What's new

Fantastically Fancy Fan Favourite: The Kitana general discussion-thread

Lomyn

Snoctopus
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?
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.

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.
 

DrDogg

Noob
Once we have complete hit/block frame data for Kitana I'll start really delving into her footsies game. Until then, I'm holding off because it "feels" as though she's lacking a bit in that department.
 

Pistol

Noob
noob here: what's footsies?
Poking and the whiff punishing of normals. Some games you can win matches based on footsies alone.

I think she has strong footsies, good runaway, and decent zoning. I'd really like to see footage of Dr. Dogg's Kitana, considering he disagrees and doesn't utilize her toolset. Maybe, he knows something, I don't.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
I went over her moveset pre and post patch. The only damage difference is ground fan. It now does 7 instead of 8. Before one fan did 3 and the other 5. Now it's 3 and 4. EX ground fans together do 11 instead of 12 even though the damage still says 7 and 5.
 
Question. Why exactly is instant air fan important? Is it cuz of :


- Faster recovery, which can lead to follow up combos when opponent gets airsniped by it?

- Bigger vertical Zone control?

- Eating a smaller, inferior combo in case opponent comes thru w/ their jump in?


Right, wrong? Anymore Stuff?
 

Lomyn

Snoctopus
Question. Why exactly is instant air fan important? Is it cuz of :


- Faster recovery, which can lead to follow up combos when opponent gets airsniped by it?

- Bigger vertical Zone control?

- Eating a smaller, inferior combo in case opponent comes thru w/ their jump in?


Right, wrong? Anymore Stuff?
It comes out faster, and is safer. And yes, you can generally score more damage off of a "random" air fan that you can a ground one.

Sent from my Droid using Tapatalk
 
Am I fooling myself or do the Air fans ark slightly upwards from far away? I have no luck hitting low blocked dummy from far away. But for some reason once I move closer, then I start getting in some hits w/ iAF.

Anyone else have this problem?
 
instant air fan means that you throw a fan right after u have jumped into the air. Thus the fan still hits standing opponents just like a regular fan. your opponent either has to block or to duck in order to evade it.

The instant fan is faster to excecute and has a faster recovery time than the normal fan. or something like that. it also does 1% more damage.
 
Am I fooling myself or do the Air fans ark slightly upwards from far away? I have no luck hitting low blocked dummy from far away. But for some reason once I move closer, then I start getting in some hits w/ iAF.

Anyone else have this problem?
imo its also harder to hit with the iAF from a long distance but its still doable.
 

elPollo_Diablo

In The Lab
anyone here mess around with instant wave dashing?
if so, can you give some details on it?
I figured instant fans but the thought didn't enter my mind until yesterday
wanted to know the properties regarding this move
 

Lomyn

Snoctopus
anyone here mess around with instant wave dashing?
if so, can you give some details on it?
I figured instant fans but the thought didn't enter my mind until yesterday
wanted to know the properties regarding this move
I assume you're referring to her badonkabash/ass slam/ whatever. It is safe, but I don't think its a great idea to take Kitana into her opponents lap. She is a little slow in close and doesn't have a lot going for her in terms of mixups.

Sent from my Droid using Tapatalk
 

elPollo_Diablo

In The Lab
Lets coin the term: 'instant ass slam' or 'ias' for short lol

so whats her fastest start up combo?
I'm thinking ias to get inside......21 starter perhaps?
maybe 112?
then mixups galore
I'm gonna go check to see what projectiles she can ias
 

elPollo_Diablo

In The Lab
Its good. you can go over smoke bombs and shit.
well I'm elated she can avoid fecal matter

from what I've tried out so far, it hits crouching opponents
and seems to confuse the hell out of teleport spamming Smoke and Scorpion users
and loses to Kung Lao's anti air ballerina spin
so I wouldn't recommend it in that match
if you find yourself in a mirror match, b2 is your friend, lover, and soulmate to snuff it out
 

Jinx

Give Me Strength
Hi guys, I just started using Kitana. I'm still messing around with the game and it's characters and have a few choices in mind for who I want to main and take seriously, Kitana being one of the.. I'd say, 4 characters. I really like her. My first question is (if this hasn't been answered already) what are the best follow-ups to catching an opponent mid-air with her air fan? My nerves always get to me so I end up throwing ground fans but I know I can get more damage off.
 

elPollo_Diablo

In The Lab
if you stuck your opponent in the air:
dash, fan, dash, 2 ~ fan, f2 ~ cutter (9 hits = 33%)
Substitute the 2 ~ fan with 4 ~ fan (depends on height of the juggle) for 36%
 

Konqrr

MK11 Kabal = MK9 Kitana
I've been using Kitana's 2 as anti air lately and it's served me well. More reliable and easier to time than using 3 IMO

Combo is 2~Fan, 2~Lift, ff, ff, b2~Air Fan, ff, Fan, ff, 4~Cutter

Don't remember the %
 
I've been using Kitana's 2 as anti air lately and it's served me well. More reliable and easier to time than using 3 IMO

Combo is 2~Fan, 2~Lift, ff, ff, b2~Air Fan, ff, Fan, ff, 4~Cutter

Don't remember the %
Does 39%. Nice find. Good combo for catching people trying to jump out of the corner and thus can get a little bit more damage tacking on a standing 2 at the end.
 

Konqrr

MK11 Kabal = MK9 Kitana
Her Cutter most definitely gives you a free safe jump afterwards.

The safe jump I like to do is a jps, f4, 1~Cutter to build meter. It needs further testing, but I am pretty sure that the overhead into cutter jails them and they have to block the cutter standing. If the Cutter hits again, you get another safe jump!

Also, if they jump over you after blocking it, you can get a jump back punch into air fan for a combo.
 

MKNoob

Noob
Playing as Kitana online is absolutely infuriating. All of her mid/high damage combos require some level of precision timing that just doesn't happen online. NJPs? Nope. iAFs? Forget it; I usually get all the way back to the ground before the fan even goes out. Even simple linkers like b+2~df+1 never seem to come out. Compare this to the Johnny Cages, Nightwolfs, Ermacs, and Kung Laos that can basically dial out 30+% damage with hardly any need for timing.