

Athena Asamiya
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
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
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
Phoenix Bomb
f + kof.lk
Ground: 50
Air: 60
Air: 60
airok
Air: high
Air: high
Throw
Psychic Attack
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown
Special Moves
Psycho Ball Attack
qcb + p
kof.lp : 65
kof.sp : 80
ex : 43×3
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
kof.sp : 65+25×4
ex : 80+35×2+48+35
softknockdown drivecancel
kof.sp and ex : startupinv
kof.sp and ex : startupinv
Psycho Reflector
qcb + k
k : 60
ex : 100
ex : 100
projectilereflect softknockdown
Phoenix Arrow
qcb + k
kof.lk : 20×n
kof.sk : 20×n+20+60
ex : 20×n+20+90
kof.sk : 20×n+20+60
ex : 20×n+20+90
aironly drivecancel
kof.sk and ex : softknockdown
kof.sk and ex : softknockdown
Psychic Teleport
qcf + k
drivecancel
ex : startupinv
ex : startupinv
Super Psychic Throw
hcf + p
p : 125
ex : 80+60
ex : 80+60
throw hardknockdown
Desperation Moves
Shining Crystal Bit
hcb hcb + p
p : 210
ex : 10×26+60
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
Strategy
Move Analysis
Normal Moves
Unique Attacks
Throw
Special Moves
- Psycho Ball Attack (
+
) -
- Psycho Sword (
+
) -
- Psycho Reflector (
+
) -
- Phoenix Arrow (Air
+
) -
- Psychic Teleport (
+
) -
- Super Psychic Throw (
+
) -
Desperation Moves
- Shining Crystal Bit (
+
) - 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.
- 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.
Shining Crystal Bit (
+
+
) - 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
+
+
+
) - 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 (
+
+
) - 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)