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Guide - Mournful Beginner's Guide to Glaive-Storming.

SM StarGazer

The voice of reason in a Sea of Salt
Today we will be discussing the inner most workings of Mournful Kitana. Within this living thread you will hear my take on Mournful Kitana and some of the areas she excels in, while also pointing out several of her weaknesses. If you have questions, comments, or wanna add to the meta then by all means do so. This guide will begin as most guides do, breaking down said characters buttons, understanding how these tools affect your overall game plan with Mournful, her specials, movement options, and overall flow. I hope you all enjoy. That being said:

Happy Holidays Boys, and Girls.

SMStarGazer Happily Presents: My addiction to Mournful Kitana: A beginners guide to Glaive-Storming.

**WARNING** Salty Mayhem's StarGazer is not responsible for sudden, uninteruptable periods of pure ectasy while playing Mournful Kitana. If conditions continue for more then 8 hours, contact your personal hype man.**WARNING**

Rebel 1! Action!

Welcome to Mournful Kitana. First and foremost, Mournful Kitana fuctions mainly as a turtle. The term "Turtle" applys to a style of play that centers around patience, positioning, timing, and momentum stalling tactics. It's most effective in the hands of projectile heavy characters, whom are able to maintain relatively safe pressure, stay out of harms way, and forcing an opponent into making punishable mistakes. Long story short: Lame-Game.

Mournful Kitana excels in this manner. Why? Simple. A unduckable projectile that is both safe and hits overhead when preformed in the air, and is one of the fastest projectiles in te game. That alone however will not force a victory your way. You maybe able to win certain MU's with projectiles alone, but sooner or later you will be face to face with your enemy. Fear not my friends for this brings me to Second and foremost. (Lulz). Mournful Kitana can be played as a rushdown character...with meter.

Pokes and Strings to be aware of:
So how can she mainly function as a zoning-machine but also a rushdown fool? Again....Simple. Her buttons are damn good when combined with her specials, making her safe or on the offensive. She has more then 4 ways to safely summon a ExGlaive. Giving you full control for a brief 3 seconds.

d1: This long range run-stopper is your heart and soul. You can input a special after to bait and punish counter pokes, stop run-ins, low profile and punish cross-over jumps, sneak in glaive setups or to simply shift things your way.
b3: a life-saver. This low profiling-low starter allows you to whiff-punish high attacks leading into heavy damage mid screen and in the corner. Learn to apply this move effectively. Do not throw this move out carelessly, it can be whiff punished easily. That said it also leads to a free ExGlaive setup and b3-glaive is safe on block.
Which leads us to b2, Kitana's sole overhead outside of air glavies. On paper you maybe happy to have a overhead that leads into a HKD(HardKnockDown), and you would be right. This move can catch opponents off guard, and even shutdown jump-ins, given your at optimal range, it is a staple in Kitana's arsensal and you MUST force your opponent into respecting it.
b14. Another low-starter. A wonderful move that will also catch unaware opponents. This is one of few strings in which glaives cannot be used with 0 chance of being blown up. Why? Because there is a gap between b14 and glaive. A careful oponent will be able to armor through this string for a full punish. You can minimize this threat by preforming ExGlaive, you will take the hit but they will have to respect the return glaive, thus leading back into the neutral game. A great way to bait out that last bar of meter they have so you can go in for pressure.
Another unsafe glaive string is the amazing f112. This fan swiping forward moving attack is another staple in your arsensal. Outside of being used for stagger pressure it can also serve as a anti-air tool. Don't be afraid to preform a Ex-Glaive between f1, f11, or after preforming the entire string. Unless your opponent is actively punishing you for it, abuse it.

Speaking of abuse. 212. This string is by far the most important tool in your arsensal. 21 is +2 and as such forces your oppoent into respecting the staggered pressure, much like f112, but unlike f112, 212, and 21 lead into a free ExGlaive setup and glaives in general can be preformed completely safe after either, adding that extra bit of chip. After Using ExGlaive you can run up 212, to break armor, and launch.

U2. The most slept on move in Kitana's bag of tricks. This DP(Dragon Punch) style move is wonderful in the neutral. On hit or block you can preform any of Kitana's air specials, including float, glaive, or exglaive. This adds to Kitana's mix-up float game. When preformed late float into ExGlaive can act as a quick overhead launcher that is safe on block and leads to 28+ mid screen or in the corner. It also leads into interesting oki float setups. We'll get to those soon.

This brings us to 111. This quick hitting string will allow you to punish most unsafe moves, but like f112, and b14 it doesn't allow for a free glaive, and like b1, f3, f4, and 2, 11 is a high and can be low profiled. Watch your spacing when preforming this move.

f33 another high starter that deals great damage and allows for a free glaive setup. Use this move for full combo punishs, during combos, or after a 21-ExGlaive setup. If you run and cancel into f33 quick enough you can even beat the likes of Lao's spin. Combined with another bar you can easily have dealt around 5-7% chip into a armor breaking combo starter leading into 45%+ with a +27 oki setup afterward. For two bars.

Finally. f22u4. This move is a monster. A forward moving string that leaves Kitana airborne. This grants her access to her air specials much like u2. Because of the numerous applications this move has I'll be going into further detail further below. For now lets move on.

Mournful's unique specials and how they work when combined with her strings and overall game plan: Mournful's specials are suited for the rushdown hermit style of play I discussed earlier.

Glaive: A Safe projectile that can hit jumping opponents, unduckable, and can be preformed in the air as an OVERHEAD. This is your most important tool BY FAR. Learn to wield them well. Easier said then done. Why? Because Mournful Kitana can play the hermit game but only shines when armed with a bar or two. This allows you to bait armored specials, outright break armor, or instantly halt your opponents momentum. Mastering iAG(Instant Air Glavies) is a MOST if you plan on actively winning with Mournful Kitana. Instant Air Glaives are HIGHLY important because they setup 50/50 situations not seen in her other two variations. Exglaive can be setup after a 212, 21, b14, b13, u2, float, b3, f112, 111, f22, f22u4, f33, f4, and 3, two of which are overhead launchers on hit. When preformed after any of these strings, successful, you have full control. Preforming d1-lift after ExGlaive will break armor on every character in the game, yes including Goro's punchwalk. Why? After ExGlaive is summoned you are preforming the d1-lift, or anything for that matter outside of another glaive. The trick lays in the timing. Your timing your d1 to hit before the RETURN GLAIVE. Therefore d1 will eat the armor allowing return glaive to finish the job, in Goro's case it clips the second hit of armor, lift then capitalizes on the slight stun from return glaive to launch the opponent. Cassie is wierd in the fact that Exflipkick will whiff completely after ExGlaive, allowing for a full combo punish in the corner.

This will ultimately force them to respect your pressure or try and armor after return glaive has hit. This extra hesistation can be a strong sign that a 'delayed' reversal, if you will, is on the way. If so d1-lift for a hard read. d1-StaffGrab or Shadowkick can be used if you just want the trade. ExSG/SK for a 100% your favor trade. Remember your timing your d1 from max range to ensure your follow-up has all the space to keep you face.

Shadow Kick: A wonderful 3\4th screen kick which is -6 on block, aka safe. What makes this move special is not it's safety, as it can be neutral ducked for a full combo, but it's application. This is one of your go-to footies tools. It AA 's at certain ranges, and be used after a d1 to punish slow counter pokes, and has the bonus feature of allowing Kitana to pass quickly and safely under jumping opponets. This can be used to get out of the corner, Ex'ed for added armor, or to punish moves that are unsafe but have strong pushback. This will be your number 1 get out of vortex card.

Staff Grab: Why this move is not a brutality is BEYOND my mortal knowlegde. Nonetheless it's a damn good move that leads into Kitana's hermit style of play. This pole stabbing move has amazing range, AA properties, damage, and neutral game application. Why? It's unsafe on block at close ranges, at max range(two character lengths away) it almost always safe. This can be used as a type of frame trap for oppo nents who do not know that at max range this move is nearly safe. Use this to your advantage. A d1, b3, 21, 212, f112, b14, or b12 can shutdown enemies rushing in after a blocked staff grab which can lead into damage on hit. Don't be afriad to throw out lift if your opponent takes to long to punish you. This is highly recommonded in the corner. Because of her lack of air fans most believe her air control has taken a massive it. This is false. Her air control in Mournful is not AS good as Royal Storm, but it's a trade for more ground control. Staff Grab can also be Enhanced with meter to gain armor allowing you to break offenses, armor through gaps, and halt momentum. It also does a whopping 17% that also leaves you +27 allowing for a 50\50 situation. Learn proper spacing with this move and you'll be throwing your enemies into the corner more often then not.

Lift: A monster of a AA tool. Lift has a different hitbox then it does in Royal Storm. It shares the same lift as Assassin as well. The hitbox extends upward directly in front of Kitana. This can be used to punish jump ins, meterlessly. Also has deceptive range. If done absolutely correct Mournful, and Assassin can lift Lao's telport, the moment he appears behind you. WHILE YOUR STILL FACING FORWARD. This is huge because it shows that the hit box also slightly extends behind Kitana. When applying this move with her zoning Kitana can control the air just as well as Royal Storm. Forcing your opponent into jumping over a mid screen glaive only to hit a lift. This move can also be used in combine with d1 after Exglaive for a three hit meaty launcher. See below.

Float: A gift from God. This move makes things happen for Kitana in may ways. Any air move can be canceled into float. Float can be used to 'float' over projectiles and then used as a beachhead to counter-zone or flatout punish with ExGlaives. Then to use her 5f njp well. It's lighting-fast and dangerous.

COMBOS AND SETUPS:
Mournful can deal great damage with only a single bar. She still remains one of the best characters in the game at deal damage off AA's.

Corner:
(Low Starter)
b14-ExGlaive, f112-glaive,1, b14-lift, jk-float-njp, d2, d1-StaffGrab 44% leaves you +27 and ExGlaive can be summoned for a meaty setup using b3, 21, 212, f33, etc. be wary of slides if you do for this setup off a raw try going for a 50/50. ExGlaive.

(Low Starter)
b3-ExGlaive, f112-Glaive,1,b14-lift, jk-float-njp, d2, d1-SG. 43% I bar
f33, b13, 21, 11-ExGlaive-Continue as Above. 43%-45% +27

F22u4-Glaive, f43, 21-lift, njp, 21-StaffGrab. 34%+. Again leaves you +27

Midscreen:
212-Glaive, Run d1-lift, njp, run 21-any ender. 28%+ depending on ender. Use StaffGrab as much as possible for that +27.

212-ExGlaive, run 21-lift, njp, 21-Ender. 32%+

b14, f33, b13, 21, 11, b3-ExGlaive, jump over, j1, f43, f43, 21-lift, njp, f4-StaffGrab. 39%. Your go-to Midscreen combo.

Swag:
CornerSwag:
Any starter-ExGlaive, u2-glaive, u2-glaive, f33-lift, njp, d2, d1-StaffGrab. 36% with +27 oki setups. Hold that. Swagness on overload.

Lulz: d3-Exglaive, u2-glaivex2, f4-lift, njp, d2, d1-StaffGrab. 36% I believe.

Float Setups:
Now f22u4-Glaive isnt totally unstoppable. There is a small gap between u4, and Glaive. Your opponent can armor through but doesn't get anything major. You can counter this with a delayed float. At the highest point of u4 input float, all slide(And Raiden)characters will switch sides with you, but they in turn will eat a ExAirGlaive for a free lanuch while they also waste a bar. Use this combo after a close enough ExAirGlaive:

Midscreen: ExAirGlaive, run up, f43, f43, 21-lift, njp, 21-Ender. 32%+ If 21 is too hard go for d1-lift.

Corner: InstantExAirGlaive, f112-glaive, 21-lift, njp, d2, d1-StaffGrab. 35% depending on your ender. Other moves can be used in the corner to catch the falling opponent be it f43,1 into b14-lift, etc. Experiment.

Using u2. After the njp leading into d2, d1-StaffGrab in Mournful's corner combos you have an interesting decision. You can continue the combo for auto-dmg or you can try a interesting set of mix-ups. Situational but try a U2-delayed float-njp. The njp will whiff and your near-instantly reset on the ground. This is outragously strong in Mournful due to the constant threat of iAEG. Your sacrificing a few percents of dmg or a quick unexpected change in momentum. The awkwardness of the u2-float into the whiffed njp can throw players off. You also have plenty of time to backdash, iAF-njp if they have no meter. With meter you simply play the 50\50 game. I tend to use u2 in place of ExRisingFans if spacing is optimal. In the corner I get more off of it. It's safe, can lead into a ExAirGlaive for above combo, float gimmicks, and you get more dmg off of it.

Recap:

Mournful is a well rounded variation with answers for almost anything. She is best played as a zoner and strong whiff punisher till she has two or three bars. At this point you can begin your endgame. Pressure your enemies with staggered pressure off f112, and 212. d1-Shadowkick, d1-StaffGrab, and d1-ExGlaive are your best friends. Condition your opponent to fear d1-ShadowKick, b3-Glaive, and IAG.
Remember a smart player will try and duck shadowkick for a full combo punish. This is when you threaten with d1-StaffGrab or with d1-ExGlaive allowing a full combo off ExGlaive on hit and full respect on block. Do not rely on d1-Glaives. Make them respect it but make SG and SK the killers. This will allow you to sneak in that d1-ExGlaive.

Get good at sniping jumpins. Lift doesn't care about anything that's not a diagonal projectile, or teleport. They jump at you, you wrap them in lift. This will force them to fear the air. Meaning you wont have to deal with jumpin 50\50's as much. Which is why this also applys to StaffGrab. Many people try the classic empty jump in's, but as you know there is no block button in the air, so if they are outside of lift range you can opt to go for StaffGrab. This may throw them into the corner, glaive range, or mix-up range.

EndCap:

Tighten up your runs after a Glaive setup. If you think you wont make it you can opt to block, and bait, or f4 for it's amazing range. f4 canceled into lift will do the same as any other string. Break armor and lift. Be wary of low profiling armored specials. Force them into the 'delayed' reversal period after return glaive has hit them. They are maybe waiting for your glaive to leave the screen completely before trying a armored special. Stay Safe. Don't take risks unless you have meter. Mournful is a character that can only shine when threatening the opponent with armor and ExGlaive. Remember your spacing and that lift is your friend, no jumping in the dojo. Don't waste a bar on ExRisingFans. You get nothing for it.

@SaltShaker
@God Confirm
@Eldriken
@exflyingbooty
@YOMI RM JagoBlake
@YOMI MITYEAP
@xWildx
@Laos_boy
@YoloRoll1stHit
@TOKi
@EMPEROR_SunFire
@xKhaoTik
@Espio
@DarksydeDash

If I missed anything please feel free to throw your grenades.
 
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DarksydeDash

You know me as RisingShieldBro online.
Merry Christmas good sir and thanks for the tag! Excellent work on the guide so far and hopefully Paulo Claus gives the princess some presents.
 

SaltShaker

In Zoning We Trust
Oh hell yea! Perfect timing with the holiday weekend. Solid read man. This is some good info! Gonna give this a huge whirl this weekend and I'll likely come back with a few questions.
 

YoloRoll1stHit

Publicly Educated
Thanks for the tag lol. One thing I love about this variation is good armors. The goddamn staff grab is extremely hard to punish.
And due to air ex glaive is faster than normal air glaive, I think F22U4 ex glaive has no gap, (or character dependant whether that gap exist)
 
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SM StarGazer

The voice of reason in a Sea of Salt
Thanks for the tag lol. One thing I love about this variation is good armors. The goddamn staff grab is extremely hard to punish.
And due to air ex glaive is faster than normal air glaive, I think F22U4 ex glaive has no gap, (or character dependant whether that gap exist)
It doesn't but it's also a waste. Seeing as most people blck high after f22u4, throwing ExAirGlaive would only waste the bar. It's always better to float and decide whats next..drop kicks, njp, ExGlaive, empty float...land-throw. Etc.
 

xxFalcon Loverxx

Ignorant slaves, how quickly you forget.
Today we will be discussing the inner most workings of Mournful Kitana. Within this living thread you will hear my take on Mournful Kitana and some of the areas she excels in, while also pointing out several of her weaknesses. If you have questions, comments, or wanna add to the meta then by all means do so. This guide will begin as most guides do, breaking down said characters buttons, understanding how these tools affect your overall game plan with Mournful, her specials, movement options, and overall flow. I hope you all enjoy. That being said:

Happy Holidays Boys, and Girls.

SMStarGazer Happily Presents: My addiction to Mournful Kitana: A beginners guide to Glaive-Storming.

**WARNING** Salty Mayhem's StarGazer is not responsible for sudden, uninteruptable periods of pure ectasy while playing Mournful Kitana. If conditions continue for more then 8 hours, contact your personal hype man.**WARNING**

Rebel 1! Action!

Welcome to Mournful Kitana. First and foremost, Mournful Kitana fuctions mainly as a turtle. The term "Turtle" applys to a style of play that centers around patience, positioning, timing, and momentum stalling tactics. It's most effective in the hands of projectile heavy characters, whom are able to maintain relatively safe pressure, stay out of harms way, and forcing an opponent into making punishable mistakes. Long story short: Lame-Game.

Mournful Kitana excels in this manner. Why? Simple. A unduckable projectile that is both safe and hits overhead when preformed in the air, and is one of the fastest projectiles in te game. That alone however will not force a victory your way. You maybe able to win certain MU's with projectiles alone, but sooner or later you will be face to face with your enemy. Fear not my friends for this brings me to Second and foremost. (Lulz). Mournful Kitana can be played as a rushdown character...with meter.

Pokes and Strings to be aware of:
So how can she mainly function as a zoning-machine but also a rushdown fool? Again....Simple. Her buttons are damn good when combined with her specials, making her safe or on the offensive. She has more then 4 ways to safely summon a ExGlaive. Giving you full control for a brief 3 seconds.

d1: This long range run-stopper is your heart and soul. You can input a special after to bait and punish counter pokes, stop run-ins, low profile and punish cross-over jumps, sneak in glaive setups or to simply shift things your way.
b3: a life-saver. This low profiling-low starter allows you to whiff-punish high attacks leading into heavy damage mid screen and in the corner. Learn to apply this move effectively. Do not throw this move out carelessly, it can be whiff punished easily. That said it also leads to a free ExGlaive setup and b3-glaive is safe on block.
Which leads us to b2, Kitana's sole overhead outside of air glavies. On paper you maybe happy to have a overhead that leads into a HKD(HardKnockDown), and you would be right. This move can catch opponents off guard, and even shutdown jump-ins, given your at optimal range, it is a staple in Kitana's arsensal and you MUST force your opponent into respecting it.
b14. Another low-starter. A wonderful move that will also catch unaware opponents. This is one of few strings in which glaives cannot be used with 0 chance of being blown up. Why? Because there is a gap between b14 and glaive. A careful oponent will be able to armor through this string for a full punish. You can minimize this threat by preforming ExGlaive, you will take the hit but they will have to respect the return glaive, thus leading back into the neutral game. A great way to bait out that last bar of meter they have so you can go in for pressure.
Another unsafe glaive string is the amazing f112. This fan swiping forward moving attack is another staple in your arsensal. Outside of being used for stagger pressure it can also serve as a anti-air tool. Don't be afraid to preform a Ex-Glaive between f1, f11, or after preforming the entire string. Unless your opponent is actively punishing you for it, abuse it.

Speaking of abuse. 212. This string is by far the most important tool in your arsensal. 21 is +2 and as such forces your oppoent into respecting the staggered pressure, much like f112, but unlike f112, 212, and 21 lead into a free ExGlaive setup and glaives in general can be preformed completely safe after either, adding that extra bit of chip. After Using ExGlaive you can run up 212, to break armor, and launch.

U2. The most slept on move in Kitana's bag of tricks. This DP(Dragon Punch) style move is wonderful in the neutral. On hit or block you can preform any of Kitana's air specials, including float, glaive, or exglaive. This adds to Kitana's mix-up float game. When preformed late float into ExGlaive can act as a quick overhead launcher that is safe on block and leads to 28+ mid screen or in the corner. It also leads into interesting oki float setups. We'll get to those soon.

This brings us to 111. This quick hitting string will allow you to punish most unsafe moves, but like f112, and b14 it doesn't allow for a free glaive, and like b1, f3, f4, and 2, 11 is a high and can be low profiled. Watch your spacing when preforming this move.

f33 another high starter that deals great damage and allows for a free glaive setup. Use this move for full combo punishs, during combos, or after a 21-ExGlaive setup. If you run and cancel into f33 quick enough you can even beat the likes of Lao's spin. Combined with another bar you can easily have dealt around 5-7% chip into a armor breaking combo starter leading into 45%+ with a +27 oki setup afterward. For two bars.

Finally. f22u4. This move is a monster. A forward moving string that leaves Kitana airborne. This grants her access to her air specials much like u2. Because of the numerous applications this move has I'll be going into further detail further below. For now lets move on.

Mournful's unique specials and how they work when combined with her strings and overall game plan: Mournful's specials are suited for the rushdown hermit style of play I discussed earlier.

Glaive: A Safe projectile that can hit jumping opponents, unduckable, and can be preformed in the air as an OVERHEAD. This is your most important tool BY FAR. Learn to wield them well. Easier said then done. Why? Because Mournful Kitana can play the hermit game but only shines when armed with a bar or two. This allows you to bait armored specials, outright break armor, or instantly halt your opponents momentum. Mastering iAG(Instant Air Glavies) is a MOST if you plan on actively winning with Mournful Kitana. Instant Air Glaives are HIGHLY important because they setup 50/50 situations not seen in her other two variations. Exglaive can be setup after a 212, 21, b14, b13, u2, float, b3, f112, 111, f22, f22u4, f33, f4, and 3, two of which are overhead launchers on hit. When preformed after any of these strings, successful, you have full control. Preforming d1-lift after ExGlaive will break armor on every character in the game, yes including Goro's punchwalk. Why? After ExGlaive is summoned you are preforming the d1-lift, or anything for that matter outside of another glaive. The trick lays in the timing. Your timing your d1 to hit before the RETURN GLAIVE. Therefore d1 will eat the armor allowing return glaive to finish the job, in Goro's case it clips the second hit of armor, lift then capitalizes on the slight stun from return glaive to launch the opponent. Cassie is wierd in the fact that Exflipkick will whiff completely after ExGlaive, allowing for a full combo punish in the corner.

This will ultimately force them to respect your pressure or try and armor after return glaive has hit. This extra hesistation can be a strong sign that a 'delayed' reversal, if you will, is on the way. If so d1-lift for a hard read. d1-StaffGrab or Shadowkick can be used if you just want the trade. ExSG/SK for a 100% your favor trade. Remember your timing your d1 from max range to ensure your follow-up has all the space to keep you face.

Shadow Kick: A wonderful 3\4th screen kick which is -6 on block, aka safe. What makes this move special is not it's safety, as it can be neutral ducked for a full combo, but it's application. This is one of your go-to footies tools. It AA 's at certain ranges, and be used after a d1 to punish slow counter pokes, and has the bonus feature of allowing Kitana to pass quickly and safely under jumping opponets. This can be used to get out of the corner, Ex'ed for added armor, or to punish moves that are unsafe but have strong pushback. This will be your number 1 get out of vortex card.

Staff Grab: Why this move is not a brutality is BEYOND my mortal knowlegde. Nonetheless it's a damn good move that leads into Kitana's hermit style of play. This pole stabbing move has amazing range, AA properties, damage, and neutral game application. Why? It's unsafe on block at close ranges, at max range(two character lengths away) it almost always safe. This can be used as a type of frame trap for oppo nents who do not know that at max range this move is nearly safe. Use this to your advantage. A d1, b3, 21, 212, f112, b14, or b12 can shutdown enemies rushing in after a blocked staff grab which can lead into damage on hit. Don't be afriad to throw out lift if your opponent takes to long to punish you. This is highly recommonded in the corner. Because of her lack of air fans most believe her air control has taken a massive it. This is false. Her air control in Mournful is not AS good as Royal Storm, but it's a trade for more ground control. Staff Grab can also be Enhanced with meter to gain armor allowing you to break offenses, armor through gaps, and halt momentum. It also does a whopping 17% that also leaves you +27 allowing for a 50\50 situation. Learn proper spacing with this move and you'll be throwing your enemies into the corner more often then not.

Lift: A monster of a AA tool. Lift has a different hitbox then it does in Royal Storm. It shares the same lift as Assassin as well. The hitbox extends upward directly in front of Kitana. This can be used to punish jump ins, meterlessly. Also has deceptive range. If done absolutely correct Mournful, and Assassin can lift Lao's telport, the moment he appears behind you. WHILE YOUR STILL FACING FORWARD. This is huge because it shows that the hit box also slightly extends behind Kitana. When applying this move with her zoning Kitana can control the air just as well as Royal Storm. Forcing your opponent into jumping over a mid screen glaive only to hit a lift. This move can also be used in combine with d1 after Exglaive for a three hit meaty launcher. See below.

Float: A gift from God. This move makes things happen for Kitana in may ways. Any air move can be canceled into float. Float can be used to 'float' over projectiles and then used as a beachhead to counter-zone or flatout punish with ExGlaives. Then to use her 5f njp well. It's lighting-fast and dangerous.

COMBOS AND SETUPS:
Mournful can deal great damage with only a single bar. She still remains one of the best characters in the game at deal damage off AA's.

Corner:
(Low Starter)
b14-ExGlaive, f112-glaive,1, b14-lift, jk-float-njp, d2, d1-StaffGrab 44% leaves you +27 and ExGlaive can be summoned for a meaty setup using b3, 21, 212, f33, etc. be wary of slides if you do for this setup off a raw try going for a 50/50. ExGlaive.

(Low Starter)
b3-ExGlaive, f112-Glaive,1,b14-lift, jk-float-njp, d2, d1-SG. 43% I bar
f33, b13, 21, 11-ExGlaive-Continue as Above. 43%-45% +27

F22u4-Glaive, f43, 21-lift, njp, 21-StaffGrab. 34%+. Again leaves you +27

Midscreen:
212-Glaive, Run d1-lift, njp, run 21-any ender. 28%+ depending on ender. Use StaffGrab as much as possible for that +27.

212-ExGlaive, run 21-lift, njp, 21-Ender. 32%+

b14, f33, b13, 21, 11, b3-ExGlaive, jump over, j1, f43, f43, 21-lift, njp, f4-StaffGrab. 39%. Your go-to Midscreen combo.

Swag:
CornerSwag:
Any starter-ExGlaive, u2-glaive, u2-glaive, f33-lift, njp, d2, d1-StaffGrab. 36% with +27 oki setups. Hold that. Swagness on overload.

Lulz: d3-Exglaive, u2-glaivex2, f4-lift, njp, d2, d1-StaffGrab. 36% I believe.

Float Setups:
Now f22u4-Glaive isnt totally unstoppable. There is a small gap between u4, and Glaive. Your opponent can armor through but doesn't get anything major. You can counter this with a delayed float. At the highest point of u4 input float, all slide(And Raiden)characters will switch sides with you, but they in turn will eat a ExAirGlaive for a free lanuch while they also waste a bar. Use this combo after a close enough ExAirGlaive:

Midscreen: ExAirGlaive, run up, f43, f43, 21-lift, njp, 21-Ender. 32%+ If 21 is too hard go for d1-lift.

Corner: InstantExAirGlaive, f112-glaive, 21-lift, njp, d2, d1-StaffGrab. 35% depending on your ender. Other moves can be used in the corner to catch the falling opponent be it f43,1 into b14-lift, etc. Experiment.

Using u2. After the njp leading into d2, d1-StaffGrab in Mournful's corner combos you have an interesting decision. You can continue the combo for auto-dmg or you can try a interesting set of mix-ups. Situational but try a U2-delayed float-njp. The njp will whiff and your near-instantly reset on the ground. This is outragously strong in Mournful due to the constant threat of iAEG. Your sacrificing a few percents of dmg or a quick unexpected change in momentum. The awkwardness of the u2-float into the whiffed njp can throw players off. You also have plenty of time to backdash, iAF-njp if they have no meter. With meter you simply play the 50\50 game. I tend to use u2 in place of ExRisingFans if spacing is optimal. In the corner I get more off of it. It's safe, can lead into a ExAirGlaive for above combo, float gimmicks, and you get more dmg off of it.

Recap:

Mournful is a well rounded variation with answers for almost anything. She is best played as a zoner and strong whiff punisher till she has two or three bars. At this point you can begin your endgame. Pressure your enemies with staggered pressure off f112, and 212. d1-Shadowkick, d1-StaffGrab, and d1-ExGlaive are your best friends. Condition your opponent to fear d1-ShadowKick, b3-Glaive, and IAG.
Remember a smart player will try and duck shadowkick for a full combo punish. This is when you threaten with d1-StaffGrab or with d1-ExGlaive allowing a full combo off ExGlaive on hit and full respect on block. Do not rely on d1-Glaives. Make them respect it but make SG and SK the killers. This will allow you to sneak in that d1-ExGlaive.

Get good at sniping jumpins. Lift doesn't care about anything that's not a diagonal projectile, or teleport. They jump at you, you wrap them in lift. This will force them to fear the air. Meaning you wont have to deal with jumpin 50\50's as much. Which is why this also applys to StaffGrab. Many people try the classic empty jump in's, but as you know there is no block button in the air, so if they are outside of lift range you can opt to go for StaffGrab. This may throw them into the corner, glaive range, or mix-up range.

EndCap:

Tighten up your runs after a Glaive setup. If you think you wont make it you can opt to block, and bait, or f4 for it's amazing range. f4 canceled into lift will do the same as any other string. Break armor and lift. Be wary of low profiling armored specials. Force them into the 'delayed' reversal period after return glaive has hit them. They are maybe waiting for your glaive to leave the screen completely before trying a armored special. Stay Safe. Don't take risks unless you have meter. Mournful is a character that can only shine when threatening the opponent with armor and ExGlaive. Remember your spacing and that lift is your friend, no jumping in the dojo. Don't waste a bar on ExRisingFans. You get nothing for it.

@SaltShaker
@God Confirm
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@exflyingbooty
@YOMI RM JagoBlake
@YOMI MITYEAP
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If I missed anything please feel free to throw your grenades.
 
Thank you so much. I will try to learn it once more, i've tried it so many times but this variation is so hard to learn. At least for me.
 
It's great that this thread turned up when it did, because I was only just beginning to think 'There's an awesome Royal Storm guide, so why not one for Mournful as well?' And what do you know, this thread pops up! :p

One thing that made me appreciate Mournful a lot more was once I began properly considering the fact that in any circumstance where a string cancelled into glaive has an armourable gap, you can simply use Shadow Kick and there won't be any gap at all. d1~Shadow Kick is especially amazing, as it makes d1 safe on block (an absolute godsend in terms of interrupting pressure and footsies in general) The only downside is that if d1 hits they can still block Shadow Kick and you lose your hit advantage, but d1 doesn't really have that much hit advantage anyway so it doesn't feel like a huge loss. As another example, f112~Shadow Kick is uninterruptable and does 5% chip damage meterless.

Also there's the fact that her wake-up game is orders of magnitude better than her other two variations. EX Shadow Kick, as well as the armour, is fast, advancing, safe on block AND does pretty good damage on hit - excellent for wake-ups. EX Staff Grab has its uses in this respect too - it hits mid, so covers crouching options that EX Shadow Kick doesn't, and does good damage as well. Being knocked down feels like a substantially less horrible scenario in Mournful than in Royal Storm or Assassin, that's for sure.

Mostly I just love how glaive and Shadow Kick combined make loads of Kitana's normals so much more useful than they normally are. d1, b3, f22u4, u2 and several others feel so much more practical when you can cancel them into those two special moves.
 

SaltShaker

In Zoning We Trust
It's great that this thread turned up when it did, because I was only just beginning to think 'There's an awesome Royal Storm guide, so why not one for Mournful as well?' And what do you know, this thread pops up! :p

One thing that made me appreciate Mournful a lot more was once I began properly considering the fact that in any circumstance where a string cancelled into glaive has an armourable gap, you can simply use Shadow Kick and there won't be any gap at all. d1~Shadow Kick is especially amazing, as it makes d1 safe on block (an absolute godsend in terms of interrupting pressure and footsies in general) The only downside is that if d1 hits they can still block Shadow Kick and you lose your hit advantage, but d1 doesn't really have that much hit advantage anyway so it doesn't feel like a huge loss. As another example, f112~Shadow Kick is uninterruptable and does 5% chip damage meterless.

Also there's the fact that her wake-up game is orders of magnitude better than her other two variations. EX Shadow Kick, as well as the armour, is fast, advancing, safe on block AND does pretty good damage on hit - excellent for wake-ups. EX Staff Grab has its uses in this respect too - it hits mid, so covers crouching options that EX Shadow Kick doesn't, and does good damage as well. Being knocked down feels like a substantially less horrible scenario in Mournful than in Royal Storm or Assassin, that's for sure.

Mostly I just love how glaive and Shadow Kick combined make loads of Kitana's normals so much more useful than they normally are. d1, b3, f22u4, u2 and several others feel so much more practical when you can cancel them into those two special moves.
Yea but isn't the Shadow Kick unsafe? Doesn't seem like something to throw it in strings often because of being combo'd on block right?
 

SaltShaker

In Zoning We Trust
Actually no. Shadow Kick is completely safe. it's -6 and the only way topunish it is to neutral duck for a full punsh.
I see. :coffee:

I have a question about Her AA's. I'm practicing how they are against some of the stupid stuff (Kotal Jip, Lao Jip2, etc) and S1 seems to be the best stuff. Clean blow up. Where as lift is hit or miss, same with U2 and D2. Is S1 the best to use against Ji's that have dumb hitboxes or does something else work better in real matches?
 

SM StarGazer

The voice of reason in a Sea of Salt
I see. :coffee:

I have a question about Her AA's. I'm practicing how they are against some of the stupid stuff (Kotal Jip, Lao Jip2, etc) and S1 seems to be the best stuff. Clean blow up. Where as lift is hit or miss, same with U2 and D2. Is S1 the best to use against Ji's that have dumb hitboxes or does something else work better in real matches?
Lift is all about spacing. s1, d1-lift, low croutch-d2, f112, She has plenty. Timing and Spacing. If you feel wierd about lift spacing, go for the s1 or d1-lift. Experiment.
 

Creepy00

Noob
What Ex Glaive midscreen combos do you use against female characters? I noticed that against female character with a lower hitbox such as kitana, the Jip1 f43 whiffs as the ex Glaive hits her from behind.
 
Simply an amazing guide, really helped connect the dots on a few things I hadn't even thought of. Thanks a bunch for taking the time to write this up! Mournful Kitana really is the most fun character I've ever used in a fighting game so glad my bae Jade at least got in someway. In fact MKI was already around when I was a kid coming into video games and it really was MKII that started it for me and in MKII Jade was basically Kitana with projectile immunity(perm shadow flash) so Mournful to me makes perfect sense from a design stand point. Just really wish her alt color was more green like Assassin's alt for her default costume (really NRS whyyy didn't you have mournful have this?! an assassin have the blue-green). Wanted to add that for her 39% midscreen BnB (and some others w/ njp) you can float before the njp for some extra meter though I'm sure you knew. Again sick write up sir glad to have you on team mournful :) Rep
 

scarsunseen

RIP TYM 6/11/2021
Actually no. Shadow Kick is completely safe. it's -6 and the only way topunish it is to neutral duck for a full punsh.
I thought Shadow Kick was unsafe against Reptile's ex-slide reversal and Jax's ex-dash fist overhead reversal, unless I am mistaken. But safe against the rest of the cast.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
"A unduckable projectile that is both safe and hits overhead when preformed in the air, and is one of the fastest projectiles in te game."

Isn't it like nearly 25f start up? This is what turned me off the character, what do you mean fastest projectiles in the game?