Known for her ever-changing outfits in each KOF game, Athena returns in KOF XIII as one of the game's primary zoning characters.
Athena's play-style combines the elements of zoning, speed, and pokes into one character. Due to the speed and size of her projectile, the Psycho Ball is considered to be one of the best projectiles in the game, using it with her teleport will allow her to switch sides with/or appear in front of her opponent to throw them off. She can also reflect other projectiles towards her opponent with her Psychic Reflector but she can also continue her zoning game with Psycho Ball.
She also has a great amount of tools while airborne, Phoenix Arrow works greatly when above other opponents, using both, the weak and strong versions will confuse her opponents. Air Phoenix Bomb can also be used to hit opponents at lower altitudes, it can also be special/super-canceled into the Phoenix Arrow or the Air Shining Crystal Bit, giving her an advantage against airborne opponents.
In the corner, she also has great mix-ups with her strong Phoenix Arrow that also works as an overhead, which can even be special/super-canceled. The Super Psychic Throw will throw the opponent in the air for easy follow-up strategies.
NOTE: This guide is a work in progress and it would take me about a few days to write. Community feedback and assistance are always welcome. ^^
- Strengths -
- Great zoning, possibly the best in the game
- Very Fast
- Doesn't rely on meter as much as other characters
- Has short but damaging combos
- Has a wide variety of options when the opponent is in the corner
- Weaknesses -
- Her zoning requires good timing
- Weak when cornered
- Changes in the Console version -
* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.
Last edited by Mikel
on Wed Feb 01, 2012 4:21 pm, edited 1 time in total.