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General/Other Kitana Frame Data

Somberness

Lights
How to understand this.
Execution (singular | cumulative)
1 - 14
1,1 - 10 | 28
1,1,2 - 14 | 46
2 - 11
2,1 - 15 | 29
2,1,2 - 13 | 53
3 - 12
3,3 - 14 | 30
3,3,3 - 9 | 41
4 - 17
D+1 - 6
D+2 - 15
D+3 - 7
D+4 - 15
B+1 - 20
B+1,2 - 27 | 48
B+2 - 22
B+3 - 13
B+3,3 - 12 | 26
B+4 - 15
F+2 - 18
F+2,1 - 17 | 38
F+3 - 18
F+3,1 - 10 | 40, 49 second hit
F+3,1,2 - 22 | 79
F+4 - 17
F+4,1 - 17 | 43
F+4,3 - 23 | 49
F+4,B+4 - 22 | 48
Throw - 10
Fan Toss - 24, 31 second hit
Fan Toss (full screen) - 46, 53 second hit
Fan Toss (air) - 13
Fan Toss (air, full screen) - 39
Upraise - 24
Cutting Fan - 14, 22 second hit
Square Boost - 20
Square Boost (max range) - 35
Square Boost (air) - 18
Square Boost (air, max range) - 33
Pretty Kick - 18, 28 second hit
Fake Out Kick - 31
Charged Fan - 22, 64 second hit
Charged Fan (full screen) - 39, 76 second hit
Charged Fan (air) - 13
Charged Fan (air, full screen) - 39
Uplift - 10
Fan Dice - 14, 22 second hit, 46 third hit, 55 fourth hit
Square Wave - 20
Square Wave (full screen) - 36
Square Wave (air) - 18
Square Wave (air, full screen) - 34
Pretty Legs - 18, 28 second hit, 35 third hit
Fan-Tastic - 22
Fan-Tastic (full screen) - 40
Fan-Tastic (air) - 12
Fan-Tastic (air, full screen) - 33

Advantage (block | hit)
1 - 0 | 0
1,1 - 0 | 0
1,1,2 - -13 | +13
2 - 0 | +11
2,1 - -5 | +5
2,1,2 - -4 | +34, +3
3 - 0 | +8
3,3 - 0 | +10
3,3,3 - -2 | +10
4 - -7 | +13
D+1 - -15 | -1
D+1 (vs crouch) - -15 | -3
D+2 - +2 | +36, +29
D+3 - -7 | +3
D+3 (vs crouch) - -7 | +10
D+4 - 0 | +16
D+4 (vs crouch) - 0 | +9
B+1 - -8 | +7
B+1,2 - 0 | +50, +57
B+2 - -15 | +40, +28
B+3 - -3 | +12
B+3,3 - 0 | +4
B+4 - -7 | +15, +12
F+2 - -8 | -7
F+2,1 - -1 | +56, +49
F+3 - 0 | +12
F+3,1 - -7 | +6
F+3,1,2 - -4 | +52, +28
F+4 - -6 | +37
F+4,1 - 0 | +59, +48
F+4,3 - 0 | +49, +32
F+4,B+4 - -1 | +23, +16
Forward Throw - N/A | +9
Backward Throw - N/A | +7
Fan Toss - -2 | +18
Fan Toss (air) - ~-2 | ~+8
Upraise - -50 | +107, +103
Cutting Fan - 0 (-3 if only first hit connects) | +41
Square Boost - ~-5 | ~+35, ~+2
Pretty Kick - -4 | +8
Fake Out Kick - 0 | +19, +15
Charged Fan - -7 | +14
Uplift - -50 | +107, +103
Fan Dice - 0 | +45, +53
Square Wave - ~-5 | ~+35, ~+2
Pretty Legs - -11 | +38, +20
Fan-Tastic - -30 | +24, +21

Duration (whiff | block | hit)
1 - 29 | 29 | 29
1,1 - 43 | 43 | 43
1,1,2 - 79 | 79 | 79
2 - 37 | 37 | 37
2,1 - 62 | 62 | 62
2,1,2 - 84 | 84 | 84
3 - 35 | 35 | 35
3,3 - 42 | 42 | 42
3,3,3 - 70 | 70 | 70
4 - 51 | 51 | 51
D+1 - 27 | 27 | 27
D+2 - 47 | 40 | 63
D+3 - 20 | 20 | 20
D+4 - 32 | 32 | 32
B+1 - 48 | 48 | 48
B+1,2 - 74 | 74 | 74
B+2 - 64 | 64 | 64
B+3 - 36 | 36 | 36
B+3,3 - 50 | 50 | 50
B+4 - 49 | 49 | 49
F+2 - 53 | 53 | 53
F+2,1 - 67 | 66 | 66
F+3 - 42 | 42 | 42
F+3,1 - 83 | 83 | 83
F+3,1,2 - 110 | 110 | 110
F+4 - 50 | 50 | 50
F+4,1 - 68 | 68 | 68
F+4,3 - 76 | 76 | 76
F+4,B+4 - 76 | 76 | 76
Forward Throw - 36 | N/A | 120
Backward Throw - 36 | N/A | 152
Fan Toss - 53 | 53 | 53
Upraise - 86 | 101 | 86
Cutting Fan - 44 | 44 | 44
Square Boost - 60 | N/A | N/A
Pretty Kick - 59 | 59 | 59
Fake Out Kick - 58 | 58 | 58
Charged Fan - 45-159 (98 no hold/cancel) | 98 | 98
Uplift - 72 | 87 | 72
Fan Dice - 74 | 74 | 74
Square Wave - 63 | N/A | N/A
Pretty Legs - 79 | 74 | 74
Fan-Tastic - 79 | 79 | 518

Cancel Advantage (block | hit)
1 - +16 | +22
1,1 - +16 | +31
1,1,2 - +19 | +45
2 - +24 | +34
2,1 - +16 | +27
3 - +23 | +27
3,3 - +25 | +20
4 - +26 | +45
D+1 - +1 | +15
D+1 (vs crouch) - +1 | +13
D+3 - +2 | +12
D+3 (vs crouch) - +2 | +19
D+4 - +26 | +32
D+4 (vs crouch) - +26 | +25
B+1 - +19 | +34
B+2 - +14 | +69, +57
B+3 - +19 | +34
B+3,3 - +25 | +26
F+2 - +24 | +25
F+3 - +15 | +24
F+3,1 - +19 | +32
F+4 - +18 | +61
F+4,1- +15 | +38
Charged Fan - +4 | +64

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+23, ~+22
Square Wave - armor on frames 20-30
Fan-Tastic - invincibility on frames 1-2, armor on frames 3-32
B+1,2 - 8 frame gap
F+3,1,2 - 3 frame gap
F+4,3 - 5 frame gap
F+4,B+4 - 4 frame gap
 

GuamoKun

I Break Hearts, Not Combos
She doesn't have much advantageous non-canceled attacks on block huh?

Anyways, this is some really good information. Thank you!
 

Pagan

Noob
All that really matters in the end is that cutter is 0 on block. Against a lot of characters that might as well be +1.

If you could do cancel advantage for Scorpion or Quan Chi that would be awesome Somber.
 

Somberness

Lights
It works just like the other advantage categories. If the advantage is more than the special speed, then you can't interrupt.
 
It works just like the other advantage categories. If the advantage is more than the special speed, then you can't interrupt.
There are certain other factors that come into play when trying to get a linked special to jail, such as spacing. I know that JC's F33B3 ex force ball won't jail mid screen, but it will jail in the corner. This probably has nothing to do with there being more cancel advantage in the corner. Rather, the pushback of F33B3 is less in the corner than midscreen, causing the force ball to hit the opponent sooner.
 

Somberness

Lights
Actually, in total there is 18 (5 after the d1 hits) , I answered what 16bit was asking earlier, lol. How do you edit posts??
 

Somberness

Lights
Here's how it goes, going from memory: frame 6 is when down 1 hits, frame 11 is the first frame of a cancelled special, frame 12 is the first frame the opponent recovers, cutter should hit on frame 25.
 

rev0lver

Come On Die Young
Are the execution frames for specials the same when cancelled as when done normally? It always seemed quicker to me, but I don't know enough about this works.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
On d+1 hit they can't interrupt d+1~cutter, right? The practice dummy can't even duck the cutter.
 

VIDA

Focused Grace and Intensity
Im not sure if they were interruptions but in casuals when the opp char would naked duck, they would eat d+1 but either before or right after the end of cutter they would make my Kitana eat a d3 or d4. Seemingly no chance of an 11 frame move so d1~cutter is still pretty safe it would seem.
 

Somberness

Lights
Are the execution frames for specials the same when cancelled as when done normally? It always seemed quicker to me, but I don't know enough about this works.
Nope.


On d+1 hit they can't interrupt d+1~cutter, right? The practice dummy can't even duck the cutter.
It is +15 on hit so it will land.


Im not sure if they were interruptions but in casuals when the opp char would naked duck, they would eat d+1 but either before or right after the end of cutter they would make my Kitana eat a d3 or d4. Seemingly no chance of an 11 frame move so d1~cutter is still pretty safe it would seem.
For some reason, advantage changes when landing low pokes against crouch, but at least it should be universal. Down 1 decreases by 2, down 3 adds 7 and down 4 decreases by 7.
 

Konqrr

MK11 Kabal = MK9 Kitana
Thanks Somberness.

I only ask because d1~cutter is extremely effective when interrupting an opponents offense. They are actively attacking you pressing buttons and if they only have 13-15 frames to react to d1 hitting them, then cutter is likely to land and either way, it will be safe because they weren't expecting to be hit out of their attack. This gives you a free jump in, chip damage, and meter.

Try it against a roll happy Kung Lao player lol
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Somberness, do you have any estimate for how often Fake Out Kick is +8 on block? Is this enough to be a viable strategy?

Also can you tell how many frames there are to interrupt a blocked b+1,2? Is it range or standing/crouching dependent? Thanks.
 

Somberness

Lights
Somberness, do you have any estimate for how often Fake Out Kick is +8 on block? Is this enough to be a viable strategy?

Also can you tell how many frames there are to interrupt a blocked b+1,2? Is it range or standing/crouching dependent? Thanks.
It only seems to happen when your opponent is trying to counter/move, but I'd say 50% of the time. Hard to say without knowing what causes it. It seemed to happen twice in grand finals while you were facing Krayzie, it causes the other person to just stand up in block animation.

Yes, but only distance dependent and only by 1 frame, if B1 hits on the 21st frame instead of the 20th. If it hits on the 20th, there is 7 frames to interrupt, 6 for the other. The execution of B1,2 minus the cancel advantage on block plus the first cancel frame... 48 - (19 + 21) = 8, or when you can't interrupt anymore. Now that I think about it, I should post the first cancel frame for moves. Combined with cancel advantage and execution, people could figure out themselves. That is, if that method is consistent. :)
edit: changed formula
 

UsedForGlue

"Strength isn't everything"
D1 -15, on block...no chance. Her d1 is a classic example of random frame advantage in this game.

Can someone find out the actual data for it on block?
 

Konqrr

MK11 Kabal = MK9 Kitana
D1 -15, on block...no chance. Her d1 is a classic example of random frame advantage in this game.

Can someone find out the actual data for it on block?
It is -15. It all depends on when you let go of block. You basically recover the very next frame after you block it.