The King of Fighters XIII/Athena

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Athena Asamiya

KOFXIII-Athena Face.png

In a nutshell

A reincarnation of the Goddess herself, Athena is one of the iconic figures of SNK. As usual, she appears in KOF XIII as the one of the primary zoning characters. Well known for changing her outfit each new installment of the series, she now sports a seifuku outfit similar in vein to her KOF XI outfit (and a recolor of her XII one).

Video Walkthrough

Move List

Normal Moves

Special Properties (glossary)
Standing Light Punch
Chaincancel.png Cancel.png
Standing Light Kick
Chaincancel.png Cancel.png
Standing Heavy Punch
Close Heavy Punch
Close Kof.sp.png
Standing Heavy Kick
Close Heavy Kick
Crouching Light Punch
D.png + Kof.lp.png
Chaincancel.png Cancel.png
Crouching Light Kick
D.png +
Low.png Chaincancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
Crouching Heavy Kick
D.png +
Low.png Softknockdown.png Cancel.png
Blowback Attack
Kof.sp.png +
Softknockdown.png Cancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png Cancel.png
Jumping Light Kick
Jump: 45
Hop: 40
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png Cancel.png
Jumping Heavy Kick
Jump: 70
Hop: 68
Jumping Blowback Attack
Air Kof.sp.png +
Jump: 90
Hop: 80

Unique Attacks

Special Properties (glossary)
Phoenix Bomb
F.png +
Ground: 50
Air: 60
Air: High.png


Special Properties (glossary)
Psychic Attack
F.png or B.png + Kof.sp.png or (while close)
Throw.png Hardknockdown.png

Special Moves

Special Properties (glossary)
Psycho Ball Attack
Qcb.png + P.png
Kof.lp.png : 65
Kof.sp.png : 80
Ex.png : 43×3
Psycho Sword
Dp.png + P.png
Kof.lp.png : 50+20+20
Kof.sp.png : 65+25×4
Ex.png : 80+35×2+48+35
Softknockdown.png Drivecancel.png
Kof.sp.png and Ex.png : Startupinv.png
Psycho Reflector
Qcb.png + K.png
K.png : 60
Ex.png : 100
Projectilereflect.png Softknockdown.png
Phoenix Arrow
Qcb.png + K.png : 20×n : 20×n+20+60
Ex.png : 20×n+20+90
Aironly.png Drivecancel.png and Ex.png : Softknockdown.png
Psychic Teleport
Qcf.png + K.png
K.png : Drivecancel.png
Ex.png : Startupinv.png Specialcancel.png
Super Psychic Throw
Hcf.png + P.png
P.png : 125
Ex.png : 80+60
Throw.png Hardknockdown.png

Desperation Moves

Special Properties (glossary)
Shining Crystal Bit
Hcb.png Hcb.png + P.png
P.png : 210
Ex.png : 10×26+60
Airok.png Startupinv.png Softknockdown.png Maxcancel.png
Shining Crystal Bit, then Kof.lp.png + + Kof.sp.png +
Psycho Medley 13
Hcb.png F.png + Kof.lp.png + Kof.sp.png

Console Changes

  • Standing CD has faster startup.
  • Phoenix Bomb (canceled-into) (f+B) has a different trajectory from Arcade and hits a crouching opponent as a combo from a heavy attack.
  • Light Phoenix Arrow (Air qcb+B) has faster recovery, but it also has reduced hitstun.
  • EX Psychic Teleport (qcf+BD) can be canceled with a special move. 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.
  • Shining Crystal Bit (hcb hcb+P) doesn't move back on execution.


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.


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

Special Moves

  • Psycho Ball Attack (Qcb.gif + Punch.gif) - Arguably one of the best projectiles, but definitely the most annoying to listen to. Psycho Ball travels fully across the screen, though as a non-grounded projectiles some attacks can slide underneath its hitbox. The advantage to its higher hitbox is of course that Athena's Psycho Ball is more difficult to jump over, making it a better anti-air due to it controlling the upper hop space. When zoning with this move, remember to remain careful and unpredictable so as to avoid being punished by a jump-in or a roll. Staying cautious can allow the player to anti-air with Athena's Psycho Sword ( Dp.gif + Punch.gif ) or her Shining Crystal Bit DM ( Hcb.gifHcb.gif + Punch.gif ) for free damage that will push the opponent back across the screen, and to catch bad rolls with her Super Psychic Throw ( Hcf.gif + Punch.gif ) which leads into further damage.
    • Qcb.gif + Snka.gif sends a slower-traveling and faster-recovering projectile. This weaker version occupies the screen longer which more greatly limits the opponent's mobility options. It also deals less damage and doesn't combo from Athena's normals though this is a benefit for creating intentional gaps in blockstrings.
    • Qcb.gif + Snkc.gif sends a sparkling sphere at a faster speed, which leads to an extended recovery period afterward. This contrasts the slower speed of her weak but faster-recovering projectile, as the strong version comes out faster and deals more damage. Less advantageous on block, though it creates a tighter blockstring.
    • Ex.png Psycho Ball Attack (Qcb.gif + Snka.gif + Snkc.gif) - Has a very delayed startup animation that can easily bait jumps from opponents looking for the startup ques. Once out, Athena's EX ball travels even slower than the weak version and hits three times. This allows the player to follow behind the projectile, possibly even comboing afterward if it hits. A built-in bait and anti-air, and leaves the player with an enormous amount of pressure to work with.
  • Psycho Sword (Dp.gif + Punch.gif) - A psychic uppercut, in the physical sense of the word. Great anti-air against jumps though this can also catch hops during the neutral game. The weaker uppercut hits three times but more importantly, comes out quicker and keeps Athena lower to the ground. Its stronger sibling has a delayed, but invulnerable startup period before traveling to the top of the screen, hitting up to five times. Despite lacking an invulnerable period, the lighter Psycho Sword is often a stronger anti-air due to its faster speed and lower height. Save the heavy version for reversals or against bad jumps.
    • Both versions can be Drive Canceled on the initial hits into grounded specials, or Super Canceled on the aerial hits.
    • Ex.png Psycho Sword (Dp.gif + Snka.gif + Snkc.gif) - Fast and invulnerable; combines the strengths of both normal Psycho Swords. Although this is neither as fast as nor as damaging as Shining Crystal Bit ( Hcb.gifHcb.gif + Punch.gif ) the motion is easier to do on reaction and the hitbox travels more horizontally and vertically. There's also a greater gap between the fourth and fifth hits, which gives the player more time to Super Cancel this move.
  • Psycho Reflector (Qcb.gif + Kick.gif) - Reflects projectiles back at the opponent, but also contains an active physical hitbox. A neat tool for projectile warring considering Athena lacks a quick EX Projectile. The active hitbox comes into play in combos, but it also works as a giant hitbox similar to Yuri's Saifa ( Qcb.gif + Punch.gif ) that anti-airs and has a high 'priority' if you will. The Snkb.gif reflector has fewer active frames; the Snkd.gif version stays active longer.
    • Ex.png Psycho Reflector (Qcb.gif + Snkb.gif + Snkd.gif) - After a successful reflection, this sends out a fast Psycho Ball that launches the opponent before sending out the opponent's reflected projectile which combos afterward automatically.
  • Phoenix Arrow (Air Qcb.gif + Kick.gif) - Athena covers herself in Psycho Power and rolls downward in a dunking fashion. This gives Athena a way to alter her aerial trajectory like most dive kicks allow, but more importantly this move combos off of Phoenix Bomb ( F.gif + Snkb.gif ). Her Snkb.gif dive is safer on block though it doesn't cause a knockdown. Using the Snkd.gif ends her dive with a grounded sweep that will auto-correct at the opponent. The final hit causes a knockdown and can be Drive Canceled, and from certain combos Athena can link a followup afterward. The final kick is also unsafe on block, so be careful.
    • Phoenix Arrow can cross up the opponent, and the Snkd.gif version will always auto-correct to make sure the finisher combos.
    • Ex.png Phoenix Arrow (Air Qcb.gif + Snkb.gif + Snkd.gif) - This is essentially the Snkd.gif version of Athena's plunge with an improved recovery on the last kick. This keeps Athena safe on block and allows more followups on hit to be linked in more situations.
  • Psychic Teleport (Qcf.gif + Kick.gif) - A forward-teleporting maneuver. Athena isn't invulnerable while using this move, so it's mainly used to quickly move forward after firing a projectile or to get a fast mixup by canceling a normal into this move, though such setups are punishable on reaction due to the teleport's lengthy recovery. The weaker teleport travels roughlt 1/3 of the screen's length; the stronger variaton traverses just about 3/4 of the screen.
    • The recovery can be Drive Canceled into specials such as her Super Psychic Throw ( Hcf.gif + Snka.gif + Snkc.gif ) as a gimmicky mixup.
    • Ex.png Psychic Teleport (Qcf.gif + Snkb.gif + Snkd.gif) - Invulnerable during startup, and Drive Cancelable midway during its animation. A quick escape method that travels faster than a roll, though much like a roll the recovery can be punished by a fast-reacting enemy.
  • Super Psychic Throw (Hcf.gif + Punch.gif) - Fast command grab that's invulnerable on startup; launches the opponent into the air which can be followed (especially in the corner) for damage, or if nothing is done the opponent will take damage when hitting the ground for a hard knockdown. Combos from Crouching Light Punch and works as a reversal or quick punish, especially against rolls.
    • Ex.png Super Psychic Throw (Hcf.gif + Snka.gif + Snkc.gif) - Launches the opponent higher into the air which gives the player more damaging followup options. The actual throw deals damage, and if the opponent isn't hit on the way down the fall deals damage and causes an untechable knockdown.
      • Athena can actually start a HD combo off of her command grab, a feat accomplishable by few characters.

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. This DM has decent speed and horizontal reach that allows it 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 rapidly cycles through all 13 of her outfits from previous KOF games.

Tips and Tricks


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

1 Bar

  • (midscreen only) cr.B cr.B st.A xx dp+L (DC) qcb+AC, (walk under, hop), [j.f+B]x5, qcb+D
  • (midscreen only) cr.C xx dp+H (DC) qcb+AC, (walk under, hop), [j.f+B]x5, qcb+D
    • Hop forwards just as you walk under the opponent so Athena ends up facing backwards. Hit f+B (don't input it backwards) and then mash it to connect with 5 of them.
    • Very strict spacing. The above starters give perfect spacing with minimal effort when performed at point blank range, but it can be done in any situation where you can Psycho Sword (DC) EX Psycho Ball; albeit with much more difficulty.

100% Drive

0-3 Meter

  • (corner only) cr.C (HD) cr.C dp+C (DC) qcf+B, [qcb+A dp+C (DC) qcf+B]x3...
    • (0 Meter) qcb+A, dp+C (DC) qcf+B, f+B, j.qcb+D, dp+C [633]
    • (1 Meter) qcb+A, dp+C (DC) qcf+B, f+B, j.qcb+D, hcb,hcb+P [681]
    • (2 Meter) f+B, j.qcb+D, hcb,f+AC [760]
    • (3 Meter) f+B, j.qcb+D, hcb,hcb+P (DC) hcb,f+AC [844]
  • (near corner) cr.C (HD) cr.C f+B j.qcb+D (DC) [qcb+K, dp+C]* (DC) qcf+B, [qcb+A, dp+H (DC) qcf+B]x2, f+B, j.qcb+D...
    • (0 Meter) dp+A (DC) qcf+B, f+B, j.qcb+D, dp+C [571]
    • (1 Meter) dp+A (DC) qcf+B, f+B, j.qcb+D, hcb,hcb+P [622]
    • (2 Meter) hcb,f+AC [713]
    • (3 Meter) hcb,hcb+P (DC) hcb,f+AC [797]
    • *For more wall carry, replace [qcb+K, dp+C] with [qcf+B, dp+A] [24 less damage]
  • (anywhere) cr.C (HD) cr.C [dp+C (DC) hcf+C]x5, dp+C...
    • (0 Meter) (DC) hcf+C, dp+C [521]
    • (1 Meter) (DC) qcb+AC (walkup) dp+C [574]
    • (2 Meter) (DC) qcf+B, hcb,f+AC [694]

1 Meter

  • (corner only) hcf+AC, HD, [dp+C (DC) qcf+B, qcb+A]x4, dp+C (DC) qcf+B, f+B, j.qcb+D, dp+C [618]

2 Meter

  • (corner only) hcf+P, qcb+A, qcb+C, dp+C(3)* (DC) j.hcb,hcb+P, dp+A(2)* (DC) j.hcb,hcb+P, dp+A [617]
  • (corner only) hcf+AC, HD, dp+C(3) (DC) j.hcb,hcb+P, dp+A (DC) qcf+B, [qcb+A, dp+C (DC) qcf+B]x3, f+B, j.qcb+D, dp+C [692]
    • *DP must connect near the ground.

3 Meter

  • (corner only) hcf+AC, HD, [dp+C (DC) qcf+B, qcb+A]x3, dp+C (DC) qcf+B, f+B, j.qcb+D, hcb,f+AC [734]
  • (corner only) hcf+AC, HD, dp+C(3)* (DC) j.hcb,hcb+P, dp+A(2)* (DC) j.hcb,hcb+P, dp+A (DC) qcf+B, [qcb+A, dp+C (DC) qcf+B]x2, f+B, j.qcb+D, dp+C [764]
    • *DP must connect near the ground.

4 Meter

  • (corner only) hcf+AC, HD, dp+C(3) (DC) j.hcb,hcb+P, dp+A (DC) qcf+B, [qcb+A, dp+C (DC) qcf+B]x2, f+B, j.qcb+D, hcb,f+AC [828]
  • (corner only) hcf+AC, HD, dp+C(3)* (DC) j.hcb,hcb+P, [dp+A(2)* (DC) j.hcb,hcb+P]x2, dp+A (DC) qcf+B, qcb+A, dp+C (DC) qcf+B, f+B, j.qcb+D, dp+C [852]

Team Order

1st position



2nd position



3rd position



Basic Strategy

Advaced Strategy

Frame Data

Block Frames
Move Name HL Damage Cancel Ability Startup* Active Recovery Hitstun** Blockstun** On Hit On Guard Notes
Stand Snka.gif HL 25 ch/sp/su 3 5 8 14 12 +2 0
Stand Snkb.gif HL 30 sp/su 4 5 10 14 12 0 -2
Stand Snkc.gif HL 80 sp/su 5 4 19 20 18 -2 -4
Close Snkc.gif HL 70 sp/su 4 4 16 20 18 +1 -1
Stand Snkd.gif HL 80 - 9 5 20 20 18 -4 -6 Lower body invincibility
Close Snkd.gif HL 70 sp/su 4 4 21 20 18 -4 -6
Crouch Snka.gif HL 25 ch/sp/su 3 3 7 14 12 +5 +3
Crouch Snkb.gif L 30 ch/sp/su 3 4 9 14 12 +2 0
Crouch Snkc.gif HL 70 sp/su 5 6 18 20 18 -3 -5
Crouch Snkd.gif L 80 - 7 6 16 - 18 KD -3
Stand Snkc.gifSnkd.gif HL 75 sp/su 11 8 14 - 22 KD +1
Jump Snka.gif H 45 (40) sp/su 5 12 Land+1 12 12 - -
Jump Snkb.gif H 45 (40) - 5 12 Land+1 12 12 - -
Jump Snkc.gif H 72 (70) sp/su 7 6 Land+1 12 12 - -
Jump Snkd.gif H 70 (68) - 6 7 Land+1 12 12 - -
Jump Snkc.gifSnkd.gif HL 80 (70) sp/su 8 8 Land+1 - 22 (18) KD -
Right.gifSnkb.gif HL 50 sp/su 19 10 5 20 18 -18 -20
Jump Right.gifSnkb.gif H 60 sp/su 9 16 Land+1 20 18 - -
Qcb.gifSnka.gif HL 65 - 15 - 30 11+21 11+18 +2 -1 Projectile
Qcb.gifSnkc.gif HL 80 - 12 - 36 11+21 11+18 -4 -7 Projectile
Qcb.gifSnka.gifSnkc.gif HL 48×3 - 31 - 28 11×3+21 11×3+18 +26 +23 Projectile
Dp.gifSnka.gif HL 50+20×2 su 3 7,7,3 50 KD 17 KD -35~49
Dp.gifSnkc.gif HL 65+25×4 su 7 4×4,3 65 KD 17 KD -58~66
Dp.gifSnka.gifSnkc.gif HL 80+35×2+48+35 su 5 4×4,3 49 KD 17 KD -42~50
Qcb.gifKick.gif HL 60 - 3+7 21 28 KD 18 KD +1 3f reflect startup, 10f attack startup. Recovers 12f after reflect, 17f after hit.
Qcb.gifSnkb.gifSnkd.gif HL 100 - 3+7 21 28 KD 18 KD +5 3f reflect startup, 10f attack startup. Recovers 12f after reflect, 13f after hit.
Qcf.gifSnkb.gif HL - - 33 - - - - - -
Qcf.gifSnkd.gif HL - - 45 - - - - - -
Qcf.gifSnkb.gifSnkd.gif HL - sp/su 26 - - - - - - cancellable after 15f
Left.gifDown.gifRight.gifPunch.gif Throw 0+125 - 6 1 35 KD - KD - 0 damage on hit + 125 damage on land
Left.gifDown.gifRight.gifSnka.gifSnkc.gif Throw 80+60 - 2 1 37 KD - KD - 80 damage on hit + 60 damage on land
Air Qcb.gifSnkb.gif HL 20×N sp 7 3×N Land+20 21 18 +1 ~ -1 -2 ~ -4 Advantage depends on height of last hit
Air Qcb.gifSnkd.gif HL 20×N+20+60 sp 9 3×N,1,(16),11 32 21,KD 18,17 KD -25
Air Qcb.gifSnkb.gifSnkd.gif HL 30×N+30+90 sp 8 2×N,1,(12),5 15 21,KD 18,17 KD -2
Right.gifDown.gifLeft.gifx2Punch.gif HL 210 - 1+1 134 41 KD 21 KD -30 30f freeze
Right.gifDown.gifLeft.gifx2Snka.gifSnkc.gif HL 10×26+60 - 1+1 5×2,(6,4)×12,4 46 KD 17 KD -32 30f freeze
Right.gifDown.gifLeft.gifRight.gifSnka.gifSnkc.gif HL 430 - 1+5 12 31 KD 18 -1 -24 30f freeze
Move Name HL Damage Cancel Ability Startup* Active Recovery Hitstun** Blockstun** On Hit On Guard Notes
  • Note: Startup does not include first active frame.
  • Note: Hitstun and blockstun values do not include the hitting frame.