King of Fighters XIII > Athena Asamiya

Athena Matchup Discussion

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Kirah:
I figured i'd start this thread so that Athena fans could help out the idol in her trials and tribulations through combat. So without further a do, let us begin.

Ash
This is a favorable match up for Athena , because she wins the projectile war simple numbers. Every one projectile Ash throws Athena gets two or three if EX reflector is used. Keep your distance and play the ranged game, no need to put yourself in harms way. Stay alert and look for Ash's Ex projectile, though reflecting that can definitely set him straight. Eventually the Ash will have to come forward, simply due to chip down damage from Athena's and Ash's projectiles combined. If the Ash starts to approach from the air A Psycho sword works nice or back jump CD to push him back and start your zoning game. In closer proximity, far standing D does nice and can tag out of the air on a short hop.

5B, and 5A of course are answers, just keep calm and be aware of your spacing with your psycho ball zoning. Closer you are the less the Ash can throw projectiles since he'll be getting hit by his own, just pay attention to his meter as EX projectile can knock you down and give him the advantage which you always want him on your terms.

Edit:
Playing this match-up a bit more, I noticed how fast Athena actually recovers from A psycho ball. You can get away with throwing this out and not have to worry about retaliation from Ash's EX projectile. You can still block and return fire.

Saiki
This matchup is an even easier Ash matchup since he doesn't have an EX projectile, simply reflect and stack on the plasma. A psycho sword of course is great, but can be baited by Saiki J4B so keep that in mind. In the corner Saiki's Super projectile can keep you lockdown tight and chip your life. Though this match isn't as hard as the Ash matchup.

Elisabeth
As every matchup with Athena, it's all about patience though one has to be careful as the more you zone the more you feed the ElisaBeast. 236A absorbs your projectiles, though space has to be taken into consideration since you can be punished by Elisabeth 623A/C/EX series which leads to a down for her plus oki. Playing really solid and safe is only your best option, since her option in every level of the fighter ie: Offense, Defense, and Neutral is more in her favor. In an air to air full jump back CD can tag her if the Elisabeth is getting overly aggressive which she shouldn't be in neutral.

You truly have to be patiently annoying, play solid and safe as this battle can turn sour quickly.

Iori (Claw)
This battle is pretty straight-forward zone him though he has a few tricks he can use to get around Athena's zoning. Such as 214BD which is fast and blows through her plasma, also his EX maiden masher can punish her projectiles. Just pay attention and keep him zoned and this battle should be over before you know it, within normal range be careful since his normals out range you and are really well suited to out poking and can give you a lot of trouble.

Iori (Flame)
Another straight forward match-up with a little twist ,which is Iori's C projectile. It's extremely fast so you have to pay attention to it. Though it's excellent to reflect, because at most distances Iori is still in recovery so he'll get hit by it. Then there's another projectile heading his way so this is a really annoying battle for Iori. Also his EX projectile is way slower then his C, so you can reflect it without much to worry about just don't get hit or you'll be stuck and he can run up and combo you easily. Though Iori using it outside of combos is rare, it's still the second week of his unveiling so who knows what new technology will appear.

Another thing that makes this battle easier, is that he doesn't have EX moves that'll go through your projectiles aside from his EX dp though that's quite unsafe if blocked.

Kula
This chick can be annoying, since she has a reflect of her own and longer normals namely 5B, 2B , J.B. Just keep yourself aware. You can throw A psycho balls from longer ranges and remain safe from reflect retaliation. You surely have to vary your psychoball timing from A~ C to keep her guessing and hopefully confuse her so that'll she'll get hit trying to reflect. Though you'll do more normal zoning then plasma zoning, Far 5D works great since it goes over 2B, the real problem is 5B, because it's wayy better then Athena's since it hits crouchers. Even 2D, you have to play really careful or you'll be eating a disgusting combo.

Also on 2B spamming Kula's which is all of them if you roll passed them or cross them up which most Kula's use 2B to shrink themselves and anti air the game will auto-correct and convert to slider shooter which is punishable and which can be grabbed on start up. I'll be performing more tests to get around her BS so i'll post it when I find it.

Leona
This match-up isn't too hard, just have to stay aware of Leona's positioning . Air to air situations she's hard to take on head to head, but I find Jump back CD, a good tool universally to keep her out besides 5B, 623A, and 5A. In closer proximity Leona can use grand sabre to punish Psycho Ball startup though that's a risky maneuver but still and option. Once she has more than a meter, her jump-ins are a lot scarier due to the threat of Vslasher. In closer proximity her normals out class yours by a mile. Her 2D is a serious threat as it goes under your 5D it shrinks under your jump normals so you have to be careful.

When in the corner her long reaching normals keep you locked down it's especially hard to escape that situation with moonslasher a foot. A lot of her normals also push her forward and can poke you out your escape attempts so this a position where you don't belong.

Emperor Paine:
Good to know, thanks

Kokujindayo:
What are some good air to air normals that Athena has while going against the majority of the cast. It seems like she gets beat by anything, maybe I'm just not doing the right type of jump?

chrischunli:

--- Quote from: Kokujindayo on January 05, 2012, 09:19:11 PM ---What are some good air to air normals that Athena has while going against the majority of the cast. It seems like she gets beat by anything, maybe I'm just not doing the right type of jump?



--- End quote ---
Neutral jump CD, hop CD, sj.D, lol.

Mikel:
Thanks for this information. It will help me on future Athena matchups since I main her. :)

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