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.
#Athena kof 13 full#
Has everything a standard Close normal has: fast startup, heavy blockstun, full cancelability. Close Heavy Punch (Close ) - Athena's Close Heavy Kick can't be canceled, so use this as a combo starter instead.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. Standing Heavy Punch ( ) - This poke has less range than in previous games, as now it reaches slightly further than her Standing Light Punch.On an interesting note, this attack will actually hit crouching players that are in hitstun.
![athena kof 13 athena kof 13](https://64.media.tumblr.com/edf27740cab2d93d8592757d7b82317b/tumblr_nhmordbdM51tw3jq1o1_250.gif)
Any aerial approach from a higher angle can be dealt with using Athena's Close Heavy Kick, Psycho Sword ( + ), or Shining Crystal Bit ( + ).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. The tradeoff is that this attack can be crouched under, leaving vulnerable on whiff. Standing Light Kick ( ) - High upward kick with strong horizontal and vertical hitbox that anti-airs better than Standing Light Punch.Her standing jab will connect against crouching opponents, which makes this a useful tool for mixing up close-ranged frametraps and blockstrings. Standing Light Punch ( ) - Athena's quick jab can stop hops, although Standing Light Kick has a hitbox more suited for controlling the air.