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Kitana General Discussion

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Arqwart

D'Vorah for KP2 copium
Any easy easy easy ground combos I could do? Also which kam should I use with her? Goro ok?
Kitana's not got much of anything for ground combos as everything she does is juggle-centric with her ability to chain lifts. There's quite a number of combos notated and shown in the Kitana Kombo thread if you want something to reference.

For kameos, she's really not too attached to any singular one as her general gameplan is solid all around. Recommendations though?
  • Jax: corner escape potential, ground pound mixups / setups, combo damage, full combos off 11, safety, bonus health
  • Sub Zero: zoning, top end combo damage, full combos off 11, Wind Bomb setups, safety, bonus health
  • Khameleon: it's Khameleon
  • Kung Lao: zoning, full combos off 11
  • Scorpion: top end combo damage, full combos off 112, mixups, safety
I've also seen people using Motaro, Cyrax, Stryker, Sareena, and Goro to great success with Kitana. My overall recommendation is to get used to using 2-3 different kameos on her and switch them out as needed based on the matchup.
 

Lex Luthor II

Lord of Lightning
I see people putting Kitana at top tier now. And I'm seeing Janet Cage as her kameo. What you all think? Agree? She good with Janet now? Or everyone else just been nerfed into the ground.
 

Hot_DNA

Mortal
I see people putting Kitana at top tier now. And I'm seeing Janet Cage as her kameo. What you all think? Agree? She good with Janet now? Or everyone else just been nerfed into the ground.
I always thought she was close to the top.. I don't use the Janet kameo but I think Kitana's base kit( no pun intended) makes her close to the top
 

Arqwart

D'Vorah for KP2 copium
Which kameo do you use? And if you're feeling generous, what Bnbs you using with her? <3
Janet's nice. However, I highly recommend Mavado. It's pretty silly adding 60 unbreakable, unscaled raw damage off every knockdown that can also lead into Wind Bomb / Fancy Flick chip damage. Also lets you scare people trying to outzone you by grabbing them fullscreen for the body bounce. Lightning trap is also VERY mean in conjunction with her long strings.
 

Lex Luthor II

Lord of Lightning
Janet's nice. However, I highly recommend Mavado. It's pretty silly adding 60 unbreakable, unscaled raw damage off every knockdown that can also lead into Wind Bomb / Fancy Flick chip damage. Also lets you scare people trying to outzone you by grabbing them fullscreen for the body bounce. Lightning trap is also VERY mean in conjunction with her long strings.
Good to know. I was messing around with Scorpion with her, but I'll have to look all that up, have some research to do <3 Thanks.
 

Arqwart

D'Vorah for KP2 copium
Good to know. I was messing around with Scorpion with her, but I'll have to look all that up, have some research to do <3 Thanks.
After a typical corner combo, you can end with 11 xx bdf4b xx dK to break every wakeup (except Ashrah and Havik) as well as force the opponent up if they attempt to hold themselves on the ground. On further testing, the OTG Slide appears to always be blockable (?) so it's not an actual OTG which is sad. Mostly just a gimmick to sneak in 60 damage now and then or screw with the opponent's defense on wakeup. If they block the slide and bomb in this corner setup, you're sitting at around +80-83 so the world is your oyster. And that's after making them eat 398.42 meterless damage (if you count the chip from the slide and bomb). However, if they get hit by the slide, they're going to eat the wind bomb because you can hit confirm afterwards by throwing them onto the bomb. If they get hit by the slide THEN delay wakeup, they're now sitting on top of a wind bomb with your only recovery animation being a throw so you're obscenely plus once again if they block it.

EDIT: to clarify on the "typical corner combo," I'm talking about [grounded starter] xx db1, j11 xx db1b, 4 xx db1b, 11 OR b24 xx db1b, db1b, 4 xx db1b, 11

Do note that I found this setup very difficult on a technical level because of how weird it is trying to get close Wind Bomb out while also calling out Mavado for his slide which uses a down input. There's a tiny grace period once you use Wind Bomb before the game takes the input for the distance. During this grace period is when you need to call Mavado and go from your dK input to holding b. The most consistent tactic I've had is doing bdf4, dK, b in one pendulum swing motion. This will call out Mavado at the correct timing to even come out to hit the opponent as he's super picky on when he can slide, call Mavado out at the time where his slide will stuff wakeup reversals, and get you the close Wind Bomb if done correctly. If you get mid Wind Bomb in an actual match, just be mindful not to try anything (like throwing) against their wakeup or else you're likely to eat some armor.

Other Mavado Stuff
  • Combos off 112 with uK
  • Combos off b14 with fK if you wanna spice things up and use this godawful string
  • 2412 xx Lightning Trap xx mid Wind Bomb pressure
  • Sneaky 60 damage (or 17.50 chip damage) OTG slides off every touch. You either get the damage and are extremely plus, or get to just be extremely plus (~35-40 plus frames on block depending on situation). This also resets neutral & distance really well no matter if it's blocked, or results in you being that plus point blank if in the corner
  • (Usually) free Fancy Flick chip damage on top of the slide, blocked or not. Can choose to protect yourself with a Wind Bomb, advance on the opponent, run away to zone, or whatever else if desired. World's your oyster when a slide hits or is blocked
  • Two-bar 70 damage block breaker on a character that barely ever needs to spend meter offensively. This also sends them full screen
  • ~263 damage throw combos with the lightning trap: throw xx K, bdf4f, b24 xx db1f, j112. For lightning trap timing, call Mavado as Kitana steps onto the other side of the opponent. For wind bomb timing, you've got a bit of leeway as Mavado's trap stun lasts ages. Don't try to mash out the wind bomb immediately because Kitana will still be recovering from her throw animation and won't do anything. For b24 timing, wait till they're descending from the wind bomb pop up
  • Every wayward Fancy Flick against an aerial opponent, amplified Fancy flick hit, amplified Fan Toss hit, randomly not blocked Wind Bomb at far distances, etc. can become a full combo no matter how far away the opponent is due to fK and uK. This is already technically possible baseline (save for regular Fancy Flick against an aerial opponent), but now it's infinitely easier to react with and less prone to being lost damage due to eating a traded projectile
  • It's a gimmick, but you can use bK on block to be +9 during any string. Very fun pressure option to toss in now and then, but be careful as it's a High that Kitana doesn't appear to be able to enforce on block so it can almost always be ducked. B1 is the only button I've found that can guarantee it on block
  • If the opponent is duck blocking, 4f33 xx K xx db2 is a very easy escape option. Trap keeps you safe from non-armored options to chase your Square Wave. If they catch on and stand to block the Square Wave so you don't go flying above them, lightning trap covers you and now you get to continue block pressure
 
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Lex Luthor II

Lord of Lightning
After a typical corner combo, you can end with 11 xx bdf4b xx dK to break every wakeup (except Ashrah and Havik) as well as force the opponent up if they attempt to hold themselves on the ground. On further testing, the OTG Slide appears to always be blockable (?) so it's not an actual OTG which is sad. Mostly just a gimmick to sneak in 60 damage now and then or screw with the opponent's defense on wakeup. If they block the slide and bomb in this corner setup, you're sitting at around +80-83 so the world is your oyster. And that's after making them eat 398.42 meterless damage (if you count the chip from the slide and bomb). However, if they get hit by the slide, they're going to eat the wind bomb because you can hit confirm afterwards by throwing them onto the bomb. If they get hit by the slide THEN delay wakeup, they're now sitting on top of a wind bomb with your only recovery animation being a throw so you're obscenely plus once again if they block it.

EDIT: to clarify on the "typical corner combo," I'm talking about [grounded starter] xx db1, j11 xx db1b, 4 xx db1b, 11 OR b24 xx db1b, db1b, 4 xx db1b, 11

Do note that I found this setup very difficult on a technical level because of how weird it is trying to get close Wind Bomb out while also calling out Mavado for his slide which uses a down input. There's a tiny grace period once you use Wind Bomb before the game takes the input for the distance. During this grace period is when you need to call Mavado and go from your dK input to holding b. The most consistent tactic I've had is doing bdf4, dK, b in one pendulum swing motion. This will call out Mavado at the correct timing to even come out to hit the opponent as he's super picky on when he can slide, call Mavado out at the time where his slide will stuff wakeup reversals, and get you the close Wind Bomb if done correctly. If you get mid Wind Bomb in an actual match, just be mindful not to try anything (like throwing) against their wakeup or else you're likely to eat some armor.

Other Mavado Stuff
  • Combos off 112 with uK
  • Combos off b14 with fK if you wanna spice things up and use this godawful string
  • 2412 xx Lightning Trap xx mid Wind Bomb pressure
  • Sneaky 60 damage (or 17.50 chip damage) OTG slides off every touch. You either get the damage and are extremely plus, or get to just be extremely plus (~35-40 plus frames on block depending on situation). This also resets neutral & distance really well no matter if it's blocked, or results in you being that plus point blank if in the corner
  • (Usually) free Fancy Flick chip damage on top of the slide, blocked or not. Can choose to protect yourself with a Wind Bomb, advance on the opponent, run away to zone, or whatever else if desired. World's your oyster when a slide hits or is blocked
  • Two-bar 70 damage block breaker on a character that barely ever needs to spend meter offensively. This also sends them full screen
  • ~263 damage throw combos with the lightning trap: throw xx K, bdf4f, b24 xx db1f, j112. For lightning trap timing, call Mavado as Kitana steps onto the other side of the opponent. For wind bomb timing, you've got a bit of leeway as Mavado's trap stun lasts ages. Don't try to mash out the wind bomb immediately because Kitana will still be recovering from her throw animation and won't do anything. For b24 timing, wait till they're descending from the wind bomb pop up
  • Every wayward Fancy Flick against an aerial opponent, amplified Fancy flick hit, amplified Fan Toss hit, randomly not blocked Wind Bomb at far distances, etc. can become a full combo no matter how far away the opponent is due to fK and uK. This is already technically possible baseline (save for regular Fancy Flick against an aerial opponent), but now it's infinitely easier to react with and less prone to being lost damage due to eating a traded projectile
  • It's a gimmick, but you can use bK on block to be +9 during any string. Very fun pressure option to toss in now and then, but be careful as it's a High that Kitana doesn't appear to be able to enforce on block so it can almost always be ducked. B1 is the only button I've found that can guarantee it on block
  • If the opponent is duck blocking, 4f33 xx K xx db2 is a very easy escape option. Trap keeps you safe from non-armored options to chase your Square Wave. If they catch on and stand to block the Square Wave so you don't go flying above them, lightning trap covers you and now you get to continue block pressure
This is exactly what I needed. Thank you a million times over. You're a legend. Will try all of this out <3 Much love <3 <3
 

exflyingbooty

This dream has a sad ending
Does anyone got good combos with kitana/mavado? Being able to combo off of a grab makes my lizard brain happy
 

Arqwart

D'Vorah for KP2 copium
Does anyone got good combos with kitana/mavado? Being able to combo off of a grab makes my lizard brain happy
Personal preference is to just use slide at the end because it lets you either start Wind Bomb setups in the corner or send the opponent fullscreen otherwise; but doing usual midscreen combos into j112, uK, dash 2xxdb1f is a decent bit of damage to tack onto any combo. You also can use uK to force an additional bounces (which has set gravity on hit) into amplified fan toss (which has set gravity on hit) to tack on damage towards the end of long combos.

While I think a lot of the combos in the video below are wildly impractical and too Kameo meter intensive, it's a decent enough showcase of how you can integrate him into combos.

My main thing with him is not so much adding damage onto your existing combos but instead making combos off every wayward touch. If you have the reactions, any random fan toss / fancy flick on an aerial opponent can become fK / uK into full combo from anywhere on the screen. Random air-to-airs can as well.
 

Hot_DNA

Mortal
Who is everybody's main Kameo for Kitana? I use Sub Zero but I'm thinking about having a pocket Mavado for certain matchups.
 
Who is everybody's main Kameo for Kitana? I use Sub Zero but I'm thinking about having a pocket Mavado for certain matchups.
Not a kitana player yet, but have been messing around with the jax pairing and I love it. The combo damage of 41 midscreen and like 53 in the corner is awesome and super swaggy. 100+ health is great, and groundpound chip sequences and zoning pressure is a plus.
 

exflyingbooty

This dream has a sad ending
Who is everybody's main Kameo for Kitana? I use Sub Zero but I'm thinking about having a pocket Mavado for certain matchups.
Sub zero is good for damage , my favorite is striker

Bombs make zoning more annoying, he has baton mixups to help with kitana's non existent mixups

Bombs make wakeup armor safe also and handcuffs is anti zoning lol
 

John_NX

Your circumstances are dire!
I'll say it, but am I the only one who finds Kitana extremely barebones?

I'm not calling her bad or anything, and she's in a much better state than others, but I feel like she's lacking something, that I can't quite put my finger on.

Like, all of your gameplan is around B2,B4, 2413. Not saying that other characters have a deeper gameplan, but I don't know, I feel like I need some sauce. As much as I find her Bombwind set-ups good, they are always the same thing over and over. I feel like a good reversal, or a new good string we can use would do her justice. Really miss ground war from Mk11 :(
 

Felipe_Gewehr

Twinktile
I'll say it, but am I the only one who finds Kitana extremely barebones?

I'm not calling her bad or anything, and she's in a much better state than others, but I feel like she's lacking something, that I can't quite put my finger on.

Like, all of your gameplan is around B2,B4, 2413. Not saying that other characters have a deeper gameplan, but I don't know, I feel like I need some sauce. As much as I find her Bombwind set-ups good, they are always the same thing over and over. I feel like a good reversal, or a new good string we can use would do her justice. Really miss ground war from Mk11 :(
I think she is pretty barebones, which is why I never bothered to learn her in MK1. That said, I found her EVEN MORE barebones in MK11. MKX Kitana was one of my favorite characters with sharpen, parry and float cancels. MK9 Kitana was also pretty cool to play as with her long combos and quick, fast reaching normals.
 

Arqwart

D'Vorah for KP2 copium
I'll say it, but am I the only one who finds Kitana extremely barebones?

I'm not calling her bad or anything, and she's in a much better state than others, but I feel like she's lacking something, that I can't quite put my finger on.

Like, all of your gameplan is around B2,B4, 2413. Not saying that other characters have a deeper gameplan, but I don't know, I feel like I need some sauce. As much as I find her Bombwind set-ups good, they are always the same thing over and over. I feel like a good reversal, or a new good string we can use would do her justice. Really miss ground war from Mk11 :(
She absolutely is barebones which is why her kameo choices define her game plan so heavily. She's a really strange "jack of all trades, master of none" with not a whole lot of crazy things to do on her own. Windbomb is truly her only sauce, and that stuff only works in the corner which she isn't the greatest at getting opponents to. She has fantastic corner carry on combos, but she doesn't have the strings / normals to justify going in close to pressure opponents constantly.

Zoning? Meh at best. She ironically only zones well in a zone war. A knowledgeable opponent will duck fans, walk out of fancy flicks, and never jump. But then it's made QUITE scary with Khameleon or Lao.
Pressure? Laughably bad. Gaps galore yet again like MK11, guaranteed turn loss on almost everything, a + string that's atrocious, tons of completely useless strings (again like MK11), and no mixups. But then it's made into weird, hard to deal with setplay with Jax.
Combo damage? Decent with no need for bar to be spent (except off her fastest button which is infuriating). Nothing amazing, but slightly above average. But then it's made above average with just about every kameo and WELL above average with Sub-Zero, Jax, and Mavado. This gets quite silly in the corner too.
Setplay? Doesn't exist unless you're willing to drop every hitconfirm in the corner which is where her damage shines. But then it's genuinely oppressive with Mavado, Cyrax, and Sub-Zero.

I think if anything, she could use one more special move. Maybe something weird like adding the ability to Fancy Flick in the air to have another strangely angled projectile. As it is, the kameo defines Kitana more than Kitana defines Kitana. She's definitely good and someone I think is in a very healthy balance state, but she's quite dull if you aren't risking your life trying to force Windbomb loops.

EDIT: adding in here that if she did get something new to make her more exciting, I would expect (and hope) something gets shaved down to keep her power budget relatively stable since she's in such a good spot. Most likely her combo scaling on Fan Lift to keep her combo damage in line if she's getting more consistent damage elsewhere during the match.
 

Juxtapose

Master
Like, all of your gameplan is around B2,B4, 2413.
I was saying this several months back, that Mortal Kombat 1 has very few kombo starters compared to previous games. I was using Mileena as my example where it's the "1,2" show. Compare that to Mortal Kombat 11 Ultimate where she had 1,1 , B1,1 , 3,4 , F4, 3, 2,3,3 , etc.

Kitana is in the same boat. It's the B2, 2413 show. Last game, she had B1,4 , 1,2 , B231, B3, etc.

I found her EVEN MORE barebones in MK11
Her kombo paths were as were everyone's in that game as it was not a kombo game by design. Otherwise I disagree. Overall I find invdividual characters have better normals and strings and general utility of them in Mortal Kombat 11 Ultimate. They had to since it wasn't a kombo game, and that, along with Krushing Blows, is how you got your damage through solid neutral play.
 

Felipe_Gewehr

Twinktile
Her kombo paths were as were everyone's in that game as it was not a kombo game by design. Otherwise I disagree. Overall I find invdividual characters have better normals and strings and general utility of them in Mortal Kombat 11 Ultimate. They had to since it wasn't a kombo game, and that, along with Krushing Blows, is how you got your damage through solid neutral play.
Of course. I am just making the direct (obviously dishonest) comparison of MKX Kitana and MK11 Kitana just to say I didn't quite like playing her in MK11. One of the reasons I loved playing Skarlet was because she inherited a functionally identical parry from MKX Kitana.
 

Arqwart

D'Vorah for KP2 copium
Alrighty yall. After however long it's been since the patch, I gotta come out and say it: Kitana / Sonya is boring as hell and honestly not that great imo. It's effectively "Kitana+" and doesn't feel like having a full kameo. I fear that's just where Sonya's at from a design perspective.

With Mavado getting his health changed from -100 to -50, I absolutely cannot recommend Sonya at all. If you wanna zone, go Lao, Sareena, Sub, Khameleon, or Motaro. If you want mixups / pressure, go Jax, Mavado, Khameleon, or Stryker. If you want combo extensions (especially off 11 / 112), go literally anyone else except Motaro. Hell, I'd recommend Frost before Sonya and I firmly believe Frost is the single worst kameo in the game right now.

Thanks for coming to my TED Talk.