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Strategy Kitana General discussion

Big congrats to both edenian prince 16 bit, and edenian prince CD

after watching them both play, they both inspired me to come back to play Mortal Kombat.

Both play Kitana exceptionally well, and might I add, as well as very classy :D

Congrats guys!
 

coolwhip

Noob
Congrats to both Kitana players for their awesome placing.

On a side note, and somewhat unrelated, can we stop about Cyrax not being top 5? Look at the amount of Cyrax players who have placed well. And I don't want to hear about "why hasn't he won a significant major?" because I'd then ask the same about Freddy or Sonya.
 

Chongo

Dead Kings Rise
Congrats to both Kitana players for their awesome placing.

On a side note, and somewhat unrelated, can we stop about Cyrax not being top 5? Look at the amount of Cyrax players who have placed well. And I don't want to hear about "why hasn't he won a significant major?" because I'd then ask the same about Freddy or Sonya.
Didn't you know? Cyrax is garbage because he loses to Kabal.


Oh wait, so does everyone else.
 

rev0lver

Come On Die Young
Just some random tech stuff I've been using that I don't see others use that I want to discuss to revive this a tiny bit

Pretty kick wakeup

Regular - I use this for two reasons. First of all, it lifts her up the ground and therefore you'll only eat a jump punch and fall back down if crossed over. Secondly, it's safe on block and +7 on hit, which many people are unaware of. I like to follow up with 21, throw, or start pressure with 33 if they know to block.

Enhanced - I use this for two reasons as well. Because it's enhanced, it has extended invincibility. It can therefore go through many moves that other wakeups cannot, such as Reptile's forceball setups, Sub's clones, and those who try to back up to whiff punish wakeups. On high-hitbox characters, the last two hits of this move will hit them crouching. Also, it's punishable on block, but no one seems to be aware of this and I cannot think of anyone who has actually punished it.

B1~fake out kick

I just started using this at Dallas but it's been working so far. Yes, I know it's not a true 50/50 with the b12 as you can see the animation and you can interrupt followups after b1, but for those who do not do this it can be a great gimmick. One interesting thing about it though is that because the fake out kick does not utilize the 2 button, it will end on the b1 on whiff, unlike when we mixup with b12 and b1~cutter. They may then try something when waiting for the 2, which you can whiff punish with a f21 or 21.

Air to air jump punch

It honestly bothers me a lot when I see people do an air to air jump punch and just do something like a 2~cutter. Except in rare circumstances where they get out of the range (which you can see visually if you're aware of its range and adjust), you can combo into a 2~lift for an easy 24% midscreen.

Instant Air Ass

I've noticed this for a long time but haven't really incorporated it into my game until recently. An interesting thing about this move is that there's a sweet spot where you can ass high enough to avoid a ground projectile but low enough to still hit the opponent. With enough practice you can figure out where this timing is. I know I've been able to do it on characters like Kano, Sektor, and Quan Chi, but I couldn't give a list for all of them at this point because it's animation-dependent (for example, Reptile's spit comes from his head, so it should not work on him). This can also work with instant air fan, even against Noob's projectiles, but it seems that the window for this is a little bit tighter.

Anti airing with standing 3

A lot of us like to anti-air with standing 2, which is good because it adds and extra 2% to AA bnb's, but due to an increased number of people who like to be dicks and jump kick instead of jump punch, 2 is losing its use as an anti-air. Despite being a frame faster and having better horizontal range, 2 is pretty unreliable against jump kicks. For some reason that I haven't figured out yet, 3 acts like a brick wall against jumps. For those who didn't watch the video of me vs Insuperable that I posted in the MU thread, watch what happens when I anti-air him with this towards the end. It catches his jump kick from like halfway across the damn screen when the animation is nowhere near his kick. I'd recommend people to try this out a little more. As another little thing, I like to throw out 3~fan randomly in up-close games, which will catch people if they try to crossover and is more reliable than doing 33 into 2~lift since the second hit of 33 doesn't always hit airborne.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Standing 3 is great AA against regular jump kicks but standing 2 is better against deep jump kicks.
 

aj1701

Noob
Wait what haha

Off a f21 your bnb should be something like f21, njp, 4 fan, 4/2 lift, b2 fan, fan, 4 cutter. Or an easier version - f21, b2/jk fan, fan, 2 fan, f2 cutter.
For the first combo, do you need to dash before the 2 lift? I often miss the lift part if I hit the 2.
 

rev0lver

Come On Die Young
For the first combo, do you need to dash before the 2 lift? I often miss the lift part if I hit the 2.
Yes, you have to dash. *edit* it depends how you do this though. If you don't dash after the njp, you need to dash after the 4 fan. If you dash after the njp, you can go straight from 4 fan to 4 or 2 lift, I believe.

standing 3 seems pretty useful for anti- crossups.
It is if you're throwing it out to catch them trying to crossover, but when they're already on the other side it's really not any more reliable than trying to use standing 2 or ex lift, from my experience.
 

xKhaoTik

The Ignore Button Is Free
Just some random tech stuff I've been using that I don't see others use that I want to discuss to revive this a tiny bit

Pretty kick wakeup

Regular - I use this for two reasons. First of all, it lifts her up the ground and therefore you'll only eat a jump punch and fall back down if crossed over. Secondly, it's safe on block and +7 on hit, which many people are unaware of. I like to follow up with 21, throw, or start pressure with 33 if they know to block.

Enhanced - I use this for two reasons as well. Because it's enhanced, it has extended invincibility. It can therefore go through many moves that other wakeups cannot, such as Reptile's forceball setups, Sub's clones, and those who try to back up to whiff punish wakeups. On high-hitbox characters, the last two hits of this move will hit them crouching. Also, it's punishable on block, but no one seems to be aware of this and I cannot think of anyone who has actually punished it.

B1~fake out kick

I just started using this at Dallas but it's been working so far. Yes, I know it's not a true 50/50 with the b12 as you can see the animation and you can interrupt followups after b1, but for those who do not do this it can be a great gimmick. One interesting thing about it though is that because the fake out kick does not utilize the 2 button, it will end on the b1 on whiff, unlike when we mixup with b12 and b1~cutter. They may then try something when waiting for the 2, which you can whiff punish with a f21 or 21.

Air to air jump punch

It honestly bothers me a lot when I see people do an air to air jump punch and just do something like a 2~cutter. Except in rare circumstances where they get out of the range (which you can see visually if you're aware of its range and adjust), you can combo into a 2~lift for an easy 24% midscreen.

Instant Air Ass

I've noticed this for a long time but haven't really incorporated it into my game until recently. An interesting thing about this move is that there's a sweet spot where you can ass high enough to avoid a ground projectile but low enough to still hit the opponent. With enough practice you can figure out where this timing is. I know I've been able to do it on characters like Kano, Sektor, and Quan Chi, but I couldn't give a list for all of them at this point because it's animation-dependent (for example, Reptile's spit comes from his head, so it should not work on him). This can also work with instant air fan, even against Noob's projectiles, but it seems that the window for this is a little bit tighter.

Anti airing with standing 3

A lot of us like to anti-air with standing 2, which is good because it adds and extra 2% to AA bnb's, but due to an increased number of people who like to be dicks and jump kick instead of jump punch, 2 is losing its use as an anti-air. Despite being a frame faster and having better horizontal range, 2 is pretty unreliable against jump kicks. For some reason that I haven't figured out yet, 3 acts like a brick wall against jumps. For those who didn't watch the video of me vs Insuperable that I posted in the MU thread, watch what happens when I anti-air him with this towards the end. It catches his jump kick from like halfway across the damn screen when the animation is nowhere near his kick. I'd recommend people to try this out a little more. As another little thing, I like to throw out 3~fan randomly in up-close games, which will catch people if they try to crossover and is more reliable than doing 33 into 2~lift since the second hit of 33 doesn't always hit airborne.
I recently started using pretty kicks on wakeups in certain MUs. Its pretty good and may catch people off guard. Ex pretty kick works wonders in the Kenshi MU after he lands a shoulder charge. 99% of the time, they follow up the knockdown with a downslash and ex pretty kick goes right thru it.

B1 ~ Fake out is something I've never thought of lol. I'll mess around with it.

Air to air JIP followups is something I've ALWAYS used and I always follow it up with 2 fan, 2 lift. I feel the same way and I cringe when I see a kit follow it up with 2 cutter only lol.

I've been using iAss since last year and I've preach day and night about how good this move is. At the lowest level, this move can't be ducked and it good to start the match with it. This move always works well in the Freddy MU since it can go above his finger toss and still hit him. Ex iAss is a really good tool as well and is one of the reasons why I don't see how reptile beats kit lol

Standing 3 is something I've been using for a while now too, but I prefer standing 2 at times since it beats JKs.
 

rev0lver

Come On Die Young
Air to air JIP followups is something I've ALWAYS used and I always follow it up with 2 fan, 2 lift. I feel the same way and I cringe when I see a kit follow it up with 2 cutter only lol.

Standing 3 is something I've been using for a while now too, but I prefer standing 2 at times since it beats JKs.
Are you able to consistently get air to air jp into 2 fan 2 regular lift? I always find the opponent too far away to connect the lift with that unless it's in the corner.

And you think standing 2 beats jks? My 2 getting stuffed by jks is the reason why I switched to using 3 more, because I find it much more reliable for that unless you're talking about deep jks like 16bit said. Even then though, I haven't noticed any problems AA'ing deep jump kicks with 3.
 

xKhaoTik

The Ignore Button Is Free
Are you able to consistently get air to air jp into 2 fan 2 regular lift? I always find the opponent too far away to connect the lift with that unless it's in the corner.

And you think standing 2 beats jks? My 2 getting stuffed by jks is the reason why I switched to using 3 more, because I find it much more reliable for that unless you're talking about deep jks like 16bit said. Even then though, I haven't noticed any problems AA'ing deep jump kicks with 3.
Yea usually I can do it consistently. There's times when I notice that the foe is kinda low to the ground so I'll just do 2 fan 2 cutter instead (or ex lift if I have meter to spare)

And I meant deep jks. I usually use standing 3 after a block string and I read a jump. If someone is jumping at me outside sweep range, my natural instincts make me use standing 2 or ex lift lol.