VIDA
Focused Grace and Intensity
I have to disagree somwhat with the sentiments of thse three points:If a game is balanced well enough, anyone can win, even with a low tier character. However, that doesn't invalidate the tier list. It's extremely rare to see people win with low tier characters, especially in games that aren't all that balanced. When Stryker wins a tournament with decent competition, let me know.
That said, Kitana is not top tier:
1. The "teleport" is unsafe in many situations and even the EX isn't invincible during start-up.
2. Which leads to nothing on hit, and Kitana takes damage if you use the EX version to go through an attack.
3. I'll agree with this, but smart players don't jump against Kitana. Just like you don't jump against Kabal, Kung Lao or many other characters. This negates her air dominance.
1. Even tho SB is not always safe to throw out, its simply another "transporter" that has to be used cautiously at the right time like literally every other char, except for Raiden and Rain (Freddy and Smoke too if you wanna look at their short range transporters, but their beside the point really). So its not exactly anymore unsafe than an other normal attacking transporter...in fact its at least safe on block. Again like d1 it has a time and a place, just cause its not unfairly OP doesnt make it/her less than top tier. EX not being invincible in startup mayb a problem when she is cornered (altho I havent had trouble getting her out of there with it, at least as a wakeup) but she has other tools for that scenario anyway, like EX cutter and EX pretty leg. EX SB is more used to blow through projectiles when being outzoned fullscreen. Startup invincibility isnt much use for that there, and perhaps make it too easy anyway. You want that its timed to blow through a projectile at a bit of a distance.
2. How does it lead to nothing on hit? She gets the 7-8% or whatever it is and closes the distance. The char being hit down may lead to a recovery/wakeup type situation but at least she has a chance to follow up and get things done inside...now she's just gotten out of a fullscreen war she may have been losing. Besides it's something for full screen zoners to be wary of. NW for example cant just throwout any of his zoning tools b/c he doesnt know if a fan or SB is coming (if placed just right SB can even go over his arrow and hit him as he does it...Ive seen it happen). As for Ex SB, so what if it takes dmg, she's in and many closing-the-distance EX moves take dmg as well. Correct me if Im worng but does even EX superman have complete invincibility? Should players even feel entitled to such things anwyays?
3. Im sorry this one I have big problem with. Perhaps its a semantics issue even, but how is it that forcing chars to not jump and stay grounded negate dominance? The ability to instill that type of fear in any1 is a form of dominance, or at the very least intimidation, which is very important in any form of competition in itself. Doesnt the fact that KL's unfair spin HIGHLY discourage cross ups against him "negate" dominance in this context? Well I def wouldnt put it that way, if anything completely preventing a major form of offense and pressure so easily and automatically is not only extremely useful, it is very dominant. Takes away an opp's handy tool and forces them to use other tools, now with a shorter selection.
To beat a dead horse just a lil more (sorry), when a canine pack leader growls to one of the pack when he goes after his bone, and the other dog backs down, even if you dont want to use the term dominant, is that not hugely effective for the pack leader? To be able to take ownership of found bones with a simple growl and threat of physical violence? Are you not DrDogg, u should not know this already?
So how does limiting a char's ability to jump around period--which is pretty big in this game--negate anything positive on her end? Its HUGE. You cant fuck around with her aerially speaking, its def something, and def effective in and of itself.
4. I know I didnt quote this but w/e. Every char has their safe and unsafe moves, having some safe moves doesnt make that char unpunishable or immune to mistakes, or to simply getting caught. A char makes a mistake against the Edenian princess, that char will eat 40-50% or more for their trouble, or have to at the very least use up two bars, which is big in this game. Besides, after a break, that char makes one other mistake before getting breaker bars again and he/she will eat the dmg this time. Even then, Kitana has the most unbreakable combo potential in this game bar none BY FAR...how could breakers possibly be that much of an issue to even bring up when discussing the effectiveness of her kombo-ability? Its not like she has as much trouble getting combo starters off as many would like to say. She catches a not to hard to get AF, or catches a long reaching f2, or semi long reaching 2 with 11 frames, and that char's going for a ride.
5. Unfortunately its no secret she is lacking in the mixup dept. Would like to see less startup frames for her fake out or maybe even mack b3 a low and comboable off of some string.
6. She's 10,000 years old.