- Fulgore
- Riptor
- Sadira
- Maya
- Kan-Ra
- Thunder
Fulgore is by far my hardest matchup simply because it’s too easy for him to teleport cancel into a throw or DP, either getting raw damage or removing chunks - I never know which he’s going to do. Add to that the fact that I, for some reason still get locked out like crazy against him because his attack speed, to me, always seems to change (even though I do know how to read his ADs and linkers). Add to that his additional projectiles that makes it hard to flick away and his up-laser that can still hit me even though I’m only standing 1/2 a screen away. Just yesterday, I lost to a Fulgore user who put me into a corner without chunks and simply poked me to death. It was embarrassing!
Riptor has all the tools she needs to wreck Aganos. Fast, multi-hitting attacks, crazy mix-ups, frame traps, and a run that can interrupt a lot of what the golem tries to do. Granted she has some weaknesses, such as if you block her tail-flip successfully, but most seasoned players won’t fall for that.
I would think Sadira would be easier, since jumping generally leaves you vulnerable, but that doesn’t seem to be the case with her. The best Sadira players I fought know how to jump at me up close and pester me like an annoying fly that won’t go away using cross-ups and mix-ups. Even those that stay far away, even though they are easier can still present a problem because her jumps always seem to be just at the right spot, height, or angle to prevent me knocking her back down with projectiles (which, if wiffed, then leave me open due to not having chunks). u+LP and D+HP are useful, but the spacing has to be perfect for the former and the latter is often too slow. Generally speaking however, if I can at least get a peacekeeper in my hand and keep her at a distance, I can at least prevent her from getting a supreme victory.
Maya is a matchup I’m actually not that bad at - it’s largely dependent on the player, but it’s always the better players that leave an impression - literally! Those magic daggers, when used in the right hands, are scary. I’ve learned how to block, ignore (with chunks), or flick them but the can come from just about anywhere - and quickly. Add to that her ability to get half-screen jump cross-ups, and mix-ups using her d+HK and fake d+HK, in-air d+HP (with both daggers) command grab and vanilla j.HP, and her ability to easily get 4 pips/unblockable dagger attacks… Well, that’s a recipe for a world of hurt. Still, if I can get her to miss (which in itself presents a challenge, since you know, Aganos is the size of a barn and you can’t really miss those), I can setup walls to keep her from getting her daggers.
Kan-Ra is another matchup I’ve largely learned, but he combines various aspects of previously-mentioned characters such as Riptor with his fast, multi-hitting attacks and Maya with his ability to easily get half-screen jump cross-ups, along with a few of his own. He can pester me with sand-swarms, sand-traps, and sand-spikes - the more he uses at the same time, the more defensive it makes me. Even worse, he easily punishes Aganos with his command throw (especially after a blocked natural disaster) or can set himself up to get 1 (for example, he can setup a sand-swarm and then grab me through it only to land me on top of it. I’ve learned how to avoid a lot of his crossups and even a lot of his traps, but that command throw gets to me every. single. time. despite the fact that I have even learned how to jump to avoid it (which can be countered later by smarter Kan-Ra players anyways) or to interrupt it with a poke. If I can get a peacekeeper in hand though, it generally helps even the odds, since it does a lot of damage, interrupts a lot of what he can do, keeps him grounded, and can destroy many of his traps. In addition, if I can hold on to my chunks and get a wall up, it makes it all that much easier to hit him with a wall-crash due to his floaty jumps.
The ONLY real issue I have with Thunder is his raw-damage output using his s.CotE ender or naked CotE - it hurts oh, so bad. But then again, I guess the bigger they are, the harder they fall, am I right? As long as I can avoid that I’m fine.
Other honorable mentions include Cinder, Jago, Sabrewulf, Hisako, and Orchid. They are all good characters, but IMO, not as good against Aganos as some of the characters listed above, and they are largely dependent on the skill of the players themselves.
WIth Cinder, his arial antics make him a rather easy target, unlike Sadira, but his penchant for hitting me with his flame-kick anyways even though I successfully did a j.MK cross-up can drive me bonkers because of its obviously neutral down, up input - even worse, it can lead to free in-air combos if he’s fired up. Also, his penchant for throwing grenades can get annoying, but is easily beatable.
Jago, largely depends on the player - if they know how to do the frame-traps, manuals, mix-ups, and cross-ups - then they’re a shoe-in for beating me. However, if they can’t do ALL of them, then I win. It’s that simple.
Sabrewulf is easily beatable at range (obviously), especially if he uses his run. As long as I can hold onto chunks, he doesn’t stand a chance because I can easily get full-combo punishes off of him. It’s the players that know how to poke and dodge that get the best of me since his normal attacks are so fast frame-wise, which can make it hard to counter before losing chunks. Add to that the fact that he’s got an easy anti-chunk combo punish via his claw-swipes on a blocked natural disaster (similar to Kan-Ra and his command grab) it’s well, going to leave a mark.
Hisako is generally easy to beat in most cases due to how slow she is. I can easily absorb hits or interrupt her. Her counters may sometimes pose a risk, but I have learned how to bait them for a punish, so that’s not a risk most times. However, good Hisako players with knowledge of how to properly use her wrath meter and her devour and command grab can make this a genuinely scary matchup for Aganos. To make things worse, there are more glitches in this matchup (in her favor) than I’ve seen with any other that can make winning against her annoyingly difficult.
Orchid, like Sabrewulf, can be incredibly easy to punish as long as I can hold onto my chunks (a throwing up joke, hehe), but in the right hands, she can be a tough bet. I still often get locked out due to her rekkas, and her grenades can help cause resets into a full-combo punish. Her anti-air throw into a full-combo punish can help her a lot too, even against a fully-chunked Aganos. Even though I can lock her cats out with walls, if I don’t have that wall up, her cats, with grenades and combos + damage enders can be down-right troublesome…
Omen and ARIA, while mentioned by others, don’t pose too much of a problem for me at all. The former is easy to punish whenever he shoots his projectiles (with s.ruin into wall-crash or peacekeeper throw), jumps (with finger-flick or d.HP), slides (with block or chunk-absorb into throw into re-chunk or full-combo-punish) - so nearly everything he does. The latter can only ever truly compete with me in her bass form, since it hits multiple times and quickly. However, they are easily blocked as are all her attacks in her other bodies. I’ve even learned how to combo-break all of her shadow moves as well as where to shadow-counter. Because of my knowledge with this matchup, I rarely lose (I can only recall about 3 instances I’ve ever lost against her while playing as Aganos).