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Guide KhaoTik's Kitana Guide to Survive in MK9

xKhaoTik

The Ignore Button Is Free



Kitana is a very versatile character. She has the ability to do killer damage with her long, wall carrying combos or zone the opponent out for a long period of time. She is really good at gaining the life lead and maintaining it, which is crucial to her gameplay. She builds meter very quick, thanks to her playstyle, as she is always using block strings, using a lot of specials in her combos, or zoning. Her combos are VERY damaging, even without meter, so her punishment ability against a whiffed or an unsafe attack is above average, making her a character who forces the opponent to play carefully. She is also one of the few characters in the game who can use unbreakable combos, and those are damaging as well, especially with meter. Her XRAY is a fast projectile that can be done on the ground or in the air, and cannot be ducked, so it could be useful against a character who is zoning her out. She also has a great toolset with two solid normal anti-airs, great range on her cancelable normals, multiple juggling options and good tech throw setups. Her air-to-air game is above average, meaning she can do a lot of damage if she meets you in the air, especially with Jump Kick. Your technicality skills do not need to be high for you to land very good damage with her, so she is considered one of the easier characters in the game, and arguably, one of the best. She is a fast character with a great aerial and ground power game. She has a small hitbox, meaning some pressure tools won't work on her. Her forward dash is one of the fastest in the game, making her block dash blistering quick, and with an already fast walk speed, she can be in your face in a matter of seconds. She can really bully the opponent with multiple attacks and grabs, thanks to her dash, and add this with her above average throw game, and you have a character who can be very deadly from anywhere on the screen.

As good as she sounds, Kitana does have her weaknesses. Her offense is heavily based on her footsies, mainly her Cutting Fan and her normals, and with good spacing and reads, the entire cast can handle this and punish her for it. Her approaches require precise timing, and this can be annoying against an opponent who is constantly moving away from her, and if she whiffs something, she will be punished. While her options are mainly safe on block, Kitana has trouble against characters who offensively counter her (Cage, Sonya, etc). She is also prey to characters who can keep her out very well (Kabal, Freddy, etc). As a payoff for having such good control of space and punishing options, her defense is below average. She doesn't have any armor to help her get out of intense pressure, often resulting her to either back dash, jump, or poke, which can all be punished. Her mixup game is below average as well. Sporting two overheads, one of which leads into a combo and the other knocking the opponent away, and a low, you'd think she would be a very good mixup character. That is not the case, in which both overheads can easily be blocked, and the low only causes a knockdown and doesn't lead into combos. They are safe on block though, so do not be afraid to use them. Kitana is also a very popular character in the game, thus meaning she is often studied, so people who know the Match-Up can give Kitana a tough time. Her Wake-Up game below average as well. I like to call them "Double-Edged Sword" wake-ups, meaning that they offer tremendous reward on hit, but are also very punishable on block and/or whiff. Her zoning is ok. She can really annoy the opponent with her fans, since they travel fast, has good recovery and has a huge hitbox, but the opponent can simply duck the fans with ease.


-Strengths-
  • Fast movement speed
  • Strong poke and footsie game
  • Great offensive game, Kitana is capable of applying a lot of pressure
  • Good Punish tactics
  • Unbreakables
  • Builds meter fairly quick, thanks to her playstyle
  • Good range on attacks and incredible wall carry combos
  • Enhanced Fan toss is one of the best Enhanced moves in the game
  • Useful XRAY
  • A very nice set of normals for anti-airs or space control
  • All of her Enhanced moves are applicable in a match
  • Best Jump Kick in the game
  • Good projectile
  • Solid air-to-air game
  • VERY damaging combos, especially in the corner, with no use of meter.
  • Longest, and one of the fastest D1s in the game
  • Really safe options
  • D3 grants a lot of frame advantage on hit and lowers her hitbox
  • Small hitbox, can avoid some pressure options (Jax's f4 shenanigans, etc)
  • Very easy hit-confirms with her normals
  • Fairly easy character to use
  • Can easily escape the corner
  • Very good throw game
-Weaknesses-


  • Rushers like Cage and Sonya could really overwhelm her with their pressure
  • Once she gets knocked down, life gets really hard
  • Somewhat slow normals, with her fastest normal being at 11 frames
  • Weak Wake-Up game
  • Zoners like Kenshi and Freddy keep her out very well
  • Below Average Mixups
  • Her spacing on her moves have to be precise. One whiffed move and she's eating damage.
  • No reliable armor
  • Her D1 is one of the most punishable in the game
  • Somewhat prey to cross-ups.
  • Very popular character. People who know the Match-Up can really be tough
  • Zoning is average at best
Normal Moves/Strings
  • :fp (Standing 1) - A slow normal (14 frames) that is neutral on either block or hit. Not many uses for this move except that is can be used to set up tick throws.
  • :fp:fp (Standing 11) - Not many uses for this string as well, except for the fact it is used after a blocked Jump-In Punch to either set up tick throws, stagger strings or her block string that gains meter. Can be hit confirmed into fan lift or Enhanced fan toss for massive damage. Neutral on block or hit.
  • :fp:fp:bp(Standing 112) - This string is used most in block strings, especially after a blocked Jump-In Punch. This move is unsafe on block (-13) so you want to make sure you cancel this into cutter in order to make it safe and build meter. On hit, it grants a decent amount of frame advantage (+13), meaning she can continue her pressure. Although this string does cancel into specials, it does not combo into the special.
  • :l:fp (Back 1) - A very slow normal (20 frames) that is unsafe on block (-8) and grants advantage on hit (+7). This move does have a unique feature, in which it has a wonky hitbox. She leans back during startup, causing a lot of moves to miss but other than that, there is Not much use of this move. It combos into specials.
  • :l:fp:bp ( Back 12) - This string ends with an overhead, meaning it most be blocked high. It's one of her two overheads, but this one does not combo. Instead, it knocks the opponent away, leaving you with a choice to either zone or chase the opponent down. This string is very slow and can be seen coming, so it's very easy to guard, however, it is safe on block.
  • :d:fp (Down 1) - This is Kitana's most infamous poke. It is one of the best pokes in the game, yet also being one of the worst. What makes this move so good is the fact that it is very fast (6 frames) and has the longest reach out of any other D1 in the game. On the flip side, what makes this move so bad is the fact that it is one of the most punishable D1s on block (-15), though it does provide pushback, and doesn't even grant advantage on hit (-1). This move is special move cancelable, which is why this move is so infamous, because of D1~Cutting Fan.
  • :u+:l/:u/:u+:r:fp (Jump Back/Neutral/Jump Forward Punch 1) *can also use 2*- A universal move that serves different purposes. Jump Back Punch 1 isn't really used much. On hit, the only way you can add damage afterwards is if you cancel the attack into Enhanced Air fan, in which it will grant you a full combo. This technique can be used to bait and punish some advancing wake-ups in the game, like Baraka's Blade Charge. In these situations, Jump Back Punch 2 MUST be used, 1 will not work. If done on an airborne foe, she has to follow it up with an Air Fan to get any other guaranteed follow up. Neutral Jump Punch 1 has its uses in combos or as an air-to-air move. On block, it is safe and grants a lot of advantage. On hit, it bounces the opponent up to continue a juggle. Jump Forward Punch 1 is the most used version, as it is used to set up block strings or combos. It's safe on block and grants advantage. If this move hits a standing opponent, she is guaranteed a combo. If this move hits an airborne foe, she can follow it up with many of her air-to-air followups. All versions of this move is an overhead.
  • :bp (Standing 2) - One of Kitana's best pokes and her most reliable anti-air. It has amazing range, neutral on block with a lot of pushback, and grants advantage on hit (+11). This is her fastest normal, but it is kind of on the slow side, being at 11 frames. As an anti-air, this works very well, as it has good horizontal reach and does decent damage. This move is special move cancelable and it will combo. This move hits high, so it can be ducked, but it will touch a crouch blocking opponent.
  • :bp:fp (Standing 21) - Easily Kitana's best string. This move is fast, has A LOT of range and it is very deceptive, easily hit-confirmed into her specials, safe on block (-5) with pushback, and grants advantage on hit (+5). Kitana's playstyle is heavily based on this move, as it is the key to her block strings or her big damage. On block, you would want to confirm it to Cutting Fan on a standing opponent to make the move neutral, build meter and continue pressure. On hit, its very easy to confirm it into a special, and you'd want to confirm it to her Cutting Fan, Fan Lift or Enhanced Fan toss. It is also one of her go-to moves for moves that are unsafe or whiffed. Make sure you know the range of this move, because if this is whiffed, it can be punished. This move also OTG's after Kitana's forward throw, making it deadly to stay on the ground after a throw. It cannot be ducked. All in all, this is a very good string and is one of the best strings in the game.
  • :bp:fp:bp (Standing 212) - Not too many uses to this string, especially with the use of 21. If 21 whiffs, you can continue the string and surprise opponents with that last hit of this move if they are trying to whiff punish. This string travels VERY far, with the last hit lunging at the opponent, safe on block (-4), and knocks the opponent down far away on hit. This string is not special move cancelable. It cannot be ducked.
  • :l:bp (Back 2) - This move is almost only used in combos, especially in the corner. It starts up very slow (22 frames) and is unsafe on block (-15), so you will not be using this move in pressure. This move can be used in zoning mindgames, as in you can be zoning with air fans, and if you expect an opponent to jump, you can throw out b2~air fan and the air fan will hit the opponent, giving you a combo opportunity. This move is one of her more damaging normals and cancels into her air fan on hit, block or whiff, making this move useful in her combos. This move also cancels into any of her air specials, including her XRAY.
  • :r:bp (Forward 2) - This move is used for option selects mainly. It's a bit on the slow side (18 frames), and is unsafe on block (-8) and hit (-7), though many people won't punish it because they expect a follow up. Being an option select, it has many uses. It's special move cancelable and it combos, so option selects would be F2~Cutting Fan, F2~Enhanced Fan Toss, etc. If you are doing the F2~ Enhanced Fan Toss option select, be very wary of the spacing, because if F2 whiffs, the follow up will come out instead of the Enhanced Fan Toss, and more often than not, it will whiff, leaving you open for a punish. Cannot be ducked.
  • :r:bp:fp (Forward 21) - Another move that Kitana is infamous for, and it's a damn good one. Even though it has a slow start up, it travels VERY far and the range is somewhat deceptive. It is safe on block (-1) and launches on hit. What makes this move so good is the fact that it is a safe launcher that leads into DAMAGING, meterless, long wall carrying combos. It also BLOWS UPS counter pokes that whiff, which means poking Kitana can be very dangerous. Being a move with so much power, opponents like to fish for it, which means, like most of her normals, it is unsafe on whiff. This is one of Kitana's go-to moves for unsafe or whiff punishes, and this move will make them think twice about using an unsafe move again. This string is not special move cancelable. Cannot be ducked.
  • :d:bp (Down 2) - A universal uppercut, and a slow one (15 frames). It doesn't have many uses except for her reverse uppercut combo, which isn't easy to do. This move does grant a small advantage on block with pushback (+2) and if you manage to hit an opponent with it, it'll knock them away. Also, if you land this move in the corner, it is possible to combo from it, but it is very hard and the damage scales heavily, so it's not worth it. If you are fishing for Toasty Boosts, then go ahead and use this move.
  • :fk (Standing 3) - Another one of Kitana's main anti-air normals, and it's a really good one. It has a somewhat slow start up (12 frames), neutral on block and grants advantage on hit (+8). There is no real use of this move outside of combos or anti-airs. As an anti-air, it has a VERY good vertical hitbox with good range, which means it can hit opponents ride above her head. It also beats deep jump kicks, making it one of the best anti-airs in the game. Upclose, this move has horrible horizontal range. This move is also damaging and combos into special attacks.
  • :fk:fk (Standing 33) - Another one of her strings that exists in her pressure game. You'll be using this move a lot to catch opponents trying to jump out of her pressure, which can be followed up with many of her anti-airs. It can also be functioned the same way 21 is functioned, meaning she can keep pressure going with Cutting Fan or combo into a special on hit. An interesting aspect to this move is that she can dash right after the string hits, meaning she can keep up pressure really well. It's neutral on block and grants a decent amount of advantage on hit (+10). It doesn't have much use in combos though, except for in the corner. This is a damaging string that is special move cancelable and combos, though she cannot combo into Enhanced Fan Toss on a standing opponent. Cannot be ducked.
  • :fk:fk:fk (Standing 333) - This move should only be used in the corner, an even then, its only true purpose is in corner combos. It's safe on block (-2) and grants advantage on hit (+10). There is no real use for this in pressure, so don't use it. She has better strings. In corner combos, this makes her damage output even better.
  • :l:fk (Back 3) - The Scoop. This move is very good, and very underused. Even though it is somewhat slow (13 frames), it is safe on block (-3), grants advantage on hit (+12) and hits mid, meaning it cannot be ducked. What makes this move so good is that it can blow up counter pokes, hits mid and combos into her specials attack, making it dangerous to poke Kitana. Also, with this move being +12 on hit, it is one of her best throw opportunities, since her throw comes out in 10 frames. Another use of this move is the fact that it can punish opponents who are ducking to avoid a Wake-Up. Since ALL of Kitana's Wake-Ups can be ducked, opponents will duck when she is waking up. That's when this move comes into play. It'll hit the ducking opponent and you can combo from that with big damage. Be wary of this move tho, as a crouching opponent can block the B3 and then duck the following special, leaving you open for a punish.
  • :l:fk:fk (Back 33) - Another move that can be used in pressure and is also useful in combos. It's neutral on block and grants advantage on hit (+4). In pressure, B33 will touch most opponents who are crouch blocking, and jail them into a fakeout kick. Of course, you'd want to confirm this into Cutting Fan on a opponent blocking high. It's useful in some combos, but she has better strings or normals to use. This string is special move cancelable but does not combo.
  • :r:fk (Forward 3) -Not much use for this move. It starts up slow (18 frames), is neutral on block with pushback and grants advantage on hit (+12). This move has a weird blockstun and that can catch a lot of people of guard who isn't expecting a follow up. Since this move is a hop kick, it can "hop" over some moves in the game, one in particular being Reptile's dash. Other than that, no real uses in this move. It is special move cancelable and it will combo.
  • :r:fk:fp (Forward 31) - Not much use for this move. Slow start up, unsafe on block (-7) and grants a small advantage on hit (+6). There is really nothing much to say about this move, as it is almost never used. The second part of this move is 2 hits, but on block, it is only one hit. This string is special move cancelable and it combos
  • :r:fk:fp:bp(Forward 312) - Not much use for this move. Slow start up, safe on block (-4) and knocks the opponent down far away on hit. This string can be used for an option select. Since the blockstun on f3 is so wonky, you can continue the string to see whether the rest of the string will hit or be blocked, while inputting the motion for fan lift. If F3 (1) hits, fan lift will come out and it'll combo, giving you an opportunity to score damage. If F3 (1) is blocked, the last hit of the string will come out. If this move is landed in the corner, a combo can be granted from it. This string is not special move cancelable.
  • :u+:l/:u/:u+:r:fk (Jump Back/Neutral/Jump Forward 3) *4 can also be used* - A universal jump attack. Kitana's Jump Kick is the best in the game, as it is one of the few that can be used in combos without it being a deep jump kick. The damage she gets from Jump Kick alone is amazing, as she can cancel the jump kick into an air fan for damaging juggles without meter. Jump Back 3 can be used as an air-to-air against opponents trying to cross her up. Neutral Jump Kick has little use, but it is an overhead. Jump forward 3 is what Kitana players will be using a lot. All versions are safe on block and knock down on hit.
  • :d:fk (Down 3) - a very good, fast (7 frames), far reaching poke. It's unsafe on block (-7), though it will almost never be punished since it recovers insanely quick, and grants advantage on hit (+3 on standing opponents, +10 on crouching opponents). Using this move with B3 is a very good tactic, as it is a good way to blow up counterpokes. Using this move and back dashing afterwards is also a good tactic, because if the opponent tries to poke, it'll whiff and Kitana can use f21 to score huge damage. This move also lowers Kitana's hitbox lower to the ground, meaning she can duck certain moves in the game (cage's f3) and can make Jump In Punches whiff.
  • :bk (Standing 4) - This move should not be used outside of combos. It's a somewhat slow (17 frames), damaging normal that is unsafe on block (-7) and grants advantage on hit (+13). There is no reason at all to use this move in anything outside of combos. In combos, this move will greatly increase her damage output, but it's somewhat difficult to do, since it's kind of on the slow side and has little range. This move is special move cancelable but does not combo.
  • :l:bk (Back 4) - A universal sweep, and not a good one. It's slow (15 frames), unsafe on block (-7) and knocks down on hit. No use for this move. Don't use it.
  • :r:bk (Forward 4) - No real use for this move except for the fact that it's a combo starter. It's slow (17 frames), and unsafe on block (-6). On hit, this move puts the opponent into a stagger state, granting a huge amount a frames (+37), and you can go for a Jump in Punch to start more pressure, though this isn't really practical. This move is special move cancelable and combos.
  • :r:bk:fp (Forward 41) - Another on of Kitana's overhead, and it's pretty decent. Slow start up, neutral on block with pushback, and launches the opponent on hit, leaving them open for a combo. This string is easily guarded, as most Kitana's often use it. The overhead is two hits, so it can catch some people off guard. The first hit of the overhead is special move cancelable and it will combo.
  • :r:bk:fk (Forward 43) - Not many uses to this string. Slow start up, neutral on block with massive pushback, and knocks the opponent down far away on hit. If this string lands in the corner, you can follow it up with a combo, but she has much better corner combos. Simply said, don't use this string. This string is not special move cancelable
  • :r:bk:l:bk (Forward 4 Back 4) - A string that ends in a low. Slow start up, safe on block (-1) and causes a knockdown on hit. This is the only low mixup Kitana has, and it's not a very good one. This string is not used much though, so it can catch some people off guard. This string is not special cancelable.
  • :d:bk (Down 4) - A weird looking low poke, but it is pretty good. It's kind of slow (15 frames), neutral on block and grants a lot of advantage on hit (+16 on a standing opponent, +9 on a crouching opponent). If this move hits on a standing opponent, she is basically guaranteed a throw, or any kind of pressure game, preferably a f21 check. This move doesn't have that much range, so you have to be somewhat close to the opponent for it to hit. It also doesn't lower her hitbox much, like Mileena's d4. It's still a pretty good move to use. This string is special move cancelable, but will not combo.
Special Moves
  • Fan Toss:d:r:fp (Down, Forward 1) (Properties::ex ) *Ground Version* - Kitana's projectile, and a pretty good one. It's start up is on the slow side for a projectile (24 frames), and it's recovery isn't that great. It's safe on block (-2) and grants a good amount of advantage on hit (+18), giving Kitana an opportunity to continue pressure. What makes this move good is the fact that she throws out 2 fans, travels at a fast speed, does decent damage and has a huge hitbox. As good as this move sounds, it can easily be avoided by simply ducking. A jumping opponent will be in for a world of hurt if this move hits them in the air, as it keeps them juggled in the air for a few seconds, allowing you to follow up with your combo of choice from anywhere on the screen. This move doesn't have that much use outside of combos, and it's not that great for zoning, but it does have its uses in some matches. This move is also one of her key moves for her unbreakable combos. Enhanced Version :d:r:fp+:blk (Down Forward 1 + Block) *Ground Version*-Enhanced Fan Toss starts up faster than regular fan toss, travels faster, and it's chargeable, meaning after she throws the 1st fan, she can hold on to :fp, and either dash cancel out of it or the delay the second Fan toss. She can't hold on to it forever though, it'll eventually let go of the second fan. This is easily one of her best specials, without a doubt her best enhanced special, and one of the best moves in the game. This is the main move Kitana will be spend her meter on, and it's well worth it. On block, the entire move is unsafe (-7), but no Kitana player uses the entire move. What makes this move so good is that fact that is has a lot of frame advantage on block after the 1st fan, and it can be cancelled to make the move even more safe. The move gets even better when the first fan hits an opponent, as it leaves the opponent stunned for a long period of time, granting you a free combo that will connect. The stun on the first fan is so long, that she can throw the fan from full screen, use her fast block dashing to get in and still connect with f21, in certain stages. If you're unsure that you won't connect with f21 and have extra meter to spare, you can dash up and throw out another Enhanced Fan Toss, and the opponent will be stunned all over again, giving you more time to follow up with f21, or even a Jump in punch in close range. If both hits of Enhanced Fan toss hits, it knocks the opponent down. This move is very important for Kitana, as it guarantees her massive damage. This move is also an amazing whiff punisher from anywhere on the screen. If someone whiffs a string or a move (Ermac's TKP, Quan Chi's Trance, etc) and Kitana is too far away to attack with her normals, that's when this move can come into play. This move also works against some zoners as well. When Kitana throws this move out, it lowers her hitbox, causing her to duck certain projectiles (Kit's iafs, Kabal's iagbs, etc) and if it hits, she can combo from it. Even if it's blocked, it'll give warning to a zoner to think more carefully when they are zoning her out. It is also the main key for her unbreakables, as it keeps the opponent stunned in the air or ground, for a long period of time. In short, use this move, a lot.
  • Air Fan Toss :d:r:fp (Down, Forward 1) (Properties: :ex,
    ), *Air Version* - Kitana's Air Fan Toss is a lot different than the grounded version. For starters, the air version starts up much faster than the grounded version (13 frames), does more damage, recovers quicker and she throws one fan instead of two. It's safe on block (~-2) and grants advantage on hit (~+8). Kitana will be throwing these a lot, depending on the match, as she uses the move to zone and build meter. The fan travels very fast and has a large hitbox, so jumping when Kitana is throwing this is not advised. If Kitana catches an airborne opponent with this, they will be in for a world of hurt, as it keeps the opponent juggled for a few seconds, and Kitana can use a combo of choice from anywhere on the screen.With that being said, this move can be used as an anti-air if it is timed right. This can simply be avoided by ducking. She can use this move to change the trajectory of her jump-in, thus baiting out anti-airs and such. Her unbreakables consists of this move as well. Enhanced Version :d:r:fp+:blk (Down Forward 1 + Block) *Air version* - This starts up as fast as the regular air version, but much faster than the ground version, and travels faster than both the air and grounded versions. Other than that, it shares the same properties as the grounded enhanced fan and functions the same way. If it catches an airborne opponent, it keeps them juggled in the air, but it also kind of pushes them away from Kitana as well. This move is also used in unbreakables.
  • Upraise :l:l:bp (Back Back 2) (Properties::ex) - One of Kitana's trademark moves. Sadly, this move doesn't have much use outside of combos. It has a slow start up (24 frames), and is one of the most punishable moves in the game on block (-50). On hit, it does no damage, but it will lift the opponent up in the air, and keep them there for a while, giving you an opportunity to follow up with a combo of choice. This move has a lot of range and VERY long active frames, so it can catch an opponent off guard. This move also sets the opponent up for unbreakables. This move should only be used in combos. Enhanced Version :l:l:bp+:blk (Back Back 2 + Block) - This move starts up more than 2x as fast as the regular version(10 frames), making it very useful as an anti-air. With its incredible range, speed and active frames, it is Kitana's fastest, most reliable anti-air and one of the best anti-airs in the game. It can also catch opponents trying to cross her up, if she times it just right. It is also one of her main wake-ups as well. Other than that, it doesn't have much other use. It doesn't need to be used in combos because it is easy to combo into the regular version. This move is also used in her unbreakables if the opponent is too low to the ground for regular fan lift.
  • Cutting Fan :d:r:bp (Down Forward 2) (Properties::ex) - Kitana's best regular move by far, and it is one of her most infamous moves. This moved is mainly used in pressure, as a wake-up and as a combo ender. Its start up is ok (14 frames), neutral on block and grants a free Jump in punch on hit, since it leaves them in a stagger state (+41). Kitana's pressure is heavily based on this move as it is safe on block and leads to pressure on hit. During pressure, if the opponent is stand blocking, you'd always want to end you block string with this. If your block string hits, you can combo into this to get guaranteed pressure, but its better to combo into fan lift or enhanced fan toss in most situations.There are times when the 1st hit of this move will hit, and the second will whiff. In those situations, the move is still safe on block (-3) but the opponent will not be in a stagger state on hit, but she is left with some kind of advantage. Be careful to to abuse this move though, as it can easily be ducked and puished. In combos, it is used as a combo ender in juggles, and it will send the opponent very far away, in the corner in most stages, giving Kitana the opportunity to either chase the opponent down to add more pressure, or start her zoning. On wake-up, it's a double edged sword. If you hit with it, it's safe on block or grants free pressure on hit, However, if this move is baited, it will be punished. You will be using this move a lot. Enhanced Version :d:r:bp + :blk (Down Forward 2 + Block) - The enhanced version is different than the regular versions in many ways. This move is mainly used in block strings as it deals massive chip (6%), builds ton of meter, and is neutral on block. If your jump in punch is blocked, a good strategy is to use 112 and cancel that into Enhanced Cutting Fan, as it does 11% chip damage, neutral on block and builds massive meter. On hit, this does tons of damage, and knocks the opponent down far away, instead of staggering them, giving Kitana the opportunity to chase them down to add pressure, or start zoning. You won't be using this move too much outside of block strings or f2 option selects, and it doesn't have much use in combos either. It can be used as a wake-up, but just like the regular version, it can be baited an punished. It can be harder to punish this move though, as the last two hits may catch an opponent off guard.
  • Pretty Kick :d:l:fk (Down Back 3) (Properties::ex) - One of the few moves in the game that makes people LOL when it's used. It starts up kind of slow (18 frames), safe on block (-4) and grants advantage on hit (+8). Can be used as a wake-up, and is actually a good wake-up in some situations. However, just like all of her wake-ups, if this move is baited, it's punished. This move can also be used in combos as well. It does 1% more damage than Cutting Fan, but instead of sending the opponent flying towards the corner, it knocks the opponent down right in Kitana's face, keeping her near her opponent, where Kitana wants to be in some matches. An okay move, but she has better ones. Enhanced Version :d:l:fk + :blk (Down Back 3 + Block) - Pretty much useless. Starts up as fast as the regular version, does 3 hits instead of two, unsafe on block (-11) and knocks down on hit. Has no use in combos at all and isn't good as a wake-up, as it is punished on block and whiff. Its main use is for it to avoid certain wake-up stoppers (reptile's orbs, Kenshi's downslash, ect) with the invincibility it has. Other than that, you won't be using this move much
  • Square Boost :d:l:fp (Down Back 1) (Properties::ex,
    , ARMOR) - One of Kitana's main tools, as it is used to escape corners, fly away from the opponent, knock the opponent away on hit, and a wake-up. It starts up pretty slow (20 frames) but travels pretty fast and far. On hit, it knocks the opponent away, giving Kitana the opportunity to start zoning or apply more pressure on knockdown. Its pretty good as a wake-up, since it travels in the air and moves Kitana away from the opponent. Be wary of this move tho, as it can be punished on reaction or a good read by every character in the game. The aerial version of this move starts up 2 frames faster (18 frames), and can be blocked, if done low enough, and is safe (~-5). The aerial version cannot be ducked either, if done low enough, and be used in a mixup with her air fans if the opponent is ducking a lot. You can use the aerial version of this move to drastically change your jump-in trajectory and putting you basically full screen away from the opponent, where Kitana wants to be in some matches. Just like the "Grounded" version, don't get predictable with it, or you will be punished. Enhanced Version :d:l:fp +:blk (Down Back 1 + Block) - One of the big differences of this move is that it has armor. It also does slightly more damage than the regular version. Even though this move has armor, it isn't reliable, as the armor only becomes active as she starts to fly, not on start up. She could use the armor to plow through some zoning, but in general, it's not worth the meter. As a wake-up, this move is really food because it has a lot of invincibility frames on start up, but just like regular version, it can be punished. The aerial version is the exact same thing as the regular version, except it has armor and does more damage. This can be used somewhat like Cage's Red Kick, as it can plow through zoning at a fast speed, but its harder to do and isn't worth the meter.
  • Fake Out Kick :d:l:bk (Down Back 4) (Properties: none) - A move that should get the game company sued for false advertisement and laziness. The move is called "Fake-Out Kick", yet she doesn't do that. It's start up is similar to pretty kick, but then she does a low kick that knocks down on hit. Maybe if the move was faster, then it would live up to the name, but the move is very slow (31 frames). The move is neutral on block though, so that's a plus. For laziness, this move wins because it doesn't even have an enhanced version. Don't even bother using this move as a wake-up.
XRAY DAT BITCCCHHH!!:x

  • Fan-Tastic :blk+Switch Stance (Block + Switch Stance) (Properties: ARMOR,
    )- One of the few Xrays in the game that is a projectile. This move does decent damage (31%), can be comboed into with ease, can be used as an anti-air, has armor on startup, travels VERY fast and hits ducking opponents. The ground version starts up slow (22 frames), while the air version starts up much faster (12 frames), and both versions are very punishable on block upclose (-30). A good strategy with this move is to zone with air fans, and condition the opponent to duck. Once you seem them doing that, you can throw this move out, and it will catch them very often. Characters who are zoning Kitana should also take caution of this move as well, as she can throw it out if the opponent isn't being careful, and it'll hit. Overall, it's one of the best xray's the game and many Kitana players use this move.
Instant Air Fan
  • As a Kitana player, mastering this move is very, very important, as it is a key portion to her gameplay. It is her main zoning tool and is also useful in her unbreakables, so mastering this move is a must. The notation for Instant Air Fan, also referred to as IAF, is : :u:d:r:fp OR :u+:l :d:r:fp. If done correctly, she will perform an air fan instantly as she leaves the ground, hence why its called iAF. The 1st notation is a neutral jump version, while the second notation is a jump back version, and is the most used version. There really isn't a difference between the two, so which ever you use is up to you. If you aren't using the iAF, then you have no reason to use Kitana. That's how important this move is.
Unbreakables
  • This is another one of Kitana's infamous tactics, and it's a very good one. Her unbreakables are very easy to do and are very damaging, so they should be learned. Here is a video about the importance of her unbreakables:
General Game Plan
  • Kitana's game plan is simple. Get in, get out. It's as simple as that. She can be regarded as a "hit and run" character, as she is designed to get the life lead, and hold it. You don't want to be too aggressive with Kitana, she will get her damage. Rush down, but rush accordingly, try to open the opponents defenses with her superior footsies and speed, and strike when you think or know you have the opportunity. Once that happens, Kitana will have taken half of the opponent's life, while she still has a majority of hers, and she can just sit back, build meter and force the opponent come to her. This is her main playstyle, but there are characters in the game who force her to advanced towards them. In those situations, you want to be patient and work you're way in. Once you get in, do the best you can to land as much damage as possible before you are sent back to square one.
 

GamerBlake90

Blue Blurs for Life!
Dear God KhaoTik, you spent all day working on this?! You are hardcore. *nods in approval*

I have stuck this thread in the Kitana forum - hope I'm not stepping on your toes, rev0lver.
 

xKhaoTik

The Ignore Button Is Free
Yes I've been working on it since 9am. Its pretty much done, tho i'm going to add more to it in the future. I hope it is well presented.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
Explain how f2 is an option select.....isn't an option select where u press a series of commands and depending on weather the attack connects or not the followup command will or will not come out....
 

Under_The_Mayo

Master of Quanculations
Great stuff Khaotik! I'll have to read it in more detail later. When I got to Back3 and saw it called "The Scoop", I grinned a bit. :) Could I suggest adding that since Back3 is +12 on hit that it's one of her absolute best throw opportunities? And under Back2 can be used in zoning mindgames if someone is expecting to react to a fan, and you Back2 Fan, they get hit by the fan. It's not amazing, but I'm sure you've done it. :)

I have some more details on Kitana's game I was thinking about doing a feature on actually. Again, great work!
 

xKhaoTik

The Ignore Button Is Free
Great stuff Khaotik! I'll have to read it in more detail later. When I got to Back3 and saw it called "The Scoop", I grinned a bit. :) Could I suggest adding that since Back3 is +12 on hit that it's one of her absolute best throw opportunities? And under Back2 can be used in zoning mindgames if someone is expecting to react to a fan, and you Back2 Fan, they get hit by the fan. It's not amazing, but I'm sure you've done it. :)

I have some more details on Kitana's game I was thinking about doing a feature on actually. Again, great work!
Added!
 

xKhaoTik

The Ignore Button Is Free
xKhaoTikx

Please explain this:

"F2~ Enhanced Fan Toss option select"

:)

What does one do here or what are you looking for.
It's an option select. There's times when you will throw out F21 and the F2 will hit, but the 1 will whiff. In those situations, you can use an option select to try and eliminate that factor. F2~Enhanced Fan toss is one of the option selects you can use. You throw out F2 and input the motion for enhanced fan toss. If the F2 connects, the Enhanced fan toss will come out. If the F2 doesn't connect, the 1 will come out.
 

swiftNY2

Noob
Thanks for the Info. She's one of my mains. Her uppercut i find throws ppl off though if you mix it up in some block pressure strings, and against cage and jade. Cheers bro!!!
 

Konqrr

MK11 Kabal = MK9 Kitana
xKhaoTikx

This part is untrue:
"Jump Back/Neutral/Jump Forward Punch) - A universal move that serves different purposes. Jump Back Punch isn't really used much. on hit, it doesn't allow you to follow up with anything on a standing foe."

You can combo a jump back punch into EX Air Fan for a full combo. Works great against baiting wakeups like Baraka's Blade Charge.
 

Death

Noob
It's an option select. There's times when you will throw out F21 and the F2 will hit, but the 1 will whiff. In those situations, you can use an option select to try and eliminate that factor. F2~Enhanced Fan toss is one of the option selects you can use. You throw out F2 and input the motion for enhanced fan toss. If the F2 connects, the Enhanced fan toss will come out. If the F2 doesn't connect, the 1 will come out.
I didnt know that. Damn thats good tech