Lomyn
Snoctopus
95% of the time I feel you should have d,f+2 buffered into d+1. It leaves you at much greater frame advantage on block than just d+1 by itself (which I'm pretty sure actually leaves Kitana at disadvantage). The second hit of d,f+2 whiffs on crouching opponents, so try to keep that in mind. After your opponent blocks you get much better options for mixups off of d,f+2.Has anyone else took a good look at her footsie opportunities?
So after a d.1 or a max range d.3, you are in a perfect range for a mixup that will lead to a combo using her insane footsies.
If they try to sweep or go low, you're in range for the f.3,1 low crush into Fan Lift BnB combo.
If you want a mixup, you can jump in.
If they throw an uppercut to counter that anti-air, you can hit with 2,1 at max range and hit confirm into Fan Lift BnB.
If they're straight up blocking, you can just dash-in and throw.
If they mash a reversal, block and punish.
This is all theory, but I've really been thinking about how to utilize her footsies and come up with a setup, mainly because you'll be throwing a lot of d.1's and d.3's in this game and they can lead to this ideal footsie range. Put them in the same situation a couple of times, observe, and then make an educated read, no?
The main issue regarding Kitana's mixup game is that as far as I can tell against players with decent reactions there is no reason to block standing vs. Kitana. Her only comboable overhead (f+4,1) is verrrrrrrry easy to avoid, her other overheads are later in strings that have no low option to mix up the opponent.