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Strategy - Kitana Kitana General Discussion/Strategies

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Jimmypotato

Mid Tier
I was referring to her FANS...lol. Everyone knows you can't duck her glaives...

I just don't understand man, it's week one.......... I'm scarred to tell people the match ups I'm having problems with because I don't think they will believe me, She is not a mix up character, you want that, KUNG JIN is your man, she is a footsie punish run away like a little bitch character, play her as anything else in any variation, and yah, you will have problems,
 

xWildx

What a day. What a lovely day.
I just don't understand man, it's week one.......... I'm scarred to tell people the match ups I'm having problems with because I don't think they will believe me, She is not a mix up character, you want that, KUNG JIN is your man, she is a footsie punish run away like a little bitch character, play her as anything else in any variation, and yah, you will have problems,
So basically.... you're saying she's incredibly one dimensional, are you not? Her only solid footsie tool is f2, and if you enter her f22u4 meta there's a wealth of characters who can then punish her. Not to mention how slow it is when compared other, similar whiff punishing tools such as Kotal Kahn's f1 and Cassie Cage's b1.

She has issues. There's no harm in admitting it.
 

RunwayMafia

Shoot them. Shoot them all.
I just don't understand man, it's week one.......... I'm scarred to tell people the match ups I'm having problems with because I don't think they will believe me, She is not a mix up character, you want that, KUNG JIN is your man, she is a footsie punish run away like a little bitch character, play her as anything else in any variation, and yah, you will have problems,
True, but my main point is her zoning is mediocre, especially compared to a slew of other characters. Soooo...with that said, everything else that she is lacking is apparent.
 

Jimmypotato

Mid Tier
So basically.... you're saying she's incredibly one dimensional, are you not? Her only solid footsie tool is f2, and if you enter her f22u4 meta there's a wealth of characters who can then punish her. Not to mention how slow it is when compared other, similar whiff punishing tools such as Kotal Kahn's f1 and Cassie Cage's b1.

She has issues. There's no harm in admitting it.
The way i'm playing her is just be a bitch and run away, confirm off your aaAFs for 30% +, and hope and a dream on a jump punch hitting if you are not in life lead , I save all my meter for BF3 on wake up, I dunno, the match usually ends after that, I know it's not alot to go on guys, but in a mix up heavy game, you gotta look for other things when your girl doesn't have them. I love how everyone picked there mains before the game came out, games not one week old, everyone is abandon ship because kitty doesn't have an OH in a combo, come on guys,
 
The way i'm playing her is just be a bitch and run away, confirm off your aaAFs for 30% +, and hope and a dream on a jump punch hitting if you are not in life lead , I save all my meter for BF3 on wake up, I dunno, the match usually ends after that, I know it's not alot to go on guys, but in a mix up heavy game, you gotta look for other things when your girl doesn't have them. I love how everyone picked there mains before the game came out, games not one week old, everyone is abandon ship because kitty doesn't have an OH in a combo, come on guys,

not abandoning her i just wish she had an OH but i guess i need to adapt. ive always played as kitana so i dont see myself stopping now.
 

GLoRToR

Positive Poster!
I think you're confusing mid's with overheads. They can just block this string low and be safe.
She does have an actual overhead doesn't she? My point is still that forcing people to block crouching is somewhat of an advantage in my book.
 
Once my opponent gets wise to my b14 combos I tend to find myself in trouble.

B2 isn't a bad option to use on your opponents wakeup if they don't have meter, but if they use a delayed wakeup it can blow up in your face.

Lately I've been using her f33 string in the neutral game. You can end it with 2 for a "surprise" low or end it with 4 and be completely safe on block. It's one of her strings that isn't negative. It also works well for combing off of fan lift, and it looks like the first kick hits high but it hits mid.
 

Shiizu

Theory Fighter
She has issues. There's no harm in admitting it.
Still way too early to be making these conclusions. It's a bit ridiculous to expect a character like Kitana to have a strong mixup game. It certainly wasn't her strong suit in MK9, I don't see why it'd be expected of her here.
 
So when using throw as a mixup does this mean just let the throw end or MB cancel?

I'm not really understanding the use of MB cancel because it seems to put us both at 0 as opposed to giving some advantage/allowing the throw cancel to lead to a combo opener
 

JDE

Pick up & kill it & kill it & kill it!
Has anyone looked into her blockstrings? I recognized that no one has really said anything about them, yet.
 

Flux

Fair is overrated
I used to think she was kind of bad too. No mixups, zoning is only ok, etc. I think she's real good now, mostly because of how strongly she converts off of random zoning. If she had mixup and the damage that she has, and the zoning she has, she'd be completely busted.

Chuck fans. Play lame. Don't get hit by obvious anti-zone. Her punish combos are really strong, look for them. db3 gives you a quick punish on anything whiffed from deep (either in Assassin or Royal Storm) and frustrates people, don't let them get away with stuff. Be really fucking annoying. If you're having problems mixing up, use more sweep to keep people respectful of the low. Do use float cancel to bait AA and as a delay overhead option when you've show sweep (character specific, doing it against ex. Cryo Sub Zero will get you wrecked). Probably most importantly, know when your fans are going to catch midair, and be ready to run in and convert that or juggle from fullscreen. You don't have to use every single string in the book. Keep it simple and safe. 111 for fast punish, F112/b14 general purpose, f22 to whiff punish/long range punish.
 
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Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Alright Kitana fans (that joke must have been made millions of times already I'm sorry) I have a request.

I have a tournament tomorrow and I need to know how Kitana plays just in case I run into one. List me important normals/strings and their frame data (startup, block advantage, hit advantage if necessary), her gameplan/strategy in each variation, how to counter her options, gaps in strings (maybe), overheads and lows, etc please. Thanks :)
 

7L

Heads up!
Alright Kitana fans (that joke must have been made millions of times already I'm sorry) I have a request.

I have a tournament tomorrow and I need to know how Kitana plays just in case I run into one. List me important normals/strings and their frame data (startup, block advantage, hit advantage if necessary), her gameplan/strategy in each variation, how to counter her options, gaps in strings (maybe), overheads and lows, etc please. Thanks :)
Don't jump
 
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Eldriken

Guest
Alright Kitana fans (that joke must have been made millions of times already I'm sorry) I have a request.

I have a tournament tomorrow and I need to know how Kitana plays just in case I run into one. List me important normals/strings and their frame data (startup, block advantage, hit advantage if necessary), her gameplan/strategy in each variation, how to counter her options, gaps in strings (maybe), overheads and lows, etc please. Thanks :)
She has no overhead/low mixups at all, dude. She's negative on everything other than b14, b12 (I believe that's it) and maybe one other string.

Her only overhead is b2 and that causes a knockdown, so she gets nothing from it. Knock her on her ass and it's GGs. She HAS to commit to using meter if she wants to get up safely, but all of her armored wakeups are highly punishable on block.

Kitana is primarily a zoner in every sense of the word. The gameplan is to pretty much sit back and chuck fans.

Be wary if you get opened up and the person knows Kitana's optimal combos. She gets plenty of meterless damage in both Royal Storm and Assassin. I don't know fuck all about Mourning because I have yet to touch it.

Oh, also, she has great potential unbreakable damage.
 
The struggle is real.. Smart players gonna get past them fans. And when they do your screwed. She has no footsies at all. Her b2 is slow as hell and almost everything she does is unsafe. Her f11 string can be whiffed so easily and that's her longest string she has. Once there in everything you do is unsafe and your forced to play there game. Throat slice is her best wake up but is punished when they catch the drift so then your forced again to guess. Her quickest punish 11 gets me like 32 % then back to playing lame until they find their way in again lol. Can't lie I want a buff but if we don't get 1 we just gotta work as a community to help each other out. Pretty much we all say play lame.. Have your punishes on point and just stay the hell away lol. We will get through this warriors. Oh and her 1 string that is neutral can me armored through :(((
 
Kitana might not have mixups but, you can use her good chip damage b12 or b14 are neutral on block and push you, so doind f22 up4 canceled into ass or fan or float neutral punch will allways be good, she does punish very good iv managed to get 37% on a mid screen combo no meter and 48 or 50 on a blocked wakeup near the wall, you can catch run with lift (royal storm) counter zone with her reflect, instant air fans and use ground fans, even tho shes not really good to open people she has her unique way of gameplay.
 

xWildx

What a day. What a lovely day.
Still way too early to be making these conclusions. It's a bit ridiculous to expect a character like Kitana to have a strong mixup game. It certainly wasn't her strong suit in MK9, I don't see why it'd be expected of her here.
No, but in MK9 her keep away game was about 3x as strong as it is here. You're clearly missing the point if you think myself and others are concerned simply because she "doesn't have any mixups."
 
No, but in MK9 her keep away game was about 3x as strong as it is here. You're clearly missing the point if you think myself and others are concerned simply because she "doesn't have any mixups."
In mk9 she was beast..her pressure was insane. You could jump in her AA were amazing and you ate big damage. I feel your pain. When you go from mk9 kitana to mkx kitana it's a major difference. But it is still early in the game
 
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Eldriken

Guest
Kitana might not have mixups but, you can use her good chip damage b12 or b14 are neutral on block and push you, so doind f22 up4 canceled into ass or fan or float neutral punch will allways be good, she does punish very good iv managed to get 37% on a mid screen combo no meter and 48 or 50 on a blocked wakeup near the wall, you can catch run with lift (royal storm) counter zone with her reflect, instant air fans and use ground fans, even tho shes not really good to open people she has her unique way of gameplay.
Her chip damage is good, yes, but they can just duck her fans. Where's the chip damage at now?
 

RexxyC

what's done is done
I personally find that db3 to get in and knock them down, follow it up with a careful b2, and then trying to combo after that; and if they are blocking, throw their asses.
 
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