NuSix3
Boob
Ok, so I converted Kitana's moves-list into an excel spreadsheet and uploaded to google docs where I assume anyone can download.
Kitana - Downloadable Move List
A couple of notes about the properties... a legend is provided on sheet 2 but it didn't format very well, so forgive me if it's difficult to read.
Just incase...
Properties:
High - can be blocked standing, whiffs crouched, deflected crouched blocking.
Mid - blocked standing or crouching, but hits crouched if not blocking.
Low - Hits standing while blocking, has to be blocked crouched.
Overhead - hits crouched blocking, has to be blocked standing.
DPH = "Damage Per Hit" All hits were tested individually outside of a combo to avoid scaling.
Damage noted in brackets means that there are two separate hits being delivered out of a single attack animation. i.e., d,f+2 is a single command that delivers 2 hits.
CD = "Combo Damage" The total damage of a given combination including scaling.
Status Effect: I had to improvise so it's going to look like garbage to anyone who doesn't go over the legend. I only noted effects that flung the opponent off their feet. It may or may not be possible to follow-up with an attack. This list is merely a resource for anyone willing to test out their own combo possibilities.
Now here is where I really need some help. This pathetic excuse for a practice mode doesn't allow me to figure out what is safe or not. I'm a big loser who cant talk another friend of sitting around for hours on end blocking and punching so I would like to pool the discoveries of all Kitana players into this single resource for Kitana.
What I'm Looking For:
1. What moves are safe on block? (including partial combos, i.e. 11 rather than 112)
2. What moves give advantage or significant advantage on block? Be specific as possible, if it allows for an SJ or time enough to execute a slow move please say so.
3. What moves guarantee free follow-up on hit? Obviously launches do this, but does hitting an f+4 give me time to f+2,1? (excuse the lame example, but you get the idea).
4. Armor. What moves have armor? Is it on wake-up or every time you throw out the Ex version? (I could possibly test this myself but it's a pain in the ass since I can't make the computer do the same wake up every time.)
5. Even if the most you can tell me is "move X is safe", that's more than I have right now. The more complicated things get I'm going to start requesting confirmation from other players before making any changes. As for now, I'll take your word for it.
If you want to contribute at all please let me no via reply in this thread or private message and I'll credit you with your contribution.
I want to do one of these for each character in the game so if you have any information on anyone else please let me know. So far only Kitana is uploaded.
Kitana - Downloadable Move List
A couple of notes about the properties... a legend is provided on sheet 2 but it didn't format very well, so forgive me if it's difficult to read.
Just incase...
Properties:
High - can be blocked standing, whiffs crouched, deflected crouched blocking.
Mid - blocked standing or crouching, but hits crouched if not blocking.
Low - Hits standing while blocking, has to be blocked crouched.
Overhead - hits crouched blocking, has to be blocked standing.
DPH = "Damage Per Hit" All hits were tested individually outside of a combo to avoid scaling.
Damage noted in brackets means that there are two separate hits being delivered out of a single attack animation. i.e., d,f+2 is a single command that delivers 2 hits.
CD = "Combo Damage" The total damage of a given combination including scaling.
Status Effect: I had to improvise so it's going to look like garbage to anyone who doesn't go over the legend. I only noted effects that flung the opponent off their feet. It may or may not be possible to follow-up with an attack. This list is merely a resource for anyone willing to test out their own combo possibilities.
Now here is where I really need some help. This pathetic excuse for a practice mode doesn't allow me to figure out what is safe or not. I'm a big loser who cant talk another friend of sitting around for hours on end blocking and punching so I would like to pool the discoveries of all Kitana players into this single resource for Kitana.
What I'm Looking For:
1. What moves are safe on block? (including partial combos, i.e. 11 rather than 112)
2. What moves give advantage or significant advantage on block? Be specific as possible, if it allows for an SJ or time enough to execute a slow move please say so.
3. What moves guarantee free follow-up on hit? Obviously launches do this, but does hitting an f+4 give me time to f+2,1? (excuse the lame example, but you get the idea).
4. Armor. What moves have armor? Is it on wake-up or every time you throw out the Ex version? (I could possibly test this myself but it's a pain in the ass since I can't make the computer do the same wake up every time.)
5. Even if the most you can tell me is "move X is safe", that's more than I have right now. The more complicated things get I'm going to start requesting confirmation from other players before making any changes. As for now, I'll take your word for it.
If you want to contribute at all please let me no via reply in this thread or private message and I'll credit you with your contribution.
I want to do one of these for each character in the game so if you have any information on anyone else please let me know. So far only Kitana is uploaded.