A s a m i y a    A t h e n a  Guide Version 0.4
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0.0                            By: Derek Lee ([email protected])

Author's notes: Since this is my first guide please bear with me if
there are any errors. Since you are reading this guide I presume that
you use Athena to some extent or are a medium to advanced player if not
check out ex-Andy’s beginner guide found at this address
http://www.geocities.com/TimesSquare/Alley/4810/BEGIN.TXT.

I started using Athena in '96 through the introduction from my friend,
although I did try her way back in '94. The reason why I like her now
is because she is one of the few fighting babes that actually sings
even though I must admit she is very noisy and I hate the costume
design but I’m sure SNK will give her yet another costume for ’98 like
they always do every year. I have now obtained a copy of ‘97 on the PSX
so I’m going to start practicing with her. I must admit I haven't
mastered Athena to her full potential so I have written this guide to
help fully master Athena! This guide is intended for advanced users but
I guess Athena’s only asset in extra mode is to dodge, C followed by
the super psychic throw.

Contents:
0.0 Author's notes
0.1 Revision History
0.2 Character Background
0.3 '97 story line
0.4 Normal moves
1.1 Special moves
1.2 Desperation moves
1.3 Taunts/Throws
1.4 Character relationship
2.1 Mind games
2.2 Why this is so strong?
2.3 Does this take skill?
2.4 Combos
3.1 Winning poses
3.2 Endings
3.3 Additional Info
3.4 Credits

0.1Revision history
Version 0.4(09-6-1998) fixed up a few sections, added additional info
and changed format to rich text also added endings and character
relationships.

Version 0.3(22-4-1998) Added more combos fixed up some info and added
winning poses.

Version 0.2a(25-3-1998) Added '97 story line and mind game and some
combo's.

Version 0.2(8-2-1998) Corrected some mistakes and got helpful advice
and added normal moves section. Also added taunt and throws section.


0.2 Character background
"No one's going to take my place as a superstar fighting babe!" (Quote
from '95)
Statistics of Athena Asamiya:
? Nationality: Japanese (But spent most of her time in china)
? Fighting Style: Psychic Powers & Kung Fu
? Blood Type: B
? Height: 163 cm
? Weight: 50 kg (or about 49 kg)
? Birthday: March 14,1977
? Age: 20 (in '97)
? Hobbies: Singing, Astrology
? Favorite sport: Lacrosse
? Favorite food: Ichigo Daifuku
? Least favorite thing: Grasshoppers
? Prized Possession: Peter Rabbit tea set
? Voice actress in '97: Yukina Kurusu

Athena Asamiya made her first appearance in the KoF '94 tournament with
Sie Kensou (her high school classmate) and Chin, (her drunken master).
She entered as the china team leader because Sie was irresponsible and
immature, and Chin was too drunk with his jug of sake. Her original
motivation in entering the King of Fighters tournament was both to test
her abilities in her training in Kung Fu under master Chin Gentsai, but
to also investigate the evil presence she felt around Rugal, the
original president of the KOF committee, before Chizuru. She and her
classmate Sie Kensou were declined the privilege to enter the KOF '97
by Chin, but after reading a letter from her fan, she was determined to
enter the tournament, no matter what. Not even Chin could stop her.
(See the Story section for details). She also appeared in two games
before this they were called: Psycho Solider and the sequel Athena
(Note: Psycho Soldier came out first in the arcade then followed by
Athena.)

Athena: This is a side scrolling platform game (translated to the NES)
where you control the goddess Athena.  She has grown tired of her life
on Olympus and decides to do some adventuring in the "Fantasy World."
In this realm she can pick up various weapons (bows and arrows, swords,
morning stars, etc.) and armor, and special items (that give her wings
or turn her into a mermaid) and she fights Mythological creatures.
(Note: In kof97 you can actually see what she looked like in this game
if you finish it with the edited team of Athena, Clark, Ralf, you can
also see what Kensou looked like as well.)

Psycho Solider: This is Kensou's first appearance in the game as he was
not in Athena! . Psycho Soldier was a horizontally scrolling platform
game, which came out in 1987. Basically it was a horizontal shooter
with a twist - Athena could transform into a Phoenix, and Sie into a
Dragon (also explains the names of some of their moves). Some of the
enemies were robots saying "Athena, Athena", and the game's song is
very similar to the one sung in the CD version of KoF '94. (In fact the
song is the same but without her singing also this game was translated
to c64 which is a disappointment!)


0.3 '97Story line
I decided that since I wrote about why Athena joined the tournament in
the first place why not write about why she is still in the latest
tournament (Note: It is confirmed that Athena will be in '98! don't
know about Kensou and chin though!)
Because of the Japan live tour in '96, Athena and Kensou received many
fan letters and were in doubt of joining the '97 tournament. Due to one
fans letter, which touched Athena and inspired her to join the
tournament, the fan got courage and inspired by Athena's perseverance
that she had worked hard like Athena and passed her exams. The fan
asked Athena if she would join this year tournament and would support
her! , so as to not disappoint her fan she joined.

0.4 Normal moves
Athena's normal moves are considered weak compared to her specials, but
it's still good to know about her normal moves!

Standing A: Athena does an open palm hit towards the opponent's face.
This move cannot be done rapidly like most jabs (Note: don't use this
much) This move can be canceled to a psycho sword and has decent range.

Standing B: Athena kind of knees the opponent with her arms
outstretched backwards at mid level.

Standing C: Athena stretches one arm out at mid level, it has high
priority but not as fast as the A version. It comes out slightly
quicker than the standing D and recovers faster. It can also be
cancelled into her super psychic throw, which is the start to most of
her combo's.

Standing D: Athena does a sort of spin kick, which is towards the
stomach of the opponent. It has the farthest range of any Athena's
attacks but is kind of slow and vulnerable to attack for a second. If
you can hit, then use it, otherwise use C button.

Standing CD: This move has lost a lot of range, as in '96 this move had
excellent range (Note: IMHO the '97 CD looks like Terry's power charge
but without the range). I normally follow a p-s-y-c-h-o ball after this
move to keep the opponent at bay. (E.g CD, HCB+A/C).

Crouching A: Athena jabs towards the opponent. Can't be done rapidly
but can be canceled to a psycho sword.

Crouching B: A short range ground kick. Which can be done rapidly and
is interruptible. I normally do a sweep after this i.e down D, this is
good for poking as it is reasonably fast.

Crouching C: A low, more powerful palm hit. It can also be canceled to
a psycho sword or the teleport.

Crouching D: Athena sweeps with one leg sticking out but doesn't reach
very far and unlike after the C version phoenix arrow where she
outstretches her leg with quite a bit of range. I normally use this
after an A version phoenix arrow or after a jump C then sweep. This
move is only has priority when up close as the range of this move is
crap hence the reason why I normally follow it after an A version
phoenix arrow.

Jumping A: Another palm hit and can be cancelled into a psycho sword.

Jumping B: A very weak kick and seems to have as much range as the
jumping D.

Jumping C: Kind of a slap move that's great for knocking people out of
the air, but not great for combo's. If both players jump and with the
right timing this could result in an air throw where Athena kind of
spins the opponent around and tosses the opponent to the ground.

Jumping D: A jump kick with fine range and is useful for cross ups and
can be used to start a combo. I think Athena has an air throw with this
button as well.

Jumping CD: One of Athena's most useful moves, which has high priority
and great for knocking down opponent's from the air. Athena stretches
the legs together like in '96.

1.1 Special moves
This part of the guide is to inform you of her Special moves!

Butt bounce or phoenix bomb: jump towards opponent then press down + b
as the name suggest she bounces away after move is done and knocks down
opponent (Note: this move could also be done in '95 and I guess it
wasn't useful because in '96 SNK removed this move). The only use I see
in this is to avoid kyo's firefists. (Note: It is unconfirmed whether
the phoenix fang arrow dm can connect straight after.)

Hopping double kick: press forward and press b (Note: this move is
completely new and can be chained (connects) with 2 hits, she lunges
forward with a double kick kind of like Kyo's 75 style: modified. When
this move is not chained it has autoguard. Which means it can take 1
hit and go through that attack without getting hit and only taking
block damage. Although it takes minimal damage but useful in some
combo's. It seems that this is the only command attack with autoguard.
It is also the only silent command attack in '97.

P-s-y-c-h-o ball: |   /  O-- + A / C
                 O  O

Move type: Athena throws a ball of pink energy at her opponent.
Comment: The A version psycho ball is useful against jumping-in
opponents whilst the C version psycho ball is effective in keeping an
opponent in the corner, while taking average damage.

Psycho sword: --O  |  \  + A / C  (can be done in the air)
                  O   O

Move type: Athena does an uppercut, creating a type of blade of energy
Comment: this move has been toned down since '96 it now only does 5-6
hits instead of 6-7. (Note: this move can be done while jumping towards
the opponent), I heard that it still takes off the same amount of
damage as in '96 but without the same number of hits.
Performing it in the air takes 4-5 hits and does less damage than on
the ground. (Note: This move is very slow and ends with lag so time it
otherwise Athena will be punished.)

Phoenix arrow: jump, then  |   /  O-- + A / C
                          O  O

Move type: Athena curls into a ball, diving downwards towards the
opponent, in psychic energy.
Comments: this move has also been toned down (major) as scrubs could
use it too well! (Including me ^_^;). If you use this move directly
above it takes about 5 hits and when jumping towards it takes about 3-4
hits! . The C version has an extra long-range knockdown kick at the end
of the phoenix arrow, which changes direction to wherever the opponent
is. The A version comes down at a 150 degree angle while the C version
comes down at an 135 degree angle. Don’t use this move often only when
you want to take tick damage off or use when it is safe e.g after super
psychic throw, otherwise Athena will be punished if it is blocked.

New psycho reflector: --O  \   |   /  O-- + B / D
                           O  O  O

Move type: Athena creates a ball of psychic energy which reflects most
projectiles.
Comments: the B button version is good for stopping opponents charging
at Athena, can also be used in combo's .The B version she stands still
and executes it and the D version she hops forward a bit about 1
quarter of the screen. (Note: The D version of this move is not combo-
able but is probably the strongest non-POW juggle used after a psycho
throw). (Note: This move is effective when the opponent is knocked down
and depending on the distance Athena is to the opponent i.e standing
next to opponent or a sweep range depends which one to use just before
the opponent gets up as opponent can just block. (Note: This move can
reflect any projectile when timed right). The B version does 4 hits
while the D version does about 7 hits. (Note: I have seen Athena
reflect this move and actually get hit also so again time this move I
recommend using the B version more unless you are far away from your
opponent.)

Psychic teleport: |  \  --O + B / D
                 O   O

Move type: As the name implies Athena runs across the screen toward the
opponent with an after-image in her original position. The B version
teleports her around half the screen while the D version around three-
quarters of the screen.
Comment: try CD after she finish teleporting, or a psycho sword ,
sometimes you can even get a throw in, it is a good way to confuse
opponents and is mainly a good idea to use after her super psychic
throw as the opponent doesn't know which area she will end up. (Note:
Try some variety like executing a normal throw after as well as A or B
pokes). It is now useful after a blocked normal move (i.e far standing
C or low D), because it is a lot harder to counter this way.

Super Psychic Throw: (Near opponent)  O-- / | \ --O + A / C
                                        O  O  O

Move type: Athena grabs the opponent and pushes them upward in the air
with the help of her psychic energy and follows up with basically any
move afterwards (I'll leave this up to you!). It is possible to juggle
with either of her DM's in mid-air. But use the shinning crystal bit
not the Phoenix fang arrow because the first hit will knockdown the
opponent and the rest will be a waste, as the opponent will block the
rest.
Comment: Use this move to start off combo's which your opponent will be
left open for attack. It's also very useful against extra players, as
they can't be stopped from getting thrown. Or if you play in extra mode
this move is useful in the fact that first you can dodge and then
execute this moves when near the opponent. (Note: after this move the
dm's can be used if supplied with stock in Adv or charged up in Extra).
The majority of Athena's combos rely on this move.

1.2 Desperation moves
Desperation is referred to as supers / specials and the like.
Athena has gained one new super (as if she needed it!) which makes a
total of 3 supers! If you count the crystal bit another super.
All of her old supers have been toned down and can be used in combos.

Shining Crystal bit: O--  --O  \   |   /  O-- + A / C  (Can be done in
the air)                        O  O  O

Move type: 2 crystal balls rotate around Athena (it rotated around her
faster in '95) kind of protecting her. The Sdm version a barrier of
psychic energy is also around her.
Comment: In kof'94 4 crystal balls rotated around her faster than '95,
making it harder to hit her out of it, but the problem was it was
harder to execute the move and you couldn't perform the move in the
air. In kof'97 in Adv mode press A + B + C + D to cancel her out of the
dm, this is because if you let the move go all the way to completion,
she has a period of time where she is vulnerable to attacks (note:
cannot cancel in Extra mode). Another alternative is to use the crystal
shoot (see below). This dm can also be done while jumping towards the
opponent and can be used to trap opponent in corner.

Crystal shoot (bit):  |   /  O-- + A / C
                     O  O

Move type: This is the follow-up to the shining crystal bit, once the
balls are rotating around Athena perform the crystal shoot and all the
balls go up towards her hand forming one ball (this leaves Athena
vulnerable) and she throws it as one large projectile. It can only be
done in the first three-quarters of the shinning crystal bit dm.
Comment: you can hold the ball in her hand with the button used (e.g
execute with A hold down the A button). If executed with A the ball
moves forward towards the opponent, and if performed with C the ball
moves diagonally upwards. (I presume that you are on the ground when
performing the move). If you done the shinning crystal bit in air the
ball moves diagonally downwards and homes in on the opponent (sort of).
I find it to hard to execute this move straight after the shining
crystal bit because of the lag. (Note: on SDM the shinning crystal bit
does in fact home in on the opponent and if blocked hits about 3 times
and takes off tick damage.)

Phoenix fang arrow: jump, then  |  \  --O  |  \  --O + A / C
                               O   O      O   O

Move type: Athena does multiple phoenix arrows diving into the
opponent. The A version DM does about 10 hits while the SDM does about
25 hits. The C version does about 11 for the DM and about 32 for the
SDM. (Note: there is no knockdown move after this and leaves you
vulnerable at the end if the opponent blocks this move).
Comment: It seems that if this move is blocked that it takes off more
damage than unblocked. If you make her start just above the opponent’s
head you seem to go through his/her body and don't waste any hits. The
sdm seems to take about 1/3 of the whole bar when blocked. This move
also seems to take off more hits on larger characters E.g Chang, Goro,
and Clark. This is also a great aerial attack that surprises characters
that try to hit Athena out of the air. The only down side I have with
this super is no knockdown at the end, which would be an asset for
Athena to escape. Use at own risk!

1.4 Taunt and throws
This section is about Athena's taunt and throws. Press the start button
to perform taunt.

Taunt: Athena sneezes stands up straight, winks and puts her hands
together like in a prayer position. Saying, "Gusshi, gomenasai!" Which
means "Achoo, excuse me!" (Note: this taunt is still the same as in '96
but was different in '95.)

(Bit throw): close, f/b + C
Kind of like her '95 throw where she tosses the opponent over her
shoulder.

(Psychic throw): close, f/b + D
In this throw Athena is aided by her beads where she spins them around
with the beads and throws them.


2.1 Character Relationship

Character relationship’s for Athena:
(Rules for Adv mode)
? =Will add a bonus and current full bars to those characters
? =Passes only the current full bars to those characters
? =No bars passed to those characters
? Benimaru, Kensou and Chin
? Chris, Shermie,Yashiro,Yamasaki ,O.Iori and Iori
? Neutral with the rest
Some of my recommendations are Athena, Kyo and Shingo, (An added bonus
when you put Shingo before Kyo you gain an extra bar and can also pass
on to Athena.) Athena, Benimaru and Ryo (The next hero team). And my
personal favorite Athena, Shingo and Robert which I call the pointing
team/blue team because when you kill the last opponent with Shingo they
all seem to point and they all wear blue costumes i.e Athena 2p,Shingo
1p and Robert 1p.

2.2 Mind games
This is not an infinite but places Athena as a middle to top-tier. I
have not tried this tactic but read it from a person who has had this
tactic done to them several times. I have also seen this tactic used
once in the arcade. So I know how annoying it is, here is the tactic:

HCF + C -> jump + D, Athena sends the opponent up into the air and hits
them with the jump + D. They both fall to the ground but Athena lands
first. (Note: the opponent can block what Athena has to dish out).
Usually on the other side of what you expect i.e if she did the throw
on the left she'd land on the right, however sometimes she does end up
on the left side. But when she lands she'd immediately C and throw
again. The thing about this pattern is it confuses the opponent on
which way to block but if they block the C then the HCF + C will not
connect.
Another option is once Athena has done the C followed by HCF + C ->
jump D, Athena walks a bit under the falling opponent, gets behind
opponents back and C -> HCF + C, (Note: this takes a lot of practice
and patience). When timed right it should connect as the opponent lands
giving them no opportunity but to block. Therefore if Athena's opponent
learns to block well then don't apply the standing C just HCF + C the
opponent will be thrown up again, repeat.
(Note: The HCF + C by itself does not take off damage, so just because
you are tossing them around with jump Ds and the occasional C this does
take off quite a bit of damage.)

2.3 Why is this so strong?
This is so strong because it works well once mastered. And it takes off
a considerable amount of damage, while at the same time pretty fast. If
you feel you cannot trick your opponent for long then a DM always comes
in handy. Mind games like these are always strong. In fact, Athena's
odds with this tactic are better than O.Yashiro's 50% throw and Mary's
D scum spider tactic. And although it doesn't seem to take up that much
damage per hit, if you are good enough to confuse your opponent, it's
definitely well worth it.

2.4 Does this take skill?
As far as finger dexterity goes, no, it does not take that much skill.
However, this tactic is only really effective depending on how well you
are at mind games and how fast you can think. Again this tactic happens
very very quickly so you must act quickly to decide which side you are
going to attack from, or whether you are going to go for a throw
directly. The main question is 'how good are you at outsmarting your
opponent?'

2.3 Combo's
Finally I get to the good bit! Athena doesn't have many combos and most
(if not all) rely on the super psychic throw.

Normal move chain combo's :
Dn + B x 2
Dn + B x 2, FW + B
Jump C, DN + B
Jump C/D, stand C/D, FW + B

Combo's:
Standing C into DP + A/C,
Standing C into HCF + A/C, then any of the following:
1) Jumping CD
2) Jumping DN + B
3) DP + A/C
4) Jumping DP + A/C
5) FW HCB + D
6) Jump HCB + C
7) Jump B then HCB + A/C
8) Jump C then BK, HCB + A/C then cancel (A+B+C+D)
9) Jump QCF x 2 + A/C
10) Jump C, land C followed by HCF + C then HCB + D

Corner combos:
Athena only has 1 I have ever seen.
1.Jump C, standing C followed by HCF + C then HCB + B followed by BK,
HCB + C
This is quite impressive and useful for when the opponent has not much
energy left. It is also quite tricky and requires practice and does
about 4 hits.

3.1 Winning poses/Openings:

Introduction if she is your first player on the team.
Athena appears in an idol outfit (only on player 1 side) and her school
uniform on the player 2 side. She pulls off either costume revealing
her normal clothes.
Quote: "Athena, ikimasu!"
Meaning "Here comes Athena!"

Introduction if she is the 2nd or 3rd player on your team.
Athena raises her arm and gets into her normal stance.
Quote: "Athena, ikimasu!"
Meaning "Here comes Athena"

Against Kensou, Ikari team, Yamasaki and Orochi Leona
Athena is wearing a pretty dress.
Saying the same as the above 2.

Win pose (A) when you hold this button before she wins
Quote: "Yatta! Gu!"
Meaning "I did it! Good!"
Use this pose if you beat orochi scum and/or if they did a mistake,
which resulted in your victory.

Win pose (B) when you hold this button before she wins
Quote: "Yay, kampeki!"
Meaning "Yah, perfect!"
Use this pose if you won perfect which is hardly ever or against a
friend or if you did a spectacular finishing combo e.g the first corner
combo mentioned above.

Win pose (C) when you hold this button before she wins
Athena does her sailor moon type pose like in '96
Quote: "Watashi tachi wa makenai wa!"
Meaning "We won't be beaten!"
Use this pose if you pick the whole china team or close enough i.e
Athena and Kensou or you won against someone you hate or someone who
used orochi trash or if you made a mistake and ended up winning anyway.

Time over: if you have less energy than your opponent does.
Athena shakes her head from side to side 3 times, then buries her head
in her hands sobbing.

Draw Game: the same animation described as above

Round loss
Quote: "Gomenasaaaaaaai"
Meaning "I'm soooooorrrrryyyy"

3.2 Endings:
I’ve now included the endings to both Athena’s normal ending and the
old hero team, which includes Athena, Clark, Ralf, but I heard that you
could have Athena, Kensou and one of the other 2.
Psycho Soldier - they talk about the Orochi and how they'll be the only
ones who can stop him if he awakes from his sleep. Then they're
interrupted by a girl in a wheelchair wearing glasses who introduces
herself as Kaoru Watabe. Athena remembers that Kaoru was the fan who
wrote to them and ended up encouraging them to enter the KoF '97
tournament. Kaoru thanks them for the letter and the tickets, and
Kensou asks  "What tickets?"  Athena sent Kaoru tickets to the Finals
match, and of course Kaoru had fun cheering them on. Kaoru announces
that she's been training hard herself ever since she got out of the
hospital, and then attempts to walk. However, she falls, and Kensou
attempts to dash over to catch her, but ends up with his face in the
dirt. Athena winds up catching her instead, and after asking if each
other are ok, they start laughing. Kensou then starts saying that he'll
"never be noticed. Sniff, boo hoo".

Old SNK Hero Team - Ralf and Clark are seen as Ikari
Warriors...shirtless and with guns. They say "Mission accomplished!"
and other such things. A strange-looking Athena (I guess that's what
she looks like in Psycho Soldier) is looking at her body and says "This
is... me?"  A weird-looking Kensou is seen in the background saying,
"Have you forgotten...?"


3.3 Additional Info:
This part of the section has everything I could find out on Athena!
True things about Athena:

Athena attends the same highschool as Kyo, Shingo, and Kyo's girlfriend
Yuki. She comes to the matches in her highschool uniform, and
transforms into her usual clothes before her round starts. Despite
Kensou, who she trains with and has a MAJOR crush on her, Athena
herself has a crush on Kyo, thus creating a love triangle with Yuki.
Athena also happens to be a popular idol now after her stunning
appearance in the KOF tournaments and gets several fan letters from men
everyday, making Kensou feel miserable altogether. Any way, it seems to
her that as long as there's evil in the
World, she has no time with such affairs.

Being the reincarnation of the Goddess Athena (Greek Mythology), Athena
was naturally born with special powers and a pure heart. She is strong
willed, feisty, and at times stubborn. She is also very compassionate
and hates evil.

She is confirmed to be in kof’98 along with 6 other people, Kyo, Iori ,
Shingo ,Benimaru,  Terry and King. Thanks to the Madman’s Café for the
info.

She has three main theme songs including Psycho solider (kof’94 ending
song, 96-97 BGM), My love (kof’95 ending song) and the scarred blue
moon (Athena). Please check out chika’s homepage to get the lyrics of
the above 3 songs at: http://members.aol.com/iorin/chika/uta.html

SNK are also planning to release a 3d version of Psycho Solider on the
PSX called Athena - Awakening From The Ordinary Life for Playstation, a
3D CG adventure featuring Athena from the KOF series. The story is
about how Athena suddenly gained her super natural psychic power and
how she battles against an evil organization who is after her power,
this game is scheduled to release in summer 1998.

Athena’s costume colours in both modes are by pressing the
corresponding button:
Advanced A: Her normal red costume colour like in ‘96
Alternative D: Her Blue costume colour like in ‘96
Extra A: A new light green dress
Alternative D: A new dark pink dress

3.4 Credits:
This guide would not have been what it is without the following people!

Ex-Andy ([email protected]): helped out with mistakes and gave
advice

Matt Hall ([email protected]): Took info about Psycho Solider from china
'94/5 FAQ and also got endings submitted by him.

Chika ([email protected]): Got info about character background and
additional info

JgPalanca ([email protected]): took info from general FAQ about Winning
poses

Jeff-Maru ([email protected]): Got info about Athena's mind games
Zon Chen ([email protected]): Gave info about the Phoenix arrow dm

K.Megura ([email protected]): Stole ASCII art at title and changed info
about taunt

Henry M.([email protected]): Gave info about Athena in ’98
please check out his site at: Http://mmcafe.telnet.or.jp/index.htm

Please remember that this guide is intended for entertainment purposes
only and is to be distributed freely. It’s also my property and if any
or all of it is to be used proper credit must be given! BTW if you have
any comments, questions or flames please direct them to:
[email protected]

Athena, Psycho solider team, Kof’97 are trademarks of SNK Corp,
copyright 1998.