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Tech Kitana Kombo Thread

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fr stack

Noob's saibot or noob saibot's?
so i just start messin wit kitana recently i found a nice little uppercut combo i dont know if its posted here so forgive me if it is
21 fan lift dash dash uppercut 2 fan toss 212 i literally only found this so anyone wit improvements hit me up;)
 

TheChad_87

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Not sure if known or not, but [MENTION=6394]Error[/MENTION] came up with the basics of this one and we've since added and tweaked some things around to get:

[Corner] F41, B2xxFan, Fan, dash, B2xxFan, 2xxCutter, 2xxCutter, D1xxCutter (50%)

Also, is there a better follow-up for D1, D1xxCutter than repeated D1xxCutter until the opponent drops? because I tend to catch people attempting to jump out with D1, D1xxCutter a LOT.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Not sure if known or not, but [MENTION=6394]Error[/MENTION] came up with the basics of this one and we've since added and tweaked some things around to get:

[Corner] F41, B2xxFan, Fan, dash, B2xxFan, 2xxCutter, 2xxCutter, D1xxCutter (50%)

Also, is there a better follow-up for D1, D1xxCutter than repeated D1xxCutter until the opponent drops? because I tend to catch people attempting to jump out with D1, D1xxCutter a LOT.

d+1~ex fan lift or ex fan toss. I don't think either can do that much more damage though.

The corner d+1~cutter over and over again is my favorite Kit combo. It's so dumb lol.
 

TheChad_87

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I agree. I love the really repetitive ones like that. (Noob has a few with 12xxUpKnee).

Thanks! I hadnt been able to get much more, but Kitana's still kind of a side project. I've got the zoning and the D1ing down to a science, and I do well with the juggles (F21 and F41 Juggles). I need to work on wake-up (as if she has any) and my pressure game and she may take one of my main spots :-o
 

rev0lver

Come On Die Young
You can also follow up d1~cutters with 2~ex lift instead of d1~ex lift (the negative edge makes the input a bit more difficult for d1, so you may accidentally squareboost). From a naked d1~cutter on a jumping opponent you can easily hit two, maybe three d1~cutters before the 2.
 

Konqrr

MK11 Kabal = MK9 Kitana
Not sure if known or not, but [MENTION=6394]Error[/MENTION] came up with the basics of this one and we've since added and tweaked some things around to get:

[Corner] F41, B2xxFan, Fan, dash, B2xxFan, 2xxCutter, 2xxCutter, D1xxCutter (50%)
I found a better one a long time ago:

f41, b2af, fan, ff~b2af, ff~333 cutter, 333 cutter for like 54%+

Also, is there a better follow-up for D1, D1xxCutter than repeated D1xxCutter until the opponent drops? because I tend to catch people attempting to jump out with D1, D1xxCutter a LOT.
Once you confirm you hit with anti-air d1 cutter, just do 2~fan lift and go from there. Very easy to hit confirm.
 

TheChad_87

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I found a better one a long time ago:
f41, b2af, fan, ff~b2af, ff~333 cutter, 333 cutter for like 54%+
I dont understand how you're connecting the second 333xxCutter. It seems as though they fall too quickly for it to connect.
I tend to have fairly good execution (I can do F41, dash B2 midscreen consistently), so Im thinking there must be something small I'm missing.

also, Im getting like 47% from one 333xxCutter, so Im assuming this was pre-patch. Damage on both combos should be within 1-2% of each other.
 

Konqrr

MK11 Kabal = MK9 Kitana
yeah, probably pre-patch was 54. 2x 333 cutter in this combo is very possible, I do it all the time. It is her largest non-uppercut, no meter corner combo.
 

TheChad_87

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yeah, probably pre-patch was 54. 2x 333 cutter in this combo is very possible, I do it all the time. It is her largest non-uppercut, no meter corner combo.
Yeah. I just landed 333xxCutter, 333 and dropped the second Cutter -_-. It did 49% ... Im not gonna keep at it because I think the other is easier (The 2 has a lot more reach than the 333) and I'm pretty sure they're both gonna do 50%

Also, Thanks so much guys (esp 16_Bit, Revolver, and Konqrr) for all the input. I played in a KotH with some TYM players tonight and got a 7 win streak, which is great because I feel like Im still learning. Mileena better watch out, Kitana may take that bitch's place!
 

VIDA

Focused Grace and Intensity
Here's a completely unbreakable combo my Kitana landed at casuals at NEC:

fan (on aerial opp), AF, EX fan~ff, fan, iaf. 29%

Its situational, but thought it was worth a mention.
 
Kitanas starters can be hard to land against higher level players, but you can get 36% from a jk~fan, dash,B2~EXfan, dash, fan, F2~cutter. Or jk~fan, dash,B2~EXfan, dash, fan, F2 EX fan, dash, 4~cutter For 40%. I always throw a d1 if close enough to the corner.
 

TheChad_87

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jK, xxCombo stuff
I tend to use jKxxiAF, dash, 4xxFan, dash, 2xxFan, F2xxCutter (40%, 11 Hits) and if she's too far away drop the 4 and just do dash Fan dash and it's 37%.

You can do jKxxiAF, Fan, EN Fan (cancel F), Fan (Loop once or twice) F2xxCutter for high, unbreakable damage. Well, actually the F2xxCutter at the end is breakable, but there's no reason not to do it, and if the break a F2xxCutter after eating all that, good. You took 2 Bars AND did huge unbreakable damage.

The reason I saw "Once or Twice" is because jKxxiAF, X-Ray does 38% and 3 reps of EN Fan cancel does 36%. If you have 3 bars and are looking for unbreakable, X-Ray is the way to go.

Sorry for "Wall of Text". jK combo starters is kinda my thing ^_^
 

rev0lver

Come On Die Young
Pretty much what Chad said. Kitana's jk~fan damage is already high enough without meter that you shouldn't need it unless you're closing out a match.

Also, could you explain your issues with landing your starters, PhillipGraves? The advantage of her f2,1 is its range, therefore when you back away and make them whiff any normal, poke, uppercut, whatever, you can connect it.
 

Konqrr

MK11 Kabal = MK9 Kitana
TheChad_87, that combo I listed - corner f41, b2af, fan, ff~b2af, ff~333~cutter, 333~cutter does 53% in version 1.05. 55% off a jump punch. It is considerably more difficult than your version of course. In a tournament, I would use your version because whiffing a 333 in a combo like that means you eat a wakeup.

Also, in a tournament, I would use jk~fan, ff~4~fan, ff~2~fan, ff~2~cutter for 39% for the piece of mind of not missing the f2 or the last hit of cutter.

NOTE: If you land a JK~Air Fan on a crouching character or one using a low attack like Mileena's d4, you cannot get 4~Fan, 2~Fan. You have to settle for a smaller combo like JK~Air Fan, ff~4~Fan, ff~4~Cutter for 36%. Not a big loss, but something to watch for when you land a JK.

Ernovaku, I use that combo a lot as well when I need it. I would recommend not using meter to extend an unbreakable combo unless you absolutely need it. That combo (aaFan, iAF, Fan, iAF) does 24% unbreakable without using meter.

Another unbreakable combo I use is f2~EX Fan, ff~Fan Lift, Fan, iAF, Fan, iAF for 29% that you can extend by doing 2~fan, ff~2~cutter instead of the last iAF. You would be ending with more damage (34%) at the end which is breakable but if they break it they lose life AND meter.
 
@ chad, revolver, and konqrr
I didn't know you could get 2 ground fans from jk, I'll definitely look these kombos over, thanks. I think my problem with starters against people with better win loss ratios than me is usually character specific. Especially reptiles dash stuffs a lot of attempts as well as raiders teleporting right out of what would appear to be a connected f+2. If a scorpion blocks a string including a down 1 it seems I take somewhere around 25% in 1 1 jp 1 1 jp loop, with vortex potential.

I was wondering if d 4 gives advantage down 1 appears longer and is definitely faster but what are other peoples opinions of d1 vs d4

Thanks
 

TheChad_87

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Well, I just started actually utilizing D4, and Im still iffy on it. On one hand, it is safer upclose than D1 (It's neutral on block), and it gives advantage on hit +15 Osu 16 Bit would be the go-to guy in matters of D4, I think. He's mentioned it before and how it is underrated. Although, Im sure Revolver and Konqrr have great opinions on it as well.

For me, the general rule is to stay at max D1 range. So, I obviously prefer D1. If someone is right up on me and I see the opening, I may D4 to try and get my own pressure started. (D4, 212 on a hit D4 seems to help create space and get me back into that sweet spot). But, fr the most part, I think D1 is your go-to. Use it for the reach more than anything because it is -15 on block. Spamming it up close will get you punished.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
d+4 has longer range than than it looks, it's comparable to d+1. Actually longer range somewhat, since in a lot of idle stances her toe will hit their leg that's out further than where d+1 will hit. Literally a tap forward from the start of the round and it hits.

d+1 is obviously significantly faster but I use d+4 all the time. On hit you get an attack/throw mixup. On block you're neutral and the push back puts her in range where you can blow up d+1/d+3 counter poke attempts with f+2,1. It's good. Don't know why it's not used other than the fact that it looks silly.
 
I feel like a lot of times a series d1 either gives a free jump in for my opponent or I get caught jumping away by a normal or special, especially Johnny cage, whereas d4 is more likely to get an opponent to block low for now. Instead of straight stuffing a d1. Anyone get more than 4 d1s in the corner or is that the max? I just got housed like five times in a row my a cage where it was mostly chip damage and his d1 beat mine most of the time and either opened me up to a combo or when I wised up and didn't try to counter his d1 I still got chipped to death. I'm almost positive that not only does d4 have more range than it appears to, but it has more range than d1. But it seems to be to slow to be practical against characters with shorter low pokes that give advantage.
 

TheChad_87

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Reading my post back, it does make it sound as though D1 reaches further than D4, but that's not what I meant. I just meant that at max range, D1 feels safe enough for me to use more liberally, so I do for the 6f. Up close, where D1 is gonna be easily punished on block, I throw out D4 if I see the opening. Just clarifying because there was some ambiguity there.

4 D1s is the most I've gotten, but I tend to do D1, D1xxCutter (x4), D1 as mentioned earlier in the thread. As Konqrr has pointed out, you can actually D1xxCutter, 2 Lift into full combo as well. And you basically hit everything about D1 ... The best way to deal with Cage is to not let him in. Zone like crazy. Try to keep him no closer than that max range for D1 to hit and use D1xxCutter (On hit) to keep him out, just watch for crouching. D4 is great, as Bit said. In the Cage match, it's gonna be difficult to find an opening for it, but if you do, you may be able to follow it with a throw to create some space.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
It's not too slow. It's Kitana, it's not hard to stop an opponent from poking because of d+1 and the threat of f+2,1.
 
I know for sure that 16 bit is better than me and I bet chad and konqrr are better than me, but a f2 rarely hits unless a confirmed a jip connects. In my experience online, I have never played 2 player offline, f2 is never a threat after d1s because not only can you can easily block/ duck/uppercut many of kitanas useful specials but a blocked f2,1 puts you in range of everyone's d1/d4 thar puts you if not at risk of garunteed block strings then at risk of full combos. (theory nerd) anyone in lehigh valley pa want to play offline let me know. I only use f2 1options after jip otherwise I use 1, 1 or 2,1,2 options, f1/cutter, 2,1 cutter Ifind is useful even if opponent blocks low/ducks. sometimes a 3,3 can be useful???
 
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