Raiden is suspect to being shutdown by a couple different characters, and Kitana is one of them.
Much like Baraka and Kung Lao, Kitana can take away a big chunk of Raiden's offense with one simple move: the fan lift. It counters all jump-ins and of course, if buffered, takes away the teleport. All instances lead to at least 50% damage. A great technique to use with Kitana is stand slightly outside a corner and bait a teleport. If Raiden is dumb enough to fall for it, the ensuing 100% combo equals a game over. Be careful though. A smart Raiden who knows better can teleport while holding block, then punish with a shocker and combo. Wave punches also work well to counter jump-ins. If the wave punch connects, throw out a late air fan right before Kitana hits the ground and it will usually connect for added damage.
Staying on the ground with Raiden is highly advisable due to the constant threat of being fan-lifted. This means no JK, superman combos unless you are positive a lift is not coming. Raiden does his best work in close, as per usual, but he needs to be careful about how he goes about getting inside. If Kitana is golden punching the air to buffer the fan lift, DO NOT TELEPORT UNLESS YOU HOLD BLOCK. Best thing to do is either walk in and sweep or just play it safe and throw a bolt. When safe, teleport in and apply wicked jab pressure, looking for the shocker when the opening presents itself. Supermans are OK if done unpredictably, but can be punished with a JK like anyone else; possibly an IAF as well.
Kitana takes away so much of Raiden's offense with a single move and she has a clear advantage of 6-4; possibly 7-3 with IAF.
- How often should Raiden superman?
- Are jump-ins and teleports advisable?
- Better CQC?