Treat it like K' dp into EX qcf+AC. Do hcbf+C, qcf~uf+AC. It works for me.
Thanks. I recently transitioned to stick from pad and it's doable now.
I'm having a really hard time against Kula using Athena. Kula essentially negates Athena's neutral game, and her pokes seem to out range everything I have with Athena as well. I basically can't figure out how to beat her pressure OR how to get in on her with Athena.
I think this is a tough matchup for many Athenas. Not only can Kula negate her projectile game, she can also pressure extremely well because of her low air C and Athena's weak anti-airs.
I'm not a really good Athena player but I understand a few of her concepts, so try these things:
Light Phoenix Arrow is neutral on block (I think). You can immediately perform a stand C into another blockstring afterward and it will most likely beat whatever your opponent tries, EXCEPT for instant grabs or fast command grabs, and low poke trades. You could also do a low string. Basically it's just a frametrap - if your opponent doesn't retaliate with a grab or trade with a low poke, you should at least be able to put them into another blockstring and keep your pressure up.
Conversely, one of Kula's more common blockstrings is actually not a blockstring at all. When she does stand C (x2)/f+A, qcb+B~f+B, there's a gap after the Ray Spin hits you and before the projectile comes out. She's instant grabbable at that point. If you can pull that off you'll take away one of her blockstrings because she'll be afraid to use it.
Kula will want to take away your projectile game but you can punish her for that. Counter Shells are baitable at a certain distance. If you're confident she'll try to reflect, super jump into her as soon as your projectile is out and punish her for trying. I'm not sure how easy this is on Athena because of her slow floaty jump, but at least try to see what distances her Counter Shell can be baited/punished. It'll make her afraid to use it and allow you to use your tools again.
Athena's ex Teleport should be a viable choice for corner escapes.
Athena has a comboable command grab and they're really powerful in this game. If you're not well versed in all the different grab setups in KOF, now's the time to study because the potential for damage and mindfuckery is high.
Examples:
Run up command grabs. When you double tap forward you'll run a short distance without having to hold down forward. This is the window you input the command grab. These can be incorporated into tick throws, which can be done a few different ways, like doing a jump in attack, double tapping forward, then command grabbing, or off low attacks like a single low B, double tap forward, command grab. You could also do this by just walking up and grabbing. I like running first because it helps me not miscalculate the grab invulnerability time after blockstun, and it looks more "active and threatening" than simply walking forward (meaning your opponent might be less likely to throw out a poke to stop it).
You can also set up command grabs off properly spaced teleports. She has two distances with hers so with enough practice you should be able to see your openings to position yourself for a grab.
It's not an easy fight and like I said I'm not a very good Athena player, but hopefully some of these tips can help you.