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Kitana General Discussion

M2Dave

Zoning Master
LOLOL i was using D3 and each time Jacqui's stupid ass mid spaced me so far on block that it was worthless and whiffing.
d+1 is now a viable option because of the increased input buffer during block stun. I have played several Jacqui players, including Foxy, and I have not had any issues interrupting consecutive f+3,1s with d+1, which was almost impossible to execute pre-patch. Kitana should perform much better in this match now, using Highborn at least.
 

VELL1

Noob
So uhhh..

What does kitana do to get out of Jacqui's BS pressure? Lol I'm used to noob were I can poke
With kitana it feels like I can't even poke to take a turn back
I mean Jacqui is fairly negative on all of those staggers. She was blessed with 9F confirmable mid obviously, that's a problem, but you can definitely poke with D3 to break up the pressure. And Poke with D4 will get her pretty far away from you, where she can't use her mids but you can.

Honestly I just zone her like no tomorrow for half the match, so that if she wants to get close, she will lose half her life. Then they get frustrated and start doing that flying punch, that you should be ducking under for a full punish.
 

Zer0_h0ur

XBL tag: South of Zero
I mean Jacqui is fairly negative on all of those staggers. She was blessed with 9F confirmable mid obviously, that's a problem, but you can definitely poke with D3 to break up the pressure. And Poke with D4 will get her pretty far away from you, where she can't use her mids but you can.

Honestly I just zone her like no tomorrow for half the match, so that if she wants to get close, she will lose half her life. Then they get frustrated and start doing that flying punch, that you should be ducking under for a full punish.
Every stagger made D3 worthless bc of the spacing on block. It whiffed every time. Thats why I was confused lol. Guess I'm pressin d1 or d4 too slowly.
 
After playing a Kitana mirror today on PC, i just realized the reason her main string whiffs on jumping opponents isnt because of the b2. Its because she low profiles the jump after the b2 hits and the dial a string continues. It got me thinking, I know the low catches people who dont block low after the b2 whiffs. but why didnt they just make the whole string hit mid? If it had hit mid and she didnt low profile, it probably would continue to hit you in the air, and you probably wouldnt get a full combo after hitting them out of the air, but at least you wouldnt be punished for it. After all, its supposed to be an advancing string right? No point of the low mixup.
 
After playing a Kitana mirror today on PC, i just realized the reason her main string whiffs on jumping opponents isnt because of the b2. Its because she low profiles the jump after the b2 hits and the dial a string continues. It got me thinking, I know the low catches people who dont block low after the b2 whiffs. but why didnt they just make the whole string hit mid? If it had hit mid and she didnt low profile, it probably would continue to hit you in the air, and you probably wouldnt get a full combo after hitting them out of the air, but at least you wouldnt be punished for it. After all, its supposed to be an advancing string right? No point of the low mixup.
No, it's because her hurtboxes on her fans after she comes up aren't active. There's a million videos of them passing through opponents. I don't get how this hasn't been fixed yet. It's been over a year.
 
No, it's because her hurtboxes on her fans after she comes up aren't active. There's a million videos of them passing through opponents. I don't get how this hasn't been fixed yet. It's been over a year.
If someone jumps as you do a b2, the rest of the string whiffs because what comes next is the low, which is only useful when she low profiles projectiles. The low causes her to whiff the rest of the fall. Then she leaves herself standing for a full combo punish as she stands back up and your opponent recovers before you do.

I see what you mean at the end of the string how her fans dont connect. But the main problem is that the whole string whiffs beginning with the low.
 

Arqwart

D'Vorah for KP2 copium
I've grown so fond of Fan-Nado that I just cannot bother with Highborn or Fanfare. Highborn only comes out in very specific matchups. People seem to just freeze the hell up when you're tossing tornadoes at them from a distance, especially when you knock them out of the air with instant air jump fans regularly. Shit's so entertaining.
 
I've grown so fond of Fan-Nado that I just cannot bother with Highborn or Fanfare. Highborn only comes out in very specific matchups. People seem to just freeze the hell up when you're tossing tornadoes at them from a distance, especially when you knock them out of the air with instant air jump fans regularly. Shit's so entertaining.
I did a few labs on fannado alone. That thing fixes so many oki options/wakeup. Its really good
 

Gooberking

FGC Cannon Fodder
Fan Nado is a good time.

I tend to try and get them blocking it at max range, then check them with a fan. It's plus enough that a lot of characters can't jump forward (or up) to avoid it to get closer. Feisty players may try to do a quick distance closer or counter projectile but lose.

At that point they hopefully become more reserved and you can turn the screen into an obstacle course. The down side is sometimes people just get more aggressive and I'm the idiot that sort of thing works on. I've not quite understood why it seems like when people find out what they are doing isn't working, they double down and do it harder. Sometimes that's enough to crack me open and I'm left holding all the tea.

I also tend to act like it's always plus, and that's way not true.
 

Gooberking

FGC Cannon Fodder
I often wonder, why do people who play Fearless players not end in b142? It puts them at max distance
I haven't run into many other Fearless players, but if you are talking on hit, then it's her only real damage route. Unless you are getting the KB, you would be tossing away the only string that will give her combo into lift and it's easy to hit confirm; even for a geezer like me.

On block, I use b142 but I'm usually not thinking about the spacing when I'm in a b14 situation, and it's not better spacing than b131. If they block it I'm trying to make my turn ends unpredictable so I might be able to steal a turn or catch them trying to take theirs at the wrong time. It's pretty tempting to end in low amp fan given how many people never punish the gap, but it's probably not a great go to unless someone proves they don't know what to do about it.
 

John_NX

Your circumstances are dire!
Been using fearless as well more often now. Really does well in some MU's. I feel it's currently the second best after highborn. Fan fare is just too much work for nothing.
 
I haven't run into many other Fearless players, but if you are talking on hit, then it's her only real damage route. Unless you are getting the KB, you would be tossing away the only string that will give her combo into lift and it's easy to hit confirm; even for a geezer like me.

On block, I use b142 but I'm usually not thinking about the spacing when I'm in a b14 situation, and it's not better spacing than b131. If they block it I'm trying to make my turn ends unpredictable so I might be able to steal a turn or catch them trying to take theirs at the wrong time. It's pretty tempting to end in low amp fan given how many people never punish the gap, but it's probably not a great go to unless someone proves they don't know what to do about it.
I mean you can end all your combos in b142 after fannado combo to push them max distance. That way you get all the zoning you want. The only thing I can think of is people end with fans so they can zone with fannado, but id rather give chip and then throw fannado when they get closer.
 

gitblame

Noob
I often wonder, why do people who play Fearless players not end in b142? It puts them at max distance
Because low fan as a combo ender is about +50 so it allows you to go for fan nando on OKI. If you do it right they have to hold it and you are plus, if they roll forward you can punish their roll.
 

xWildx

What a day. What a lovely day.
I really don’t know how much any of these armor breaking moves are going to change things. It seems like you’d just break away one hit later. It’s not like we see Spawn’s armor breaking all the time.

Then there’s characters who’s armor break takes up a resource, meanwhile others get a meterless and free combo extension....


I dunno, the entire concept feels like yet another band-aid NRS is slapping on the game instead of actually changing the fundamental way breakaways were designed. If Jacqui’s is her standing 3 into the full combo KB I’m going to lose it lol
 

xKhaoTik

The Ignore Button Is Free
Stephanie confirmed that some characters have variation specific armor breaking moves, and Kitana is one of them.
So she has it in v1 and v2. Nothing for v3