LOLOL i was using D3 and each time Jacqui's stupid ass mid spaced me so far on block that it was worthless and whiffing.Pray d3 doesn’t whiff and you guess right.
LOLOL i was using D3 and each time Jacqui's stupid ass mid spaced me so far on block that it was worthless and whiffing.Pray d3 doesn’t whiff and you guess right.
d+1 is now a viable option because of the increased input buffer during block stun. I have played several Jacqui players, including Foxy, and I have not had any issues interrupting consecutive f+3,1s with d+1, which was almost impossible to execute pre-patch. Kitana should perform much better in this match now, using Highborn at least.LOLOL i was using D3 and each time Jacqui's stupid ass mid spaced me so far on block that it was worthless and whiffing.
I mean Jacqui is fairly negative on all of those staggers. She was blessed with 9F confirmable mid obviously, that's a problem, but you can definitely poke with D3 to break up the pressure. And Poke with D4 will get her pretty far away from you, where she can't use her mids but you can.So uhhh..
What does kitana do to get out of Jacqui's BS pressure? Lol I'm used to noob were I can poke
With kitana it feels like I can't even poke to take a turn back
Every stagger made D3 worthless bc of the spacing on block. It whiffed every time. Thats why I was confused lol. Guess I'm pressin d1 or d4 too slowly.I mean Jacqui is fairly negative on all of those staggers. She was blessed with 9F confirmable mid obviously, that's a problem, but you can definitely poke with D3 to break up the pressure. And Poke with D4 will get her pretty far away from you, where she can't use her mids but you can.
Honestly I just zone her like no tomorrow for half the match, so that if she wants to get close, she will lose half her life. Then they get frustrated and start doing that flying punch, that you should be ducking under for a full punish.
No, it's because her hurtboxes on her fans after she comes up aren't active. There's a million videos of them passing through opponents. I don't get how this hasn't been fixed yet. It's been over a year.After playing a Kitana mirror today on PC, i just realized the reason her main string whiffs on jumping opponents isnt because of the b2. Its because she low profiles the jump after the b2 hits and the dial a string continues. It got me thinking, I know the low catches people who dont block low after the b2 whiffs. but why didnt they just make the whole string hit mid? If it had hit mid and she didnt low profile, it probably would continue to hit you in the air, and you probably wouldnt get a full combo after hitting them out of the air, but at least you wouldnt be punished for it. After all, its supposed to be an advancing string right? No point of the low mixup.
If someone jumps as you do a b2, the rest of the string whiffs because what comes next is the low, which is only useful when she low profiles projectiles. The low causes her to whiff the rest of the fall. Then she leaves herself standing for a full combo punish as she stands back up and your opponent recovers before you do.No, it's because her hurtboxes on her fans after she comes up aren't active. There's a million videos of them passing through opponents. I don't get how this hasn't been fixed yet. It's been over a year.
I did a few labs on fannado alone. That thing fixes so many oki options/wakeup. Its really goodI've grown so fond of Fan-Nado that I just cannot bother with Highborn or Fanfare. Highborn only comes out in very specific matchups. People seem to just freeze the hell up when you're tossing tornadoes at them from a distance, especially when you knock them out of the air with instant air jump fans regularly. Shit's so entertaining.
I haven't run into many other Fearless players, but if you are talking on hit, then it's her only real damage route. Unless you are getting the KB, you would be tossing away the only string that will give her combo into lift and it's easy to hit confirm; even for a geezer like me.I often wonder, why do people who play Fearless players not end in b142? It puts them at max distance
I mean you can end all your combos in b142 after fannado combo to push them max distance. That way you get all the zoning you want. The only thing I can think of is people end with fans so they can zone with fannado, but id rather give chip and then throw fannado when they get closer.I haven't run into many other Fearless players, but if you are talking on hit, then it's her only real damage route. Unless you are getting the KB, you would be tossing away the only string that will give her combo into lift and it's easy to hit confirm; even for a geezer like me.
On block, I use b142 but I'm usually not thinking about the spacing when I'm in a b14 situation, and it's not better spacing than b131. If they block it I'm trying to make my turn ends unpredictable so I might be able to steal a turn or catch them trying to take theirs at the wrong time. It's pretty tempting to end in low amp fan given how many people never punish the gap, but it's probably not a great go to unless someone proves they don't know what to do about it.
Because low fan as a combo ender is about +50 so it allows you to go for fan nando on OKI. If you do it right they have to hold it and you are plus, if they roll forward you can punish their roll.I often wonder, why do people who play Fearless players not end in b142? It puts them at max distance
that's kinda good for Fan-Fare usually the opponent break away ex booty to punish you.Amazing, Kitana's ass is an armor break.
Fearless probably nothing.What about fearless and highborn though? Hmmm
Highborn has assWhat about fearless and highborn though? Hmmm
Only in the air though.Highborn has ass
Short hop ass off a D2 KB, or J3 ass for the sai stab KBOnly in the air though.
yea true but it is the same move though.Only in the air though.