The King of Fighters 2002/Athena

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Athena02 stance.gif

General Info

Crouch height: Low
Jump: 4/43/1
Hop: 4/32/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 15 frames
Recovery roll: 23 frames

Stand Crouch Jump Grab Run
Athena02 stand.png Athena02 crouch.png Athena02 jump.png Athena02 grab.png Athena02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Athena02 colorA.png Athena02 colorB.png Athena02 colorC.png Athena02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/8/0 +4/+2 R,C,S,Su HL
Athena02 clA.png
Snkb.gif 3/5/5 +2/0 C,S,Su HL
Athena02 clB.png
Snkc.gif 4/4/17 -1/-3 C,S,Su HL
Athena02 clC.png
Snkd.gif 6/6/6 +8/+6 C,S,Su HL
Athena02 clD.png
Standing Far
Snka.gif 5/3/9 -1/-3 R,C,S,Su HL
Athena02 stA.png
Snkb.gif 3/5/5 +2/0 C,S,Su HL
Athena02 stB.png
Snkc.gif 5/4/18 -3/-5 HL
Athena02 stC.png
Snkd.gif 11/5/18 -3/-5 HL
Athena02 stD.png
Feet invincible: F8~End
Snkc.gif + Snkd.gif 9/4/25 KD/-7 S,Su HL
Athena02 stCD.png
Crouching
Snka.gif 3/4+4/4 0/-2 R,C,S,Su HL
Athena02 crA1.png
Athena02 crA2.png
Snkb.gif 3/3/12 -3/-5 R,C,S,Su L
Athena02 crB.png
Snkc.gif 5/6/17 -3/-5 C,S,Su HL
Athena02 crC.png
Snkd.gif 15/7/12 KD/-1 L
Athena02 crD.png
Jump
Snka.gif 5/5/- -/- C,S,Su H
Athena02 jA.png
Snkb.gif 6/6/- -/- H
Athena02 jB.png
Snkc.gif 9/4/- -/- C,S,Su H
Athena02 jC.png
Invincible: Complete recovery
Snkd.gif 5/8/- -/- H
Athena02 jD.png
Snkc.gif + Snkd.gif 13/7/- KD/- C,S,Su HL
Athena02 jCD.png
Neutral Jump
Snka.gif 6/6/- -/- H
Athena02 juA.png
Snkb.gif 2/8/- -/- H
Athena02 juB.png
Snkc.gif 5/12/- -/- C,S,Su H
Athena02 juC.png
Snkd.gif 5/11/- -/- H
Athena02 juD.png
Hop
Snka.gif 3/5/- -/- C,S,Su H
Athena02 hA.png
Snkb.gif 3/6/- -/- H
Athena02 jB.png
Snkc.gif 9/2/- -/- H
Athena02 jC.png
Snkd.gif 5/12/- -/- H
Athena02 hD.png
Command Normals
f + Snkb.gif 6/2(6)4/13 +3/+1 S,Su HL
Athena02 fB1.png
Athena02 fB2.png
Considered airborne. Cancellable into air moves on second hit.
j.d + Snkb.gif 5/12/2 KD/- S,Su H
Athena02 jdB.png
Bounces away from opponent on hit or block
Special Moves
qcb + Snka.gif 14/-/32 0/-2 HL
Athena02 qcbA1.png
Athena02 qcbA2.png
Psycho Ball - qcb + P
  • Athena throws a projectile that hovers above ground
  • qcb + A travels slower and recovers much faster than qcb + C
qcb + Snkc.gif 13/-/45 -13/-15 HL
Athena02 qcbC1.png
Athena02 qcbC2.png
dp + Snka.gif 1/2(1)3(1)18/20+11 KD/-31 Su, Fi, Fo HL
Athena02 dpA1.png
Athena02 dpA2.png
Athena02 dpA3.png
Psycho Sword - dp + P(ground,air)
  • Athena does a vertical rising attack that comes out quickly
  • A version comes out faster but does less hits and doesn't rise as high as the C version
  • supercancellable on all hits, but supercancelling on the last hit will result in the DM whiffing
  • Invincibility: A: Upperbody 1f; C: 1f, Upperbody 2-3f.
j.dp + Snka.gif 1/2(1)3(1)18/until land + 11 KD/- Su, Fi, Fo HL
Athena02 jdpA1.png
Athena02 jdpA2.png
Athena02 dpA3.png
dp + Snkc.gif 3/2*2*3*22/23+15 KD/-42 Su, Fi, Fo HL
Athena02 dpC1.png
Athena02 dpC2.png
Athena02 dpC3.png
Athena02 dpC4.png
j.dp + Snkc.gif 3/2*2*3*22/until land + 15 KD/- Su, Fi, Fo HL
Athena02 jdpC1.png
Athena02 jdpC2.png
Athena02 dpC3.png
Athena02 dpC4.png

qcf + Snkb.gif

12/11/4 Fi -
Athena02 qcfK.png
Psycho Teleport - qcf + K
  • Athena teleports forward, where qcf + B goes a bit less than half screen while qcf + D goes full screen
  • has a long startup, where she can easily be hit out of it. The image of where she was standing when she chose to teleport, can be attack
  • All but last active frame are feet invicible. Last frame is fully invincible.
qcf + Snkd.gif 12/21/4 Fi -
qcb + Snkb.gif 12/[1(1)]x11,1/27 (Reflector: 11/24/27) KD/0 Fi HL
Athena02 qcbB.png
Psycho Reflector - qcb + B
  • Athena creates a barrier in front of her that reflects normal and DM projectiles
  • The reflector is cancelled straight to recovery if it connects or reflects, giving it very fast recovery on block.
j.qcb + Snkb.gif 6/1(2)[2(2)]x∞/17 +1/-1 Su, Fi, Fo HL
Athena02 jqcbB.png
Phoenix Arrow - qcb + K(air)
  • Athena performs a diagonal rolling attack from the air, with the B version going down at a steep 30% angle while D version is a 45% angle
  • D version does more hits and ends in a somewhat punishable (on block) high priority kick. This kick will change directions in case the opponent switched sides before it came out
  • supercancellable on all hits, though easiest to supercancel is the last hit of the D version
j.qcb + Snkd.gif 9/1(2)[2(2)]x∞(13)21/12 KD/-15 Su, Fi, Fo HL
Athena02 jqcbD1.png
Athena02 jqcbD2.png
DMs
j.qcfx2+Snkb.gif 9/ - (9+3+14) - (9+3+12) - (12) [2(2)x∞]*1/18 (Projectile: [2(2)]x∞/1) KD/-1 HL
Athena02 jqcfx2B1.png
Athena02 jqcfx2B2.png
Athena02 jqcfx2B3.png
Phoenix Fang Arrow - qcfx2+K(air)
  • Athena fires a few projectiles diagonally, then comes down with a B phoenix arrow
  • qcfx2+B fires projectiles in a slightly more vertical angle than qcfx2+D, which is at a 45 degree angle. In combos, qcfx2+D is more likely to combo
  • if the opponent attempts to CD counter while she is still firing the projectiles, the CD counter will whiff and the opponent will get hit
  • has no recovery time after the last hit
  • the opponent can easily do a fast vertical reversal on reaction, before her first projectile makes contact with you. Hitting Athena's projectiles (even with fireballs) will hurt Athena for some reason. If the DM whiffs, rush DMs can easily hit her as well
  • Invincibility: A: 1-8f. C: 1-6; 3 frames between each projectile, 14 frames before project is released.
j.qcfx2+Snkd.gif 9/-(9+3+14)-(9+4+12)-(12) [2(2)x∞]*1/5 (Projectile: [2(2)]x∞/1) KD/+12 HL
Athena02 jqcfx2D1.png
Athena02 jqcfx2D2.png
Athena02 jqcfx2D3.png

hcbx2+Snka.gif

2/182/27 (Projectiles: 62*61*28*31) (ABCD: 58f) KD/- > qcb + A, > qcb + C, > ABCD HL
Athena02 hcbx2P.png
Shining Crystal Bit - hcbx2+P(ground,air) (cancellable with ABCD)
  • two balls of energy rotated around Athena diagonally for a few seconds or until cancelled
  • can be cancelled with ABCD or you can throw the ball with qcb + P
  • the cancel with ABCD has 58f (A ver.) or 64f (C ver.) of recovery and can be punished easily, though not as easily as just not cancelling at all
  • has startup invincibility, one of the best anti-airs in the game
  • can hit low sometimes
  • Invincibility: A: 1-11f, C: 1-14f.
hcbx2+Snkc.gif 2/212/36 (Projectiles: 62*61*61*28) (ABCD: 64f) KD/- > qcb + A, > qcb + C, > ABCD HL

> qcb + Snka.gif

30+0~120/-/53 KD/-20 HL
Athena02 hcbx2PqcbP.png
Crystal Shoot - qcb + P (can be held) (after hcbx2+P)
  • the balls of energy surrounding Athena concentrate into her hand
  • can be delayed before thrown by holding the P button
  • qcb + A throws the ball horizontally, while qcb + C makes it curve upwards
  • if the opponent rolls behind her when she is holding it, they will get hit if she releases it then
> qcb + Snkc.gif 30+0~120/-/55 KD/-22 HL
SDMs
hcbx2+Snka.gif + Snkc.gif 2/-(11)[1(1)1(2)]x34/24 (Projectile: 120*28*34) (ABCD: 58) KD/- > qcb + A, > qcb + C, > ABCD HL
Athena02 hcbx2AC.png
Shining Crystal Bit - hcbx2+AC(ground,air) (cancellable with ABCD)
  • same properties as the DM version, except slightly more damage and less vulnerable hitbox due to the energy surronding her body
  • Invincibility: 1-11f.

> qcb + Snka.gif

30+0~120/-/53 (Projectile hits 3 times) KD/-19 HL
Athena02 hcbx2ACqcbP.png
Crystal Shoot - qcb + P (after Shining Crystal Bit SDM)
  • same properties as the DM version of Crystal Shoot, except the ball thrown is bigger, does 3 hits, and a bit more damage
> qcb + Snkc.gif 30+0~120/-/55 KD/-21 HL
hcb,f + Snka.gif + Snkc.gif 7/13/14+40 KD/-49 HL
Athena02 hcbfAC.png
Psychic 9 - hcb,f + AC
  • Athena dashes forward. If the attack is blocked or the distance she dashed is too great, she will fall, leaving her wide open for a combo
  • if she connects, you must input a sequence of button presses every time she attacks the opponent. The input should be started after the second hit: A, B, C, A, B, C, D, followup
  • Invincibility: Complete startup, first 14 frames of recovery.
qcf + Punch.gif HL Sailor Finish - qcf + P (after hcb,f + AC)
  • hard knockdown
  • does the same amount of damage as Fire Sword Finish
hcb + Kick.gif HL Fire Sword Finish - hcb + K (after hcb,f + AC)
  • does the same amount of damage as Sailor Finish
dp + Punch.gif HL Psycho Finish - dp + P (after hcb,f + AC)
  • does more damage than Sailor Finish or Fire Sword Finish
HSDM
qcf + Snka.gif + Snkb.gif + Snkc.gif + Snkd.gif 7/13/14+40 KD/-49 HL
Athena02 hcbfAC.png
Psycho Medley - qcf + ABCD
  • same properties as Psychic 9, except different sequences need to be input for her followups: D, C, B, D, C, B, A, followup
  • Invincibility: Complete startup, first 14 frames of recovery.
> qcf + Snka.gif + Snkb.gif HL Healing Athena - qcf + AB (after qcf + ABCD)
  • recovers about 1/3 of a life bar of health, but does no damage
  • hard knockdown
> qcf + Snkb.gif + Snkc.gif HL Momoiro Gatame - qcf + BC (after Psycho Medley)
  • does about the same damage as a crouch D would, so unless this is going to kill the opponent, it is probably a better idea to use Healing Athena instead

Short Movelis

  • f + B
  • air d + B (Overhead.)
  • Air throw.
  • Triangle jump.


  • dp + P


  • air dp + P


  • qcb + P


  • qcf + K (Teleport.)


  • qcb + B (Reflect projectiles.)


  • air qcb + K


  • DM air qcf qcf + K


  • DM hcb hcb + P (May be done in the air.)
    • ABCD (Cancel.)
    • qcb + P (May charge.)


  • SDM hcb hcb + AC (May be done in the air.)
    • ABCD (Cancel.)
    • qcb + P (May charge.)


  • SDM hcb f + AC
    • A B C A B C D
      • dp + P
        • Any special. (But nothing will combo.)
      • hcb + K
      • qcf + P


  • HSDM qcf + ABCD
    • D C B D C B A
      • qcf + AB
      • qcf + BC (Does zero damage, but heals Athena.)

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: A, B
  • Crouch: A, B, C
  • Jump: A (Not vertical high jump.), C (Only high.)


  • CD is cancellable into specials and DMs.
  • j.CD is cancellable into command moves, specials and DMs.


  • f + B (2) is cancellable (on air attacks).


  • air d + B is cancellable (on air attacks). But as it causes knockdown, you can only combo on a counterhit.

Super cancellable moves

  • dp + P
  • air dp + P
  • air qcb + K

Free cancellable into moves

  • dp + P
  • air dp + P
  • qcf + K
  • qcb + B
  • air qcb + K

Free cancellable out-of moves

  • f + B (1)
  • dp + P
  • air dp + P
  • air qcb + K

Moves with Invincibility

  • st.D (Feet: startup (last part) & active & recovery.)
  • j.C (Full: recovery.)
  • dp + A (Upper: startup.)
  • dp + C (Full: startup (1st part). Upper: startup.)
  • air dp + A (Upper: startup.)
  • air dp + C (Full: startup (1st part). Upper: startup.)
  • qcf + K (Full: active (last part). Feet: active.)
  • DM air qcf qcf + P (Full: startup (1st part).)
  • DM hcb hcb + P (Full: startup & active (1st part).)
  • DM air hcb hcb + P (Full: startup & active (1st part).)
  • SDM hcb hcb + AC (Full: startup & active (1st part).)
  • SDM air hcb hcb + AC (Full: startup & active (1st part).)
  • SDM hcb f + AC (Full: startup & recovery (1st part).)
  • HSDM qcf + ABCD (Full: startup & recovery (1st part).)

Moves with autoguard

(none)

Other Notes

  • Air throw is a hard knockdown

Combos

Basic Combos

  • cl.C / cr.C >
    • f + B (2)
      • (S)DM air hcb hcb + P/AC (Corner) [32%/??%] {1 stock/Max Mode + 1 stock}
      • air dp + A [28%] >>
        • (S)DM hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}
      • air dp + C (Corner) [30%] >>
        • (S)DM air hcb hcb + P/AC {2 stocks/Max Mode + 2 stocks}
      • air qcb + D (Corner) [31%] >>
        • (S)DM hcb hcb + P/AC [55%/??%] {2 stocks/Max Mode + 2 stocks}
    • qcb + C [20%]
    • dp + C [23%]
    • SDM hcb f + AC > [followup] {Max Mode + 1 stock}
    • HSDM qcf + ABCD > [followup] {Max Mode + 1 stock}


  • cr.B x 2 >
    • dp + C
    • SDM hcb f + AC > [followup] {Max Mode + 1 stock}
    • HSDM qcf + ABCD > [followup] {Max Mode + 1 stock}


  • cr.B >
    • f + B > ...
    • (S)DM hcb hcb + P/AC (Point blank.) {1 stock/Max Mode + 1 stock}


  • Very close or corner: ... dp + C (1-6) >> (S)DM air hcb hcb + P/AC [+17%/+??%] {2 stocks/Max Mode + 2 stocks}


  • j.A >
    • air qcb + B {15%}
    • DM air qcf qcf + D {30%} {1 stock}

Max Mode

  • st.D >> BC, run, st.D >>
    • SDM hcb f + AC > [followup] {50+%}
    • HSDM qcf + ABCD > [followup]


  • cr.B, cr.A >> BC, cr.C >
    • SDM hcb f + AC > [followup] {50+%}
    • HSDM qcf + ABCD > [followup] {50-70%}

Combos Notes

  • The dp + P finisher of SDM hcb f + AC, deals more damage than the other two.


  • Weak attack > f + B will combo only if you are very close and the first hit of f + B connect.


  • On hard attack > f + B, the first hit of f + B will almost always miss, but the second hit will combo (even if you are not very close).

Strategies

  • Use your Psycho Ball (qcb + P) at far distance and your teleport (qcf + K) if your opponent if close


  • Psycho Sword (dp + P) is an excellent anti air, also its an aereal optional move, you can make instant air move with uf dp + P


  • B Phoenix Arrow (air qcb + B) is a great follow up after f + B (2). D version its riskful.


  • Psycho Reflector (qcb + B) its useful for reflect projectiles.


  • Psychic 9 (SDM hcb f + AC) and Psycho Medley (HSDM qcf + ABCD) are strictful timming DMs, don't use it if you don't dominate it, well, a good timming trick its to bring the sequence after the first hit of those DMs.


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