John_NX
Your circumstances are dire!
Hi everyone. I've been meaning to create this thread for a while now but i honestly never gotten to do it. As a kitana main i'd like to talk about the issues that kitana is having at the moment im writing this thread (7/12/19) since we dont know what the future holds for us.
General issues:
Playing this game for over 7 months now and playing with people of ALL skills, i've come to realise why and how some characters make it up so far into the tier list and why and how some characters win easier or have an easier time in general. I'd like to compare those "advantages" with kitana.
- Shimmies (Hope i wrote it correctly). In this game, where it is already hard for most of the cast to open up the opponent, having a shimmy does wonders. Characters like Cassie, Scorpion, Baraka, Erron, Jacqui, Cetrion, Liu Kang, Kabal etc have a lot of potential to open up their opponent with shimmies using their 111 or 112 or whatever the character has, since the opponent might think you are going for a throw as the animation between S1 and throw is similar OR they are trying to counter you with their moves. Kitana DOES NOT have any shimmy potential outside her Highborn variation (where you might be able to cancel her s12 into a throw). Her only "shimmy" option is her B2 (Starts at 17 frames so rip) , which im not gonna lie, it catches a lot of people off guard.
- Mix ups. Now...this is definitely not JUST a kitana problem, but she is also affected by it. Outside of "Fanfare" (which offers NO mixup potential). The only variation that gives her "true" mixups is "Fearless" , Highborn to some degree as well, and even if she SUCCEEDS to mix up the opponent, not only does it leads to poor damage but it also requires a bar for it. That variation also takes away your ability to make punishes hurt in general and its mainly used for zoning, in a game where zoning isnt the best. Not having either shimmies or mixups (or they are too costly), when some characters i've mentioned before either have mixups or shimmies, REALLY hurts kitana and those 2 issues can be particularly seen on a high-mid level where the opponent is more than ready for whatever you do.
- Pokes. Aside from shimmies and mixups, kitanas pokes are also bad in general. The only good poke she has is d3 (and yes that shit of a poke low profiles, its annoying i know). However even if her D3 is good, the range is awful. Her D1 is 9 frames...like 9 frames (and its -7 on block, so you cant mash it). Her D4 is meh and you need to space yourself correctly most of the time for your opponent to be "Afraid" of it. Also not mashable. HOWEVER.... i want to say that i dont want to see kitanas pokes change and you might as well ask WHY? Because this is how EVERY characters pokes should be like. Not mashable and used to gain space. Not being able to do D1,D1,D1,D1,D4,D4,D4,D4 5 times in a row. IF they were to change her poke frames, i'd definitely like to see her D1 faster and her D4 faster as well, or are less minus on block.
- Neutral control. Kitana does not dominate the neutral at all. She sure does cover space with her B231 until the opponent jumps. Then we all know what happens. Aside from her B231, her B14-B131 are her other whiff punishers or combo starters. However...the range is really limited and you REALLY have to be on point to whiff punish with B1. Sometimes trying to whiff punish with B231 doesnt work because of its slow start up and B14 doesnt cover a lot of space so...you have to be on point as i said.
Recent buffs:
I've seen a lot of discussion on TYM, Reddit and other websites, that the recent buffs Kitana received are either "undeserved" "Unnecessary" "Overpowered". Even 16bit said that Kitana was the "Most changed character" in that patch and quite honestly...i dont see it how that is true or how people say those comments about her buffs. YES, the changes did help kitana in general but those were QOL changes and not specific changes to her frame data that she desperately needs. If anything i believe she got some changes that should have been BASE, without having to make those changes. It's also quite funny because she was nerfed on day 1 and they removed a lot of things they gave her on the October patch.
How to fix and buff Kitana:
First of all, let me start by saying that by no means kitana is "low tier" or that "she sucks". Because if this is what you understood...you are completely mistaken. She is balanced but she definitely needs some help here and there.
General buffs:
As long as the things i've mentioned happen to a certain degree then i suggest the following:
Fan Fare (this variation highlights Kitanas frame data weaknesses):
- Fan nado can now be amplified to connect it with strings like 12, B231 or to connect it mid-air.
In conclusion, i believe those changes would greatly help Kitana, without making her overpowered or a pain in the @$$ to fight.
Discuss.
General issues:
Playing this game for over 7 months now and playing with people of ALL skills, i've come to realise why and how some characters make it up so far into the tier list and why and how some characters win easier or have an easier time in general. I'd like to compare those "advantages" with kitana.
- Shimmies (Hope i wrote it correctly). In this game, where it is already hard for most of the cast to open up the opponent, having a shimmy does wonders. Characters like Cassie, Scorpion, Baraka, Erron, Jacqui, Cetrion, Liu Kang, Kabal etc have a lot of potential to open up their opponent with shimmies using their 111 or 112 or whatever the character has, since the opponent might think you are going for a throw as the animation between S1 and throw is similar OR they are trying to counter you with their moves. Kitana DOES NOT have any shimmy potential outside her Highborn variation (where you might be able to cancel her s12 into a throw). Her only "shimmy" option is her B2 (Starts at 17 frames so rip) , which im not gonna lie, it catches a lot of people off guard.
- Mix ups. Now...this is definitely not JUST a kitana problem, but she is also affected by it. Outside of "Fanfare" (which offers NO mixup potential). The only variation that gives her "true" mixups is "Fearless" , Highborn to some degree as well, and even if she SUCCEEDS to mix up the opponent, not only does it leads to poor damage but it also requires a bar for it. That variation also takes away your ability to make punishes hurt in general and its mainly used for zoning, in a game where zoning isnt the best. Not having either shimmies or mixups (or they are too costly), when some characters i've mentioned before either have mixups or shimmies, REALLY hurts kitana and those 2 issues can be particularly seen on a high-mid level where the opponent is more than ready for whatever you do.
- Pokes. Aside from shimmies and mixups, kitanas pokes are also bad in general. The only good poke she has is d3 (and yes that shit of a poke low profiles, its annoying i know). However even if her D3 is good, the range is awful. Her D1 is 9 frames...like 9 frames (and its -7 on block, so you cant mash it). Her D4 is meh and you need to space yourself correctly most of the time for your opponent to be "Afraid" of it. Also not mashable. HOWEVER.... i want to say that i dont want to see kitanas pokes change and you might as well ask WHY? Because this is how EVERY characters pokes should be like. Not mashable and used to gain space. Not being able to do D1,D1,D1,D1,D4,D4,D4,D4 5 times in a row. IF they were to change her poke frames, i'd definitely like to see her D1 faster and her D4 faster as well, or are less minus on block.
- Neutral control. Kitana does not dominate the neutral at all. She sure does cover space with her B231 until the opponent jumps. Then we all know what happens. Aside from her B231, her B14-B131 are her other whiff punishers or combo starters. However...the range is really limited and you REALLY have to be on point to whiff punish with B1. Sometimes trying to whiff punish with B231 doesnt work because of its slow start up and B14 doesnt cover a lot of space so...you have to be on point as i said.
Recent buffs:
I've seen a lot of discussion on TYM, Reddit and other websites, that the recent buffs Kitana received are either "undeserved" "Unnecessary" "Overpowered". Even 16bit said that Kitana was the "Most changed character" in that patch and quite honestly...i dont see it how that is true or how people say those comments about her buffs. YES, the changes did help kitana in general but those were QOL changes and not specific changes to her frame data that she desperately needs. If anything i believe she got some changes that should have been BASE, without having to make those changes. It's also quite funny because she was nerfed on day 1 and they removed a lot of things they gave her on the October patch.
How to fix and buff Kitana:
First of all, let me start by saying that by no means kitana is "low tier" or that "she sucks". Because if this is what you understood...you are completely mistaken. She is balanced but she definitely needs some help here and there.
General buffs:
- S1 has now reduced recovery to 14-15 frames.
- 12 has reduced recovery as well.
- Maybe make 12D2 plus on block (?).
- S2 is now 9-10 frames to allow for different punishment options.
- S4 is now made somewhat useful.
- B4 now has increased range. It serves absolutely no purpose and the range is god damn awful.
- Β1 has increased range and is now 11 frames.
- B2 is now 15 frames or keep it as it is at 17.
- B231 now knocks the opponent down if it catches them mid-air.
- F2 doesnt get low profiled anymore.
- Fan toss has more advantage on hit. Making it easier to convert mid screen or in the corner.
- Make ground war base for all variations FFS.
As long as the things i've mentioned happen to a certain degree then i suggest the following:
Fan Fare (this variation highlights Kitanas frame data weaknesses):
- IF ground war is made base then maybe add upwards fan to allow for more damage and conversions.
- Royal protection can now be amplified to absorb multiple projectiles OR make us be able to hold it down to absorb more than one projectile.
- B231 KB is now triggered if the whole string is a kounter or a punish (Variation specific)
- Slightly increase the raw teleport damage from 50->80
- Razors chip damage toned down a little bit.
- Gutted is now -10 on block and the KB triggers if every attack from the "Half blood stance" ability has been performed successfully.
- Less plus frames on block from the seeking sai.
- Less advantage hit on razors.
- Fan nado can now be amplified to connect it with strings like 12, B231 or to connect it mid-air.
In conclusion, i believe those changes would greatly help Kitana, without making her overpowered or a pain in the @$$ to fight.
Discuss.
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