of the move, but it no longer has that limit and is also a normal (meterless) cancel now.
  • Standing CD comes out faster.
  • Shining Crystal Bit (hcb hcb+P) doesn't move back on execution.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Athena's quick jab can stop hops, although Standing Light Kick has a hitbox more suited for controlling the air. Her standing jab will connect against crouching opponents, which makes this a useful tool for mixing up close-ranged frametraps and blockstrings.
  • Fully chain and special cancelable.
  • Standing Light Kick (Snkb.gif) - High upward kick with strong horizontal and vertical hitbox that anti-airs better than Standing Light Punch. The tradeoff is that this attack can be crouched under, leaving vulnerable on whiff. At very close ranges a Standing Light Punch may be safer to attack with, though in most instances Standing Light Kick will best control the low hop space in front of Athena.
    • Any aerial approach from a higher angle can be dealt with using Athena's Close Heavy Kick, Psycho Sword ( Dp.gif + Punch.gif ), or Shining Crystal Bit ( Hcb.gifHcb.gif + Punch.gif ).
    • On an interesting note, this attack will actually hit crouching players that are in hitstun.
  • Standing Heavy Punch (Snkc.gif) - This poke has less range than in previous games, as now it reaches slightly further than her Standing Light Punch. The extra reach and heavier hitstun over her Light Punch allows this move to create tighter blockstrings or reach that extra bit further when poking or punishing, though overall this attack is better saved for when up close to the opponent than when used as a defensive poke.
    • Special cancelable on hit or whiff.
  • Close Heavy Punch (Close Snkc.gif) - Athena's Close Heavy Kick can't be canceled, so use this as a combo starter instead. Has everything a standard Close normal has: fast startup, heavy blockstun, full cancelability.
  • Standing Heavy Kick (Snkd.gif) - Athena performs a forward sobat kick. This is her longest-reaching normal and a solid tool for poking a grounded opponent, though as with most Heavy attacks the startup and recovery are stiff, so please watch out when spacing this move.
  • Close Heavy Kick (Close Snkd.gif) - An extremely vertical attack that cannot be canceled. This tool is similar in function to Iori's Close Heavy Kick; uncancelable, but a great anti-air. Of course, anti-airing with this attack requires the player to be in 'close' proximity to the enemy which is usually set up for by walking or running forward at the opponent. Meeting the opponent early with this attack will usually preemptively beat their jumping attack before it can come out, or Athena will attack from underneath the opponent's active hitbox.
    • Athena's primary vertical anti-air normal.
  • Crouching Light Punch (Down.gif + Snka.gif) - A quick, short crouching jab. Athena's Crouching Light Kick isn't cancelable, and so players must chain into this attack in order to cancel into a special for a knockdown or frametrap. This move is additionally advantageous on block and can combo into her command grab from point blank ranges.
  • Crouching Light Kick (Down.gif + Snkb.gif) - A fast and lengthy low attack, and overall strong poke. This can cancel into a Light Punch to start a combo, or be used as a tick throw, or be utilized as a quick low poke that's safe from being punished by a hop.
    • On its own, it cannot be special canceled.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Powerful 'low strong' move that cancels and inflicts heavy blockstun. This attack reaches further than Standing Heavy Punch, making it more useful in blockstrings or as a poke. This makes it another choice for mixing up her blockstrings or for pushing the opponent out.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - A Chun-Li type sweep where Athena's feet are off the ground. The horizontal hitbox is long and this can anti-air more horizontally-angled jumping attacks to get a knockdown. However, the recovery period is poor on block and terrible on whiff and this sweep isn't cancelable so this attack must be used carefully.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Athena's shoulder tackle can be used to whiff cancel into her Psycho Ball ( [File:qcf.gif]] + Punch.gif ) to play on the opponent's reactions and can work as a ballsy anti-air from a precise read. Canceling this from up close this creates her tightest blockstring into a Psycho Ball, and the opponent may read this and perform a Guard Cancel Roll on the Standing Blowback Attack. If the Athena player doesn't cancel the attack, she'll be at an advantage and able to get back in on the rolling player. Mixing up between canceled and uncanceled attacks can leave the opponent hesitant which allows the Athena player to continue pressing the offense even if a blocked attack leaves her at a slight disadvantage.
  • Jumping Light Punch (Air Snka.gif) - Comes out fast which can make this an air-to-air in messy situations, though the main call of this punch is that it can cancel into Phoenix Bomb ( F.gif + Snkb.gif ) and Phoenix Arrow ( Air Qcb.gif + Kick.gif ) to annoy the opponent.
  • Jumping Light Kick (Air Snkb.gif) - Short-ranged knee attack that can cross up. Her body is extended out less than with her Jumping Heavy Kick, making her less vulnerable from certain angles, though overall Jumping Heavy Kick is a better air-to-ground attack.
  • Jumping Heavy Punch (Air Snkc.gif) - Horizontal slap and Athena's best air-to-air option. Watch out, as this will whiff on grounded players, leaving Athena exposed to a punish.
    • Cancelable on hit or block, though Jumping Light Punch will actually hit crouching players.
  • Jumping Heavy Kick (Air Snkd.gif) - Athena's main air-to-ground attack with a nice diagonal hitbox. This has a long horizontal reach though the shorter vertical range can leave Athena open to tripguard anti-airs if the kick is performed too early. Causes heavy hitstun which allows easy combo followups.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Attacks with a slightly more horizontal hitbox than her Jumping Heavy Kick. A solid choice when air-to-airing when the opponent is below Athena, and on counter hit this can be confirmed into a followup.
    • The active hit detection length is very short, and so players must use this attack late in an aerial arc to hit the opponent, as otherwise the attack will lose its hitbox and become very vulnerable to anti-airs.

Unique Attacks

  • Phoenix Bomb (Right.gif + Snkb.gif) - Athena hops forward and attacks with her hips. This must be blocked high, although this can't be comboed into against crouching opponents. On block or hit, Athena flies backward, during which time a large windows exists for Athena to cancel into specials, namely Phoenix Arrow ( Qcb.gif + Kick.gif ). Delaying Phoenix Arrow can annoy the opponent, though Athena can be punished for doing so. In most instances, this attack will either be canceled immediately into Phoenix Arrow or be left to bounce backward to relative safety, though fast moves can punish Athena.
    • Canceling an attack into Phoenix Bomb gives Athena a quick overhead threat, albeit a somewhat risky one.
    • As with most command normals, Athena can perform this move during a backdash to increase the distance of her dash. Doing the input earlier in her backdash increases the distance traveled, allowing her to quickly backpedal across the screen faster than most characters can catch up. This is a good way to regain more space to work and continue zoning.
  • Air Phoenix Bomb (Air Right.gif + Snkb.gif) - Using her Phoenix Bomb from a hop or jump allows the player to use this command normal as a standard jumping attack, meaning her aerial trajectory isn't changed. This is important inside certain combos or as an air-to-air attack. Otherwise, the aerial version behaves identically and causes Athena to bounce backward on hit or block.
    • Unlike other jumping attacks, Phoenix Bomb leaves the opponent in a hittable state afterward.
    • Although unsafe if blocked, Phoenix Bomb can cross up and combo into Phoenix Arrow ( Qcb.gif + Kick.gif ).
    • Combos from Jumping Light Punch and Jumping Heavy Punch.

Throw

  • Psychic Attack (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Psycho Ball Attack (Qcb.gif + Punch.gif) -
    • Ex.png Psycho Ball Attack (Qcb.gif + Snka.gif + Snkc.gif) -
  • Psycho Sword (Dp.gif + Punch.gif) -
    • Ex.png Psycho Sword (Dp.gif + Snka.gif + Snkc.gif) -
  • Psycho Reflector (Qcb.gif + Kick.gif) -
    • Ex.png Psycho Reflector (Qcb.gif + Snkb.gif + Snkd.gif) -
  • Phoenix Arrow (Air Qcb.gif + Kick.gif) -
    • Ex.png Phoenix Arrow (Air Qcb.gif + Snkb.gif + Snkd.gif) -
  • Psychic Teleport (Qcf.gif + Kick.gif) -
    • Ex.png Psychic Teleport (Qcf.gif + Snkb.gif + Snkd.gif) -
  • Super Psychic Throw (Hcf.gif + Punch.gif) -
    • Ex.png Super Psychic Throw (Hcf.gif + Snka.gif + Snkc.gif) -

Desperation Moves

  • Shining Crystal Bit (Hcb.gifHcb.gif + Punch.gif) - Athena's annoyingly fast anti-air DM. The startup makes this difficult to safejump, plus Athena has a command that functions as a reversal which can lead to reversal-happy Athena players. In KOFXIII, Shining Crystal bit no longer has as many gimmicky properties as in previous games, where the DM had two rotating hitboxes that could hit low and be canceled into an uncomboable followup. In terms of application, nothing has changed, just don't expect to get away with many blocked or whiffed DMs.
    • Her hitbox reaches all around her and she's invulnerable for a good amount of time. Combined with the fast startup speed, this DM can anti-air just about anything.
      • A key part of anti-airing is to be buffering the input inside blockstun, recoveries, or when at neutral. Simply do one Hcb.gif input, confirm if the opponent jumps, then crank out Hcb.gif + Punch.gif.
    • Athena recovers fast enough on hit which can allow further comboing afterward in certain setups.
    • Because her DM only hits once it'll gain a large damage boost if it registers as a counterhit.
    • Performable while in the air.
    • Ex.png Shining Crystal Bit (Hcb.gifHcb.gif + Snka.gif + Snkc.gif) - Ruddier and multi-hitting; sucks the opponent in on hit for full damage. The multiple hits increase the damage scaling and negate any damage gain inflicted from a counter hit. Still deals more damage on its own, though the weaker version may give you more slam for your jam.
      • Causes more chip damage which could be used to create a checkmate situation if the opponent cannot guard cancel roll.
    • (Cancel) (Shining Crystal Bit, then Snka.gif + Snkb.gif + Snkc.gif + Snkd.gif) - Used for canceling a whiffed or blocked Shining Crystal Bit. It never hurt to try, and the recovery animation is tricky since she's covered in shining dust for so long. This can keep Athena safer from being walloped, though canceling on block is heavily punishable.
  • Psycho Medley 13 (Hcb.gifRight.gif + Snka.gif + Snkc.gif) - Athena becomes invincible, runs forward 1/3 screenlength and triggers a ranbu on hit. It decent speed and horizontal reach allows this to be used as an anti-air against low approaching opponents or to move invulnerably forward to punish the opponent. If blocked, Athena stops right in front of the opposing player to say Hi to their coming punish.
    • Athena cycles through all 13 of her outfits from previous KOF games.

Tips and Tricks

Combos

0% Drive

0 Bar

  • cr.B cr.A xx dp+C - (187, 23)
  • cl.C f+B xx qcb+D - (213, 25)
  • (corner only) cl.C xx qcb+A, st.C xx dp+C - (262, 29)
  • (corner only) cl.C xx qcb+A, st.A xx dp+A - (226, 27)
  • (corner only) hcf+P, qcb+A, hop forward, f+B, qcb+D, dp+C - (323, 45)

1 Bar

  • cr.B cr.A xx dp+AC - (242, 6)
  • cr.B st.A xx hcf+AC
  • cl.C f+B xx hcb hcb+P - (306, 11)
  • hcf+P, f+B xx hcb hcb+P - (249, 4)
  • (near corner) hcf+P, f+B xx qcb+BD, dp+C - (269, 21)
    • 45% stage carry

2 Bar

  • (corner only) hcf+P, qcb+A, hop forward, f+B, qcb+D, hcb hcb+AC - (460)

50% Drive

0 Bar

  • (near corner) cl.C f+B xx qcb+D (DC) qcb+A, run forward, dp+C - (351, 48)
    • 40% stage carry

100% Drive

3 Bar

  • (corner only) hcf+P, qcb+A, qcb+A, hcb f+AC - (519, 12)
  • (corner only) hcf+P, qcb+A, hop forward, f+B, qcb+D, hcb f+AC (547)

Basic Strategy

Advanced Strategy

Frame Data