OutworldKeith
Noob
This is a personal strategy of mine that I've been developing for the past few weeks. This is Scorpions hardest match-up IMO, and I hope it can help my fellow Scorpion players demolish Kitana players.
Space Control:
Scorpion is most effective from jump distance because he can control the air using Air to Air and Anti-Air set ups. Sadly, this isn't so practical against Kitana because she has better air control and doesn't need to rush down her opponent with jip's. If she connects an AA fan you'll eat 35%+ damage, so it would be wise not to jump. In this match-up you will want to stay full screen to duck fans to avoid chip damage and keep out of range of her F+2,1. Also, be aware that Kitana can easily build meter for an X-ray and its impossible to duck it.
Anti-Air:
Ducking fans will limit Kitana's zoning options. Having the life lead is crucial to dominating her. If you have the life lead she will only have a few choices. She can bulldog her way inside by dash blocking, but she still has to be weary of hellfire. If you switch stance to psyche her out and she jumps AA spear her. If she tries to cancel in the air with a fan you can delay the AA spear, but be weary of her positioning in the air because in some cases the fan might be low enough to connect. Also, she can use the Square Boost to effectively close distance, but it's a double-edged sword. Scorpion can D+1~Teleport the Square Boost, and it leads to a vortex set up. Pay close attention to Kitana's positioning. If she is outside of jump distance she will land behind you, so when shes dropping from the SB you D+1~Teleport - dash - 1,1,1~Spear. If she does a SB while your walking backward she will always land in front of you.
Getting Aggressive:
When Kitana is trying to rush you down it can work in your favor. Keep in mind that her grounded offense is pretty good, but her air combos are much more damaging. All Scorpion has to do is land a spear and it can shut her down if you have a good vortex. (EX) spear works well against a fan thrown from sweep or jump distance but might require good reaction time, and it can also shut down the much slower F+2,1 string.
The Wake-Up Game:
The most interesting thing about this match-up is Kitana's wake-up attacks, but more importanly how Scorpion can shut down her entire wake-up game. F+3 can shut down all of Kitana's wake-ups with the exception of the Fan Lift. On the other hand, Takedown can nullify ALL of her wake-ups. However, I recommend blocking the Fan Lift because its punishable with a spear, and a wake-up Square Boost can be punished with a spear by flipping the input. For example, if Scorpion is on the 1P side and Kitana is on the 2P side and she does a wake-up SB press F,F+1 and the controls will auto-correct and the spear will connect as she lands.
Down + 1
playing footsies with Kitana is frustrating. Her D+1 beats out all of your pokes except for D+4 at a distance. If she gets liberal with D+1 cross over jump kick~Air thorw. Kitana players like to abuse her D+1 anytime you get in footsies range so dont be afraid to slip in a B+2.
F+2,1 vs Spear
It seems that the preferred tactic from Kitana players when they can't land or chip you out with fans is to use F+2,1. This string is excellent because the range is ridiculous and it is a pop up that leads to 35%+ damage. F+2,1 can easily connect from jump distance, but the start up is 18 for F+2 and start up for the spear is 13 and you can take advantage of this. For example, if she is just outside of jump distance and throws a fan it brings her closer to you so she can sneak in a F+2,1. Your job is to duck the fan then immediately spear or ex spear. If you find your reaction time too slow use the input shortcut by ducking the fan with DB then pressing B+1.
I hope this helps you guys out with this match-up.
Space Control:
Scorpion is most effective from jump distance because he can control the air using Air to Air and Anti-Air set ups. Sadly, this isn't so practical against Kitana because she has better air control and doesn't need to rush down her opponent with jip's. If she connects an AA fan you'll eat 35%+ damage, so it would be wise not to jump. In this match-up you will want to stay full screen to duck fans to avoid chip damage and keep out of range of her F+2,1. Also, be aware that Kitana can easily build meter for an X-ray and its impossible to duck it.
Anti-Air:
Ducking fans will limit Kitana's zoning options. Having the life lead is crucial to dominating her. If you have the life lead she will only have a few choices. She can bulldog her way inside by dash blocking, but she still has to be weary of hellfire. If you switch stance to psyche her out and she jumps AA spear her. If she tries to cancel in the air with a fan you can delay the AA spear, but be weary of her positioning in the air because in some cases the fan might be low enough to connect. Also, she can use the Square Boost to effectively close distance, but it's a double-edged sword. Scorpion can D+1~Teleport the Square Boost, and it leads to a vortex set up. Pay close attention to Kitana's positioning. If she is outside of jump distance she will land behind you, so when shes dropping from the SB you D+1~Teleport - dash - 1,1,1~Spear. If she does a SB while your walking backward she will always land in front of you.
Getting Aggressive:
When Kitana is trying to rush you down it can work in your favor. Keep in mind that her grounded offense is pretty good, but her air combos are much more damaging. All Scorpion has to do is land a spear and it can shut her down if you have a good vortex. (EX) spear works well against a fan thrown from sweep or jump distance but might require good reaction time, and it can also shut down the much slower F+2,1 string.
The Wake-Up Game:
The most interesting thing about this match-up is Kitana's wake-up attacks, but more importanly how Scorpion can shut down her entire wake-up game. F+3 can shut down all of Kitana's wake-ups with the exception of the Fan Lift. On the other hand, Takedown can nullify ALL of her wake-ups. However, I recommend blocking the Fan Lift because its punishable with a spear, and a wake-up Square Boost can be punished with a spear by flipping the input. For example, if Scorpion is on the 1P side and Kitana is on the 2P side and she does a wake-up SB press F,F+1 and the controls will auto-correct and the spear will connect as she lands.
Down + 1
playing footsies with Kitana is frustrating. Her D+1 beats out all of your pokes except for D+4 at a distance. If she gets liberal with D+1 cross over jump kick~Air thorw. Kitana players like to abuse her D+1 anytime you get in footsies range so dont be afraid to slip in a B+2.
F+2,1 vs Spear
It seems that the preferred tactic from Kitana players when they can't land or chip you out with fans is to use F+2,1. This string is excellent because the range is ridiculous and it is a pop up that leads to 35%+ damage. F+2,1 can easily connect from jump distance, but the start up is 18 for F+2 and start up for the spear is 13 and you can take advantage of this. For example, if she is just outside of jump distance and throws a fan it brings her closer to you so she can sneak in a F+2,1. Your job is to duck the fan then immediately spear or ex spear. If you find your reaction time too slow use the input shortcut by ducking the fan with DB then pressing B+1.
I hope this helps you guys out with this match-up.