qcevolution
Noob
Ok so I realize this game hasn't been out that long, but it doesn't take long to notice Kitana has a GLARING weakness, and its pretty bad. Her neutral game is very bad. She doesn't have easy derp out mixup starters, and her footisie are mediocre at best. Her F22 which is arguably one of her best strings can be punished by most good players and although the animation is the definition of an overhead the move isn't. :/ Her only overhead B2 is SUPER slow and can be stuffed by most ppl and reacted to quite easy on block, and even if you get B2 it leads to a hard knockdown problem is Kitana doesn't really capitalize like most characters do on HKD. Ppl commonly cite her strong zoning as her strength, but I dont know if I agree with this. Because your opponent never really needs to jump in on you as Kitana so air fan isn't much use. And if they get the life lead all they have to do is go sit and duck. Yours fans all together are now useless. FORCING you to go in with your useless neutral strings.
My proposed change isn't to give her a better overhead or crazy mix up tools, instead I think a good change would be to allow Kitana's fans hit mid. That way she keeps her title as a zoner which is how I believe they designed her, and she'll be able to apply meaningful pressure at all times even when she loses the life lead.
My proposed change isn't to give her a better overhead or crazy mix up tools, instead I think a good change would be to allow Kitana's fans hit mid. That way she keeps her title as a zoner which is how I believe they designed her, and she'll be able to apply meaningful pressure at all times even when she loses the life lead.
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