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Guide - Assassin RM_xKhaoTikx's Guide to Surviving MKXL: Assassin Style

xKhaoTik

The Ignore Button Is Free
In the Assassin Variation, Kitana is a very versatile character. She's mainly a rushdown character in this variation, but she can also zone if need be. Basically, she can really bully you upclose with her frame traps, grabs, and fast normals/strings, or she can play the spacing game and keep you at bay with fans. This variation is zone/counter zone heavy like RS, so she has a bit of a harder time getting in, but once she is in, she's more destructive upclose than she is in RS. Upclose, she has Princess Parry, which works on pretty much any move in the game that isn't a low, air attack or projectile. It even parries grabs and armor. Sharpen is also a good move that makes her scary upclose since it boosts the damage and chip on her fan based attacks, giving her the ability to obliterate foes. When afar, Assassin Strike is a good move to get in. She has the ability to do killer damage with her long, wall carrying combos or zone the opponent out for a long period of time. She is really good at gaining the life lead and maintaining it, which is crucial to her gameplay. She builds meter very quick, thanks to her playstyle, as she is always using block strings, using a lot of specials in her combos, or zoning. Her combos are VERY damaging, even without meter, so her punishment ability against a whiffed or an unsafe attack is above average, making her a character who forces the opponent to play carefully. She is also one of the few characters in the game who can use unbreakable combos, and those are damaging as well, especially with meter. Her XRAY is a very fast triple hitting overhead attack that can be done on the ground or in the air, does 9% chip while doing 35% on hit, and is good against characters who are rushing her relentlessly. She also has a great toolset with a solid normal anti-air, great range on her cancelable normals, multiple juggling options and good tick throw setups. Her air-to-air game is above average, meaning she can do a lot of damage if she meets you in the air, especially with Jump Kick. Your technicality skills do not need to be high for you to land very good damage with her, so she is considered one of the easier characters in the game, and arguably, quickly becoming one of the better ones. She is a fast character with a great aerial and ground power game. Her run is one of the fastest in the game, making her run canceling really quick, and with the fastest walk speed, she can be in your face in a matter of seconds. She can really bully the opponent with multiple attacks and grabs, thanks to her run and walk, and add this with her decent throw game, and you have a character who can be very deadly from anywhere on the screen.

As good as she sounds, Kitana does have her weaknesses. Her offense is heavily based on her footsies, and with good spacing and reads, the entire cast can handle this and punish her for it. Her approaches require precise timing, and this can be annoying against an opponent who is constantly moving away from her, and if she whiffs something, she will be punished. While her options are mainly safe on block, Kitana has trouble against characters who offensively counter her (Jax, Cassie, etc). She is also prey to characters who can keep her out very well (Predator, etc). As a payoff for having such good control of space and punishing options, her defense, while good, is extremely punishable. For starters, her pokes are pretty bad, so if she has no meter, she is pretty much a sitting duck, or has to rely on jumping/back-dashing, and the entire cast can punish her for that. If she has meter, she does have multiple armored moves that can work as a "get the f*** off me" move, but every single one is punishable on block, including her xray. Also, for a game that is very 50/50 heavy, Kitana has none. She does have a safe low combo starter, and a safe overhead, but the overhead is very slow and leads to nothing on hit, whereas other characters have lows and overheads that are fast and combo starters. Kitana is quickly becoming a popular character, so she is often studied, meaning anyone who knows the MU can give her trouble. Next, her wakeup game is very punishable. They do lead to very good situations on hit, but she has to take major risks in doing so. Finally, her zoning is average at best. She can really annoy opponents with her fans, since they start up and travel fast, have a big hitbox, and she recovers quickly after throwing one, but the fans can simply be ducked with ease.

-Strengths-
  • Fast movement speed
  • Strong footsie game
  • Great offensive game, Kitana is capable of applying a lot of pressure
  • Good Punish tactics
  • Unbreakables
  • Builds meter fairly quick, thanks to her playstyle
  • Good range on attacks and incredible wall carry combos
  • Fan toss and Fan Throw are one of, if not the best projectiles in the game
  • Useful XRAY
  • A very nice set of normals for anti-airs or space control
  • All of her Enhanced moves are applicable in a match
  • A really good Jump Kick
  • Sharpen is a good buff attack
  • Solid air-to-air game
  • VERY damaging combos, especially in the corner
  • Longest D1 in the game
  • Really safe options
  • Pretty good parry
  • Fairly easy character to use
  • Safe 6f d3
  • Assassin Strike is a very good move.
  • Very good throw game
  • Blows up Crossups with Ex Rising Blades
-Weaknesses-
  • Rushers like Cassie and Liu Kang could really overwhelm her with their pressure, even with her access to Princess Parry
  • Once she gets knocked down, life gets really hard
  • Her normals with the most range start up kinda slow
  • Weak Wake-Up game
  • Zoners like Kenshi and Predator keep her out very well
  • Below Average Mixups
  • Her spacing on her moves have to be precise. One whiffed move and she's eating damage.
  • Every armored move is punishable
  • No safe way out the corner
  • Being able to hold Princess Parry is a curse in disguise.
  • Very popular character. People who know the Match-Up can really be tough
  • Zoning is average at best
Normal Moves/Strings
  • :fp (Standing 1) - Kitana's fastest normal at 8f. Being used by itself serves a purpose for setting up frame traps and tick throws, since it is +2 on block. Hits high so it can be ducked. Special Cancellable.
  • :fp:fp (Standing 11) - A very quick string that should be used as one of her go-to punishers. The second hit is a mid, so it cannot be ducked, and this string doesn't have a gap, so no worries about interruptions. It's -6 on block, so it's safe, but you're pressure is over after this if the opponent reads it. Special cancellable and leads to massive damage with ex fan toss
  • :fp:fp:fp(Standing 111) - Another very quick string that is also one of her main go-to punishers. No gaps, 2nd and third hit is a mid, and the 3rd hit launches. It's -5 so its safe, but if you're opponent is quick enough, they can start their pressure before you. Special Cancellable
  • :l:fp (Back 1) - Kitana's fastest mid hitting normal at 10f, meaning it cannot be ducked. Being used by itself is to set up mindgames, since almost everyone will be expecting the string. In this case, you can go for tick throws, pressure, or simply back off and start zoning. Its -3 on block so its safe. Special Cancellable
  • :l:fp:bp ( Back 12) - Quick mid hitting string. Can be used to set up frame traps and tick throws, especially during an opponent's wakeup, since both hits are mid and the string is +1. There is also a follow up to this string, so since opponents will expect it, you can abuse this string a lot. No gaps. Special Cancellable.
  • :l:fp:bp:bp (Back 122) - Another quick hitting mid that has no gaps and all 3 hits are mid, with the last hit knocking down. No real purpose for this string except for catching people off guard by mixing it up with b12 frame traps. It's -5 on block so it is safe, and has a good amount of pushback. Not special cancellable.
  • :l:fp:bk (Back 14) - Another quick mid hitting string that ends in a low. THIS IS A VERY GOOD STRING, as it sets up crazy mindgames and leads into her most damaging combos midscreen and in the corner. This is her best go to punisher, can be used as a counterpoke and does 8% on hit. After frame traps, this is the string you want to follow up with. While it is safe at being -4 on block, this move is special cancellable and has a followup, so opponents have to guess on what Kitana will be doing. This opens up a nasty midgame for her to play because if Kitana was to commit to something and the opponent guesses wrong, they could possibly lose MASSIVE damage. No gaps. You will be using this a lot...A LOT.
  • :l:fp:bk:fk (Back 143) - Another quick mid hitting string that ends with a low. No real uses for this move except for b14 mindgames. Last hit knocks down. Its -8 on block, so it is punishable, but by only the fastest moves in the game. No gaps. Not special cancellable.
  • :r:fp (Forward 1) - Kitana's long reaching/advancing mid. It has a decent speed at 14f. No real uses by itself, as it is punishable on block at being -9. Special Cancellable.
  • :r:fp:fp (Forward 11) - Another mid hitting string. A very good string that has good uses. It's safe on block at being -2, and has a follow up, so Kitana can really bully opponents with this. It's also one of her go to punishers and massive damage can come from this. No gaps. Special Cancellable. Really good footsie tool.
  • :r:fp:fp:bp (Forward 112) - Another mid hitting string. This literally has the same purpose as 111, but it's just slower and all hits are mid. Last hit launches. No gaps. Safe at -5 on block. Special Cancellable.
  • :d:fp (Down 1) - Kitana's long reaching poke. It has a decent speed for a d1, being at 8f and the range is pretty decent. It's -9 so it is punishable on block, but the range and pushback it has makes it almost impossible to do so (Reptile punishes it free). It's +3 on hit, so she doesn't really get much to work with after. It is a very good Anti Air and a good anti crossover tool. Special cancellable.
  • :u+:l/:u/:u+:r:fp (Jump Back/Neutral/Jump Forward Punch 1) *can also use 2 for Neutral Jump*- A universal move that serves different purposes. Jump Back Punch 1 isn't really used much. She can combo from it if she lands it, but the range and priority this move has is very bad. It is, however, +2 on block and has a startup of 8f. Special Cancellable. Neutral Jump Punch has its uses in combos or as an air-to-air move. On block, it is -8, so it's punishable by very quick moves. Good speed at 7f Not special cancellable. On hit, it bounces the opponent up to continue a juggle. Jump Forward Punch 1 is the most used version, as it is used to set up block strings or combos. It's +2 on block. Just like Back Jump 1, if this move hits a standing opponent, she is guaranteed a combo. If this move hits an airborne foe, she can follow it up with many of her air-to-air followups. All versions of this move is an overhead, meaning it must be blocked standing.
  • :bp (Standing 2) - Kitana's quick high hitting move. Its 9f. As a use by itself, it's pretty much the same thing as 1. +2 on block so it sets up frame traps and tick throws. It does have a lot of advantage on hit (+12), so she can follow up with a lot of options. Special Cancellable
  • :bp:fp (Standing 21) - Arguably her best string. This move is fast, has A LOT of range and it is very deceptive, easily hit-confirmed into her specials, +2 on block but +1 on hit (safe). The second hit is a mid. Kitana's play style is heavily based on this move, as it is the key to her block strings or her big damage. It also has a follow up, since it is +2 on block, you can really abuse this string. On block, you would do the same thing you would always do when left at +2, such as frame traps, tick throws and such. On hit, its very easy to confirm it into a special, and you'd want to confirm it to her Fan Lift or Fan toss. Cancelling into ex sharpen on block leaves her at +6, which is pretty good advantage to keep the pressure going, or score big damage if they press a button afterwards. It is also one of her go-to moves for moves that are unsafe or whiffed. Make sure you know the range of this move, because if this is whiffed, it can be punished. No gaps. All in all, this is a very good string.
  • :bp:fp:bp (Standing 212) - Another quick string. 2nd and 3rd hit are mid and the 3rd hit launches. A very good punisher that is safe (-3) on block, has a good amount of pushback and blockstun, no gaps and special cancellable. You'll be using this string a lot with the conjunction of 21.
  • :l:bp (Back 2) - Kitana's only overhead, and it's not a very good one. It's VERY slow at 25f and only knocks down on hit. It is -4 on block, so it is safe. It also does 2.25% chip, and that's a good amount of chip for just a normal. Not special cancellable.
  • :r:bp (Forward 2) - Kitana's longest reaching normal, and a pretty good one. It's kind of slow at 19f, but it hits mid, advances, safe on block (-6), +8 on hit and special cancellable. This move is used for option selects mainly. It does have follow ups, so using this normal is a good tactic to start pressure or bait something and punish. Being an option select, it has many uses. It's special move cancelable and it combos, so option selects would be F2~Fan Toss, F2~Enhanced Fan Toss, etc. In order to do the option select, input f2 into the special of choice, then hold back IMMEDIATELY. If done correctly, the special move will only come out on hit.
  • :r:bp:fp (Forward 22) - A slow, long reaching, mid hitting advancing string. -6 on block so it is safe. This serves the same purpose as f2, but it is also a punisher. You would use it for option selects the same way as f2, but also can be used for whiff punishing or footsies. There is also a follow up to this string so you can annoy people with this. The 2nd hit is a mid and launches slightly. No gaps. Special Cancellable.
  • :r:bp:bp:u:bk (Forward 22 up 4) - HUGE metagame behind this string. All hits are mid and the last hit launches. This move is special cancellable, which sets up the metagame. Although this string is very unsafe at -16, it being special cancellable can make it very hard to punish, hence the metagame. After this string is over, Kitana is left airborne, and can cancel into any of her air special moves, allowing for combos or blowing up attempts to punish the string. However, the string and anything after the string is very unsafe, so the opponent can just wait for Kitana to land and punish. It's not as easy as it sounds though, as Kitana can delay her specials, or not do a special at all. It's all a mindgame and a very good one. No gaps
  • :d:bp (Down 2) - A universal uppercut, and a pretty fast one(12 frames). It doesn't have many uses except for AA's and reverse uppercut combos, which isn't too useful in this variation. This normal is VERY unsafe on block at -19, but the pushback and blockstun can knock some people off and mess up the punish. It also hits high, so it can be ducked. Not special cancellable.
  • :u+:bp (Jump 2 simultaneously) - A slow (19f), mid hitting launcher. Unsafe on block being at -10. No real use of this move outside of combos. This move is special cancellable and doesn't need to connect in order to cancel it. She's left airbone so she can only do air specials afterwards.
  • :u+:bp:bk(Jump 2 simultaneously 4) - Another slow, mid hitting launcher. Somehow, it's -16 on block, but blocking this is impossible because this string only comes out on hit. Either way, there's no use for this, as it is a poor version of f22u4. Special cancellable while airborne.
  • :l+:u:bp/:u:bp/:r+:u:bp (Jump Back 2/Neutral Jump 2/Jump Forward 2) - A universal air move, and a pretty good one. Jump B/F 2 is a VERY good air-to-air, being fast at 5f, +2 on block and special cancellable. Same exact uses as J B/F1.
  • :fk (Standing 3) - A quick (10f), but very little range mid. Safe on block being at -5. 2 main purposes for this normal. One of them is being the main normal that you will cancel into for a combo ender, since it does a decent amount of damage for just one hit. The next purpose is to start your unbreakable damage, as it is the most damaging normal (along to f4 and f3) that cancels into Fan-Nado. Besides that, there is no reason to use the normal.
  • :fk:d:bk (Standing 3 Down 4) - A quick mid that ends with a low. Unsafe on block being at -15. No use for this at all, especially with the use of back 3 and b14. This string isn't even special cancellable. It does knockdown on hit though.No gaps. Don't use it.
  • :l:fk (Back 3) - A decently quick low (15f), and it's a pretty good one, especially in this variation. It's unsafe at -8 on block, but very hard to punish, even by the fastest moves. B3 also combos into Fan Toss, which can lead to massive damage, especially in the corner. Using it after a float is also a good tactic since some people will be expecting the NJP after the float. All in all, it's a good normal and you will be using it a lot.
  • :r:fk (Forward 3) - a decent speed mid (12f) with some good reach. Can be used as an AA. safe on block being -4. By itself, it serves the same exact purpose as standing 3, just slower, but with more range.
  • :r:fk:fk (Forward 33) - another mid hitting string. Unsafe on block being at -9. This, along with b14, are the main strings that lead into her monstrous damage, but b14 wins over this move because it is faster and safer. It is easier to hit confirm with this string more than b14 though. Outside of a combo starter, there isn't much use for the string. No gaps.
  • :r:fk:fk:bp (Forward 332) - Another mid hitting string, with the last hit being a low. Unsafe on block being at -8. Again, with how strong b3 and b14 are, there is no use for this string at all. It knocks down on hit. No gaps. Not special cancellable.
  • :r:fk:fk:bk (Forward 334) - Another mid hitting string. This string is her most damaging one, dealing 16%. It is also +2 on block, so the frame traps, tick throws and such come into play here. A very good string to use on an opponent's wakeup. There is, however, a gap in between the 3 and 4, but can only be interrupted with armor. It also isn't special cancellable and doesn't lead into anything but a knockdown. Despite that, it should still be used just because of the damage, the advantage on block, and the chance of a f33 hit confirm.
  • :d:fk(Down 3) - A 6f poke with decent range. Hits low, safe on block and +10 on hit. Use this after frame traps or to counterpoke. Since it's +1 on hit, it sets up a mind game, whether they have to block b1 or tech a grab. It's also catches alot of people trying to jump out of frame traps, and you can easily confirm off of it. You'll be using this poke a lot.
  • :u+:l/:u/:u+:r:fk (Jump Back/Neutral/Jump Forward 3) *4 can also be used* - A universal jump attack. Kitana's Jump Kick is one of the best in the game, as it is one of the few that can be used in combos without it being a deep jump kick. The damage she gets from Jump Kick alone is amazing, as she can cancel the jump kick into an air fan for damaging juggles without meter. Jump Back 3 can be used as an air-to-air against opponents trying to cross her up. Neutral Jump Kick has little use, but it is an overhead. Jump forward 3 is what Kitana players will be using a lot. All versions are overhead, are safe on block(JK 3 being -3, JK 4 being -4) and knockdown on hit.
  • :bk (Standing 4) - A very slow high, being at 30f. Absolutely no use for this at all. It's +11 on block but even then, it's not worth using because of how slow it is and the pushback it gives. You can combo after it in the corner, of even use it during corner combos, but it's scales the combo drastically. Not special cancellable. Seriously, don't use it, EVER.
  • :l:bk (Back 4) - Kitana's sweep, and a good one. It's a fast low (11f), has decent range and is safe on block being at -6. Using this combined with her walk/run speed and grabs are a good tactic so mess with your opponents, but back 3 wins over this low because of how dangerous it is. Still a good normal to use though. Not special cancellable.
  • :r:bk (Forward 4) - A decent speed mid (15f) with good range. Safe on block being at -4. Serves the same purpose as f3 or 3, just slower with more range.
  • :r:bk:fk (Forward 43) - another mid hitting string that launches. Unsafe on block being at -9. There only purpose for this move is for a combo starter or to be used during combos. Next to b14, it's the best string to get her most damaging meterless combos. Not special cancellable. No gaps.
  • :d:bk (Down 4) - another quick low being at 11f. Safe on block being at -5. Basically her b4, but less range and doesn't knock down. A LOT of advantage on hit though (+20) so you are guaranteed pressure afterwards. The drawback of this move is the fact that even tho it is special cancellable, it doesn't combo into specials when you hit a grounded opponent, so it loses to back 3.
Special Moves
  • Fan Throw:d:r:fp (Down, Forward 1) (Properties::ex ) - Kitana's projectile, and a pretty good one. It's start up is on the fast side for a projectile (19 frames), and it's recovery is great. It's unsafe on block upclose (-8), but only a select few characters can punish it. It grants a good amount of advantage on hit (+14), giving Kitana an opportunity to continue pressure. What makes this move good is the fact that it travels at a fast speed, does decent damage (6%) and has a huge hitbox. As good as this move sounds, it can easily be avoided by simply ducking. A jumping opponent will be in for a world of hurt if this move hits them in the air, as it keeps them juggled in the air for a while, allowing you to follow up with your combo of choice from anywhere on the screen. This move doesn't have that much use outside of combos, and is mainly great for zoning, but it does have its uses in some matches. This move is also one of her key moves for her unbreakable combos. Enhanced Version Fan Toss :d:r:fp+:blk (Down Forward 1 + Block) - Fan Toss starts up as the same speed as fan throw, travels the same speed, but she throws out 2 fans instead of one, with the second fan hitting mid. This is easily one of her best specials, without a doubt her best enhanced special, and one of the best moves in the game. This is the main move Kitana will be spend her meter on, and it's well worth it. On block, it's safe at +1, meaning she can do frame traps and such. This move is very important for Kitana, as it guarantees her massive damage.The move itself does 13% on hit and 4 % chip. This move is also an amazing whiff punisher from anywhere on the screen. If someone whiffs a string or a move (Kenshi's tele furry, etc) and Kitana is too far away to attack with her normals, that's when this move can come into play. This move also works against some zoners as well, since the 2nd fan can scare opponents to stop zoning. It is also the main key for her unbreakables, as it keeps the opponent juggle in the air or ground, for a decent period of time. In short, use this move, a lot.
  • Air Fan Throw :d:r:fp (Down, Forward 1) (Properties:
    ) - Kitana's Air Fan Throw is pretty much the same thing as the grounded version but with some differences. For starters, the air version starts up much faster than the grounded version (8 frames). Secondly, recovers slower than the grounded version. Lastly, it's much more unsafe on block than the grounded version (-14). It does the same damage and grants the same amount of advantage as the grounded version. Kitana will be throwing these a lot, depending on the match, as she uses the move to zone and build meter. The fan travels very fast and has a large hitbox, so jumping when Kitana is throwing this is not advised. If Kitana catches an airborne opponent with this, they will be in for a world of hurt, as it keeps the opponent juggled for a while, and Kitana can use a combo of choice from anywhere on the screen.With that being said, this move can be used as an anti-air if it is timed right. This can simply be avoided by ducking. She can use this move to change the trajectory of her jump-in, thus baiting out anti-airs and such. Her unbreakables consists of this move as well.
  • Rising Blades :d:l:bp (Down Back 2) (Properties::ex, ARMOR) - Kitana's DP, or special Anti Air and its ok. It's pretty quick at 12 frames, hit's twice and is quick enough to blow up some armor, has very good horizontal reach and does decent damage (9%). That's pretty much it, though. She can't combo after it. It's -16 on block so it is very punishable. It's even very easy to low profile it, even though it's a mid, and that makes it even more punishable. You'll probably only use this move as a combo ender just to stack up for the brutality. The enhanced version though...ENHANCED VERSION RISING BLADES :d:l:bp+:blk (Down Back 2 + Block) - Rising Blades is completely different than the regular version, and MUCH better. For starters, it has armor, which means it is a very good wakeup, get the f*** off me move, and Anti Air, especially against crossups. Secondly, it does more damage than the regular version and hits 4 times instead of two. But what makes this move stand out is the fact that it is special cancellable. Yes, her special move is special cancellable. After landing with this (and you will, trust me), she can cancel into any of her air specials to start a combo. Comboing into air fan throw is a no brainer, and she gets decent damage anywhere on the screen because of it. This makes Rising Blades an armored launcher, something that is extremely viable and strong in this game. It's still 12f on startup, still hits mid, still punishable at being -16, still very easy to low profile, but that's a risk Kitana is willing to take because of how good this move is. Anyone jumping at Kitana is basically asking to get hit by this, because it's easily one of the best AA's in the game. You'll be seeing tons of brutalities because of this move as well, since it counts as 2 of the 3 rising fans you need to pull it off. Next to Fan Toss, this is the move you will be spending meter on, A LOT.
  • Throat Slice :l:r:fk (Back Forward 3) (Properties::ex, ARMOR) - A quick (11f),mid hitting, far lunging special move that knocks the opponent down. This is one of her main combo enders. It's extremely punishable being -30, so this is NOT a move to just throw out. In fact, you shouldn't use it outside of combos or using it as a whiff punisher. It does 10% damage and leaves Kitana in good range to start zoning or to activate sharpen (if they delay wakeup). Very easy brutality to score as well. ENHANCED VERSION THROAT SLASH :l:r:fk+:blk(Back Forward 3 + Block) - Literally the same exact thing as the regular version. It just has armor and does 14% instead on 10%. With how good Rising Blades is, using this move is almost not advised, since it doesn't get the same rewards for landing it. You can use the armor and range to get through zoning, but Assassin Rush does better in that situation. Still a good combo ender and a good way to score a brutality.
  • Air Float :d:l:bp (Down Back 2) (Properties:
    ) - Kitana's pseudo double jump. During any part of her jump, doing this move causes kitana to float in the air for a quick moment. This is a very good way to bait out Anti Airs or wakeups since it changes the trajectory of her jump. This move can also be used in combos, since she can attack with any air normal or air special afterwards. You can also combo into it if you're already in the air. A very good tactic is using float while jumping at the opponent to bait what they are going to do, and then doing NJP to punish. Mix things up with float grab, float back 3, JIP float NJP, etc. Its a very good mindgame. Note, she is punishable if she lands from a float while doing nothing. Many characters can handle the float tactics just fine. This move causes no damage and there is no enhanced version.
  • Assassin Strike :d:l:fk (Down Back 3) (Properties::ex, ARMOR) - A very quick, full screen attack that hits mid. It is unsafe on block (-17). This is THE combo ender for this variation. It does more damage than any other ender she has and leaves them right in your face with massive advantage on hit. The advantage is so massive to the point where you can dash 2x to push them closer to the corner, get a free jump in, or even activate Sharpen safely (against certain characters). You can also use this to catch people ducking your zoning, as it travels very quick and may catch them off guard. When Sharpen is active, this attack does A LOT of damage and has the same animation as the ex version, but doesn't get the armor. It also scores a brutality when sharpen is active. You will be using this move a lot. ENHANCED VERSION ASSASSIN RUSH :d:l:fk+:blk (Down Back 3 + Block) - Same exact thing as the regular version. It just has armor and does an extra attack for more damage. This is the move you'll be using to plow through zoning due to the armor, speed and range it provides. It can also be used as an Anti Air or get the f*** off me move, but Rising Blades is far superior in that category. Either way, this is a good move and you'll be using it. Does more damage when Sharpen is active.
  • Fan Lift :d:l:fp (Down Back 1) (Properties::ex) - Kitana's trademark lift, but a little different in this game and variation. Now, it's a tornado that goes just right over her head, with the max range being just right in front of her, making it useful for Anti Airs. It's -17, so its very punishable. It's start up is ok at 17f and does no damage. This move serves many purposes. It can be used as an Anti Air to catch jumpers, a combo extender, unbreakables, or a combo starter. It functions a bit different as her RS counterpart, but it's still a good move nonetheless. The opponent is kept in the air for a while so you have enough time think about what combo you want to do. ENHANCED VERSION FAN VORTEX:d:l:fp+:blk (Down Back 1 +Block) - Pretty much the same thing as the regular version, except it does an initial launch at the end, making juggles easier and does 5% damage. No real use for it tho.
  • Princess Parry :d:l:bk (Down Back 4) - Kitana's parry. This is hands down one of the best parries in the game. It beats most highs, mids, OHs, grabs and armor, but loses out to lows, air attacks and projectiles. It can be used defensively or even offensively. On the defensive side, it starts up at 7f, making it useful against pressure. You can even hold onto it, making foes scared to attack. On the offensive side, you can cancel into Princess Parry after strings/normals to set up mindgames. Cancelling into it can beat most reversals, and holding onto it makes it even scarier for the opponent to attack. Be careful using this against characters low starters tho as they can blow this tactic up bad. Does good damage (21% with sharpen active) and has good advantage on hit. You will be using this move. *note: princess does not work against goro's ex punchwalk)
  • Sharpen (Down Forward 4). This attack powers up Kitana's fan based attacks, letting her do way more damage and chip damage. It starts up slow (54f) so it's not an attack to just through out in someone's face, as you will be punished. There are setups to getting it out safely, like ending combos with iaf, assassin strike or njp. Once this move is activated, Kitana becomes very deadly for about 6 secs because of the damage she can dish out. She can already take 50% of the opponent's health without sharpen, so with sharpen active, she can do much more than that. Her zoning becomes more deadly since the fans do more damage and the conversions off of a AA fan do more damage as well. Her throw does more damage as well. A good buff attack that you will use. The enhanced version activates much quicker and lasts longer, but other than that, it's the same thing. Can be used in pressure for frame traps or can be activated for a punish for a very few select characters.
XRAY DAT BIIITTCCCHHHH!!!
(Properties:
,
ARMOR,:x) :blk+Switch Stance (Block + Switch Stance) - Slice and Dice is Kitana's xray, and one of the best ones in the game. For starters, its very quick being at 9f. Secondly, it's a 4 hitting move, with the first 3 hits being an Overhead, meaning it can't be ducked. Also, it does a massive 9% chip, so using this to end the match is very viable. It does very good damage as well, doing 35%, which is one of the most damaging xrays in the game. Finally, like all xrays, this has armor, and with it being a triple overhead that does 9% chip, you'll probably be using this a lot. It's -12 on block so it is punishable. Mixing this up with b1 is very good, since it becomes a mixup with the 4, which hits low. Using it after a JIP is good too, because it becomes a mixup with back 3. It's also a good get the f*** off me move. She'll be spending her meter on things like Rising Blades and Fan Toss, but thanks to Kitana's playstyle, don't be surprised if you have this move available.



Instant Air Fan


    • As a Kitana player, mastering this move is very, very important, as it is a key portion to her gameplay. It is one her main zoning tool and is also useful in her unbreakables, so mastering this move is a must. The notation for Instant Air Fan, also referred to as IAF, is : :u:d:r:fp OR :u+:l :d+:r:fp. If done correctly, she will perform an air fan instantly as she leaves the ground, hence why it's called iAF. The 1st notation is a neutral jump version, while the second notation is a jump back version. There really isn't a difference between the two, so which ever you use is up to you. If you aren't using the iAF, then you have no reason to use Kitana. That's how important this move is.
Unbreakables
This is another one of Kitana's infamous tactics, and it's a very good one. Her unbreakables are very easy to do and are very damaging, so they should be learned. Here is a video about the importance of her unbreakables(placeholder until I make a video on assassin unbreakables. This is still pretty similar):

Combos
Kitana is capable of dishing out TONS of damage in this variation. With a mixture of fans, lift and normals, Kitana can put the opponent in corner after dishing out damage, and then put out MONSTROUS damage in the corner. Here is a video showing off the combos she should be doing in this variation:

Safe Sharpen/Ex Sharpen Setups:

Activating ex sharpen and then punishing (only works against Quan Chi trance and mystic ermac Lift):

A thread of her combos: https://testyourmight.com/threads/kitana-combo-thread-updated-sept-8th-2015.54926/


General Game Plan

    • Kitana's game plan in this variation is simple. Get in and either stay in or get out. It's as simple as that. She can be regarded as a "hit and run" character, as she is designed to get the life lead, and hold it. You don't want to be too aggressive with Kitana, she will get her damage. Grab a lot, A LOT. Her run and grab is a very tactic and very hard to react to. Rush down, but rush accordingly, try to open the opponent's defenses with her good footsies, grabs and speed, and strike when you think or know you have the opportunity. Once that happens, Kitana will have taken a lot of the opponent's life, while she still has a majority of hers, and she can just sit back, build meter and force the opponent come to her. This is her main playstyle, but there are characters in the game who force her to advanced towards them. In those situations, you want to be patient and work you're way in. Once you get in, do the best you can to land as much damage as possible before you are sent back to square one. Also, she is a rusher, so you want to make much use of Princess Parry, any version of Assassin Strike and any version of sharpen. She's capable of staying and making sure you don't get out.
Take all of this info and represent Edenia well.

 
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Akromaniac27

Ready to lose your head?
Didn't think it was worth making another thread for, but here are some combos and setups to add. Mainly cuz I haven't seen any updated or optimal combos since like September....

Assassin Optimal(to my finding) Combos:

Left out 50% Corner Combo:

AND new (again, to my finding) tech/loop for Sharpen setups. The reason I'm calling it a loop is because even with no delay, and the fastest wakeup/punish, she can extend the combo long enough to have Sharpen run out and STILL get out a safe Sharpen out again:
 

xKhaoTik

The Ignore Button Is Free
Didn't think it was worth making another thread for, but here are some combos and setups to add. Mainly cuz I haven't seen any updated or optimal combos since like September....

Assassin Optimal(to my finding) Combos:

Left out 50% Corner Combo:

AND new (again, to my finding) tech/loop for Sharpen setups. The reason I'm calling it a loop is because even with no delay, and the fastest wakeup/punish, she can extend the combo long enough to have Sharpen run out and STILL get out a safe Sharpen out again:
How are you gonna say you found the sharpen loop when I made a thread about that like a month ago AND I have it in this guide? Lol. You also have the dummy set to tech roll. Tech rolling puts them at an even greater disadvantage in this setup. Granted most people will tech roll so it is safe in that sense but if they don't tech roll, you'll get punished by that or you'll have to make it safe by doing ex sharpen

And alot of those combos in the video have either already been talked about, shown in a video by me or someone else, or aren't even worth doing because she does less "swag" for the same damage. And u2 scales combos alot. Don't use it, especially when sharpen is active
 

Akromaniac27

Ready to lose your head?
How are you gonna say you found the sharpen loop when I made a thread about that like a month ago AND I have it in this guide? Lol. You also have the dummy set to tech roll. Tech rolling puts them at an even greater disadvantage in this setup. Granted most people will tech roll so it is safe in that sense but if they don't tech roll, you'll get punished by that or you'll have to make it safe by doing ex sharpen

And alot of those combos in the video have either already been talked about, shown in a video by me or someone else, or aren't even worth doing because she does less "swag" for the same damage. And u2 scales combos alot. Don't use it, especially when sharpen is active
LOL. Ok, so since you're triggered, let me try to put this as clear and concise as I can.

I've watched your sharpen setups, clearly, it's in the damn OP. You don't have tech roll on and its still safe, so where exactly is tech rolling becoming an issue? Unless you're trying to stuff wakeups, its irrelevant how safe it is, because it still is in the end. Also, your setups combos don't extend long enough to the point of getting the sharpen out again, unless that is in another thread (I don't bother to look anymore if theres some "ultimate" guide already out; I assume its all here).

For the "swag", again, I'm not gonna go digging for inputs with no demonstration. I'm a guy that likes a little more excitement, sorry. And I would think "THE Kitana main" would notice fairly easily that the combos are for corner carry and/or meter build WHILE still doing more damage or the same. Same with the U2 combos, ummm no shit it scales, I mean I just showcased all other optimal combos, like.....The point, which again, I feel should be so damn obvious to a Kitana main, is that it carries them so far that you can go into a sharpen setup after because they're against the wall by the time the lift comes out. But I guess that's reading too in between the lines, my bad.
 

xKhaoTik

The Ignore Button Is Free
I've watched your sharpen setups, clearly, it's in the damn OP. You don't have tech roll on and its still safe, so where exactly is tech rolling becoming an issue? Unless you're trying to stuff wakeups, its irrelevant how safe it is, because it still is in the end. Also, your setups combos don't extend long enough to the point of getting the sharpen out again, unless that is in another thread (I don't bother to look anymore if theres some "ultimate" guide already out; I assume its all here).
Because I'm doing a delayed NJP in my video, which makes it safe because she lands almost instantly afterwards, granting enough time to setup sharpen. You are doing jk float njp in your video. She doesn't fall down quick enough to make it safe. I mentioned that in my thread ;) Try your way against reptiles dash on wakeup w.o tech roll on. You're going to get punished. But like I said, since most people tech roll anyways, it's safe for the most part. Just correcting the misinformation there.
For the "swag", again, I'm not gonna go digging for inputs with no demonstration. I'm a guy that likes a little more excitement, sorry. And I would think "THE Kitana main" would notice fairly easily that the combos are for corner carry and/or meter build WHILE still doing more damage or the same. Same with the U2 combos, ummm no shit it scales, I mean I just showcased all other optimal combos, like.....The point, which again, I feel should be so damn obvious to a Kitana main, is that it carries them so far that you can go into a sharpen setup after because they're against the wall by the time the lift comes out. But I guess that's reading too in between the lines, my bad.
I did notice that, but again, she pretty does the same damage for the most part for much less difficulty in your video. You can do them if you want, they look swaggy and I even practiced them lol, but it isn't really optimal since she already puts you in the corner for pretty much the same damage with much less effort. The meter building is a plus, I'll give you that (even though its not much at all), but she's Kitana. She builds meter regardless lol

But it's also combos like the 50% and 49% sharpen combo you did. Besides the meter building, she does the same exact damage and gains the same position for much less effort. That's all I'm trying to say lol
 
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Yes after a lift. She can do it after f22u4 (I don't recommend this at all) or an AA fan but for the most part, you'll do it after lift
Thnx, i have yet to come across a good assasin kitana even after her buff. But seems like Kitana in general just died off, havn't seen anyone use her for quite a long time now
 

xKhaoTik

The Ignore Button Is Free
Thnx, i have yet to come across a good assasin kitana even after her buff. But seems like Kitana in general just died off, havn't seen anyone use her for quite a long time now
We can play if you want. But yea her hype died out quick since there's so many characters better than her
 

Akromaniac27

Ready to lose your head?
Because I'm doing a delayed NJP in my video, which makes it safe because she lands almost instantly afterwards, granting enough time to setup sharpen. You are doing jk float njp in your video. She doesn't fall down quick enough to make it safe. I mentioned that in my thread ;) Try your way against reptiles dash on wakeup w.o tech roll on. You're going to get punished. But like it said, since most people tech roll anyways, it's safe for the most part. Just correcting the misinformation there.

I did notice that, but again, she pretty does the same damage for the most part for much less difficulty in your video. You can do them if you want, they look swaggy and I even practiced them lol, but it isn't really optimal since she already puts you in the corner for pretty much the same damage with much less effort. The meter building is a plus, I'll give you that (even though its not much at all), but she's Kitana. She builds meter regardless lol

But it's also combos like the 50% and 49% sharpen combo you did. Besides the meter building, she does the same exact damage and gains the same position for much less effort. That's all I'm trying to say lol
I get that, and good that the air is clear lol. Idk, for me, she's one of the easiest characters to get combos going as well as converts, so bumping it up by 1% of effort for more meter is worth it for me. Tighter windows (though not really tight at all in this game) help me play smoother
 

YoloRoll1stHit

Publicly Educated
LOL. Ok, so since you're triggered, let me try to put this as clear and concise as I can.

I've watched your sharpen setups, clearly, it's in the damn OP. You don't have tech roll on and its still safe, so where exactly is tech rolling becoming an issue? Unless you're trying to stuff wakeups, its irrelevant how safe it is, because it still is in the end. Also, your setups combos don't extend long enough to the point of getting the sharpen out again, unless that is in another thread (I don't bother to look anymore if theres some "ultimate" guide already out; I assume its all here).

For the "swag", again, I'm not gonna go digging for inputs with no demonstration. I'm a guy that likes a little more excitement, sorry. And I would think "THE Kitana main" would notice fairly easily that the combos are for corner carry and/or meter build WHILE still doing more damage or the same. Same with the U2 combos, ummm no shit it scales, I mean I just showcased all other optimal combos, like.....The point, which again, I feel should be so damn obvious to a Kitana main, is that it carries them so far that you can go into a sharpen setup after because they're against the wall by the time the lift comes out. But I guess that's reading too in between the lines, my bad.
I watch your match footages. Many times you try "optimized" combos you end up dropping. And did you try those on Mileena or Tanya (or even Goro lol)? Because I'm pretty sure that a combo with many 2f timing and almost impossible to do on them can't be considere "optimized bnb". It's like Shazzy posted a god damn 45% meterless Cassie on Kotal Khan and called it "bnb" to make fun of mine lol.
And I also found some optimized midscreen 111, F112 bnbs with the same damage as in your video with only 1 f43 used, which means they're easier to perform on everyone. Consistency should be considered if you want to find best combos
About the sharpen setups, Khaotik is right about some knockdowns with splat animation will lead to worse frame disadvantage when opponents tech roll. However why do you guys bother finding setups that are safe against Reptile? NOBODY has his ex slide and even if he has meter to do that he won't spam it all the time (1 bar for 8% wow). Just test against his regular slide (9f) and you'll be fine
EDIT: and seriously, just end combos with Assasin run and use sharpen lol, fastest wakeups in this game are usually 11f
 

xKhaoTik

The Ignore Button Is Free
I watch your match footages. Many times you try "optimized" combos you end up dropping. And did you try those on Mileena or Tanya (or even Goro lol)? Because I'm pretty sure that a combo with many 2f timing and almost impossible to do on them can't be considere "optimized bnb". It's like Shazzy posted a god damn 45% meterless Cassie on Kotal Khan and called it "bnb" to make fun of mine lol.
And I also found some optimized midscreen 111, F112 bnbs with the same damage as in your video with only 1 f43 used, which means they're easier to perform on everyone. Consistency should be considered if you want to find best combos
About the sharpen setups, Khaotik is right about some knockdowns with splat animation will lead to worse frame disadvantage when opponents tech roll. However why do you guys bother finding setups that are safe against Reptile? NOBODY has his ex slide and even if he has meter to do that he won't spam it all the time (1 bar for 8% wow). Just test against his regular slide (9f) and you'll be fine
EDIT: and seriously, just end combos with Assasin run and use sharpen lol, fastest wakeups in this game are usually 11f
Assassin strike into sharpen isn't safe at all
 

Akromaniac27

Ready to lose your head?
I watch your match footages. Many times you try "optimized" combos you end up dropping. And did you try those on Mileena or Tanya (or even Goro lol)? Because I'm pretty sure that a combo with many 2f timing and almost impossible to do on them can't be considere "optimized bnb". It's like Shazzy posted a god damn 45% meterless Cassie on Kotal Khan and called it "bnb" to make fun of mine lol.
And I also found some optimized midscreen 111, F112 bnbs with the same damage as in your video with only 1 f43 used, which means they're easier to perform on everyone. Consistency should be considered if you want to find best combos
About the sharpen setups, Khaotik is right about some knockdowns with splat animation will lead to worse frame disadvantage when opponents tech roll. However why do you guys bother finding setups that are safe against Reptile? NOBODY has his ex slide and even if he has meter to do that he won't spam it all the time (1 bar for 8% wow). Just test against his regular slide (9f) and you'll be fine
EDIT: and seriously, just end combos with Assasin run and use sharpen lol, fastest wakeups in this game are usually 11f
Well thank you for the double explanation that wasn't directed at you, much like in countless other threads. Much appreciated.

As for the drops, since you're so curious, my problem is inputting a lot too early, so I personally "need" tighter combos to compensate for it.