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Gameplay & Matchmaking

Discussing MK Gameplay, Strategies, Tournaments and Online Matchmaking.
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Mick-LuciferPosted: 03/03/2012 11:51 PMStatus ::


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Official Kitana Strategy & Combo Superthread!



Ten thousand years young and still kicking butt like she was half her age!
Princess Kitana is equal parts royalty and assassin, and in the words of Osu16Bit, "... how can you not respect a princess who is also a trained assassin? I doubt Kate Middleton has ever decapitated an enemy of England."

Today at Final Round XV, he was repping the long game in a 5v5 clash that included some serious Kitana kompetition! That makes the Princess perfectly poised to be next in our official strategy superthreads!

Discuss all your Kitana strategy, combos, and moves in this thread!

Basic Attacks
Uppercut - Down + 2
Fan Slice - Away + 1
Uprise - Away + 2
Shin Kick - Away + 3
Fan Stab - Toward + 2
Hop Kick - Toward + 3
Spin Kick - Toward + 4
Sweep - Away + 4

Chain Combos
Royal Pain - 1, 1, 2
Dignified - Away + 1, 2
Majestic - 2, 1, 2
Noble Lift - Toward + 2, 1
Regal Assault - 3, 3, 3
Blue Blood - Away + 3, 3
Power Intrusion - Toward + 3, 1, 2
Deadly Rush - Toward + 4, 1
Pure Kicks - Toward + 4, 3
Deception - Toward + 4, Away + 4

Fast Tags (Tag Mode)
Truth Be Told - Toward + 2, 1, Tag
Effortless - Toward + 3, 1, 2, Tag
Big Fan - Away, Away, 2, Tag

Tag Combos (Tag Mode)
Pretty Princess - Away + 1, Tag
Magnificent - 3, 3, Tag
Disrespect - Toward + 3, 1, Tag

Special Moves
Fan Toss - Down, Toward, FP [Aerial]
Upraise - Away, Away, 2
Cutting Fan - Down, Toward, 2
Square Boost - Down, Away, FP [Aerial]
Pretty Kick - Down, Away, 3
Fake Out Kick - Down, Away, 4 [No Enhanced]

Finishing Moves [Distance]
Fan Opener - Down, Down, Away, Toward, 2 [Sweep]
Splitting Headache - Toward, Down, Toward, Away, 3 [Sweep]
Stage Fatality - Toward, Down, Down, 3 [Varied]
Babality - Toward, Toward, Down, Toward, 4 [Jump]

Key: [1 = FP] :: [2 = BP] :: [3 = FK] :: [4 = BK]

Threads for all the other characters will come soon.
Please do not create new threads for them. Official superthreads will be easily accessed via the sticky menu.

These are the basics. What pro-tips have you got? Bring it, fanboys!

Better The Devil you know...
MK Online Forums: Share your interests, broaden your horizons and support the kommunity with discussion forums for every topic. "Ask not what your country can do for you - ask what you can do for your country."
Jonin01Posted: 03/06/2012 08:31 PMStatus ::


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Nationality::Canada
RE: Official Kitana Strategy & Combo Superthread!

Use noble lift whenever possible as it sets players up for juggle-athons. It's my preferred opener.
As a followup use her quick 1,1 jab followed by a fan raise and then you have a bevy of options open to you since it jacks players up a decent height. Don't underestimate the use of her 3,3,3 as its good to push players away while finishing off a juggle combo.
Her square wave is great not only offensively but defensively as well as it can get you out of a corner or away from a projectile spammer most times.
Always use a mix of high pretty kicks with her low fake to keep the other person guessing.

=Jonin01=


My DeviantArt Site - Check out my Artwork here
tothearkPosted: 03/07/2012 05:09 PMStatus ::


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Nationality::United States
RE: Official Kitana Strategy & Combo Superthread!

Pretty kicks are pretty useless outside of being used as a wake-up.

Also, I'd never throw out a fan lift outside of a combo or confirmed string.

redmanPosted: 03/11/2012 06:28 PMStatus ::


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Visits::4740
Nationality::United States
RE: Official Kitana Strategy & Combo Superthread!

F2, 1, NJP, 4, fans, 2, fan lift, b2 fans, fans, 2, cutter

easy bnb ^

Block strings can go like f4 2 cutter, 2 1 cutter, d1 cutter, etc.

tothearkPosted: 03/11/2012 07:28 PMStatus ::


Rank ::
Visits::3196
Nationality::United States
RE: Official Kitana Strategy & Combo Superthread!

redman Wrote:
f4 2 cutter

You mean F4, 1?

NephritePosted: 03/16/2012 04:26 PMStatus ::


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Visits::3779
Nationality::Croatia
RE: Official Kitana Strategy & Combo Superthread!

Here's a guide for Kitana players from an advanced casual player (haha), so there could be some holes in here, but for the most part it's good stuff. I myself have been inspired and learned most of the stuff by watching great Kitana players in action; such as Osu16bit, Crazy Dominican, Mr. Mileena and Konqrr. So if you want to go hardcore Kitana, these are the guys to learn from. In the meantime you have me :wink wink:.

I'll start with combos. Kitana has some of the most damaging combos in the game and below is a long list of various combos you can go for (I also included simplified versions). You can also find extra tips/tricks in the descriptions below some of the combos such as how to use certain combos to switch sides or to position the opponent post-combo to your liking, how to get unbreakable damage etc.

COMBO DESIGNATIONS:

1 = FP ... 2 = BP ... 3 = FK ... 4 = BK ... blk = block
u = up ... d = down ... f = forward ... b = back
njp = neutral jump punch ... jip = jump-in punch ... jik = jump-in kick
+ = press simultaneously ... ~ = cancel into
aa = anti-air
* = see combo description
various colors = see combo description
- = no meaning (used to separate segments)

In text:

fan lift = upraise (official name)
cutter = cutting fan (official name)



2,1 METERLESS COMBOS:


2, 1 ~ d, f+2 [15% damage, 19% off of jip]

* Although very simple and not very damaging, this basic combo is more than meets the eye. The reason is that after you hit the grounded opponent with cutter (d, f+2) you get a safe jump-in, meaning your opponent is forced to block your follow-up attacks. This gives you extra chip damage, builds your X-ray meter and opens up mix-up options (see below).


2, 1 ~ b, b+2 – dash in – njp (slightly delayed, do the punch as she starts to fall down) – dash in – b+2 ~ d, f+1 – dash in - d, f+1 (slighty delayed) – dash in – 2 ~ d, f+1 – dash in – 2 ~ d, f+2 [36% damage, 39% off of jip]

* The part in yellow can be substituted for "4 ~ d, b+3" if you want to keep your opponent closer post-juggle [34% damage, 38% off of jip].


2, 1 ~ b, b+2 – jik ~ d, f+1 – dash in – d, f+1 – f+2 ~ d, f+2 [29% damage, 33% off of jip]

* This is a simplified and less damaging version of the above combo, in case you find the previous one too hard to execute. This same combo can be finished with "d, b+3" instead of "d, f+2" in case you want to keep your opponent closer to you after the juggle, without any damage output difference.


2, 1 ~ b, b+2 – dash in – d, f+1 – u+f, d, f+1 – dash in – d, f+1dash in – 4 ~ d, b+3 [31% damage, 34% off of jip]

* This variation of the 2,1 into fan lift combo is good if your opponent is about to get the breaker as the part in green is unbreakable. However, the combo is very hard to pull off, the key part being the instant air fan following the ground fan. You must not rush with the instant air fan after the ground fan because of the ground fan recovery frames. If you rush, you'll probably get another ground fan and drop the combo. You can substitute the "4 ~ d, b+3" at the combo end (if it's too hard to connect) with "2 ~ d, b+3" which comes out faster but this version of the combo does 2% less damage overall. You can also substitute pretty kicks (d, b+3) with cutter (d, f+2) if you want to knock your opponent far away from you after the juggle (in that case the combo will do 1% less damage overall- 30% without the jip & 33% with the jip starter). Finally, you can substitute the part in yellow (including the "dash in") with another iAF (u+f, d, f+1) for an unbreakable combo finisher [26% damage, 29% off of jip]. You can also perform the iAF by pressing "u, d, f+1", maybe you'll like it more that way but it is better to learn the "u+f, d, f+1" input version as it is required for variations of the anti-air combos (see below).


F+2, 1 METERLESS COMBOS:


f+2, 1 – njp (slightly delayed) – step in (don't dash)* - 4 ~ d, f+1 – dash in – 4 ~ b, b+2 – double dash in – b+2 ~ d, f+1 – dash in – d, f+1 – dash in – 4 ~ d, f +2 [45% damage, 48% off of jip]

* You can substitute the part in yellow with "2 ~ b, b+2" which comes out faster, so it's easier to connect it. If you notice the opponent isn't high enough after you hit him with "4 ~ d, f+1" after the njp, then go for the alternative follow-up option ("2 ~ b, b+2"). When performing the combo in the corner you actually need to step away from the opponent after the njp (*) and then go for "4 ~ d, f+1".


f+2, 1 – b+2 ~ d, f+1 – dash in – d, f+1 – f+2 ~ d, f+2 [36% damage, 39% damage off of jip]

* This is a rather simple variation of the f+2, 1 combo that does a good amount of damage. If the above combo is too hard to pull off, go for this one. You can substitute the part in yellow with "d, b+3" in case you don't want to knock your opponent far away, the damage output will be the same.


f+2, 1 – b, b+2 – dash in – d, f+1 – u+f, d, f+1 – dash in - d, f+1dash in - 4 ~ d, f+2 [31% damage, 34% damage off of jip]

* The part in green is unbreakable, so you can go for this version if the opponent is about to get the breaker. You can finish it off with "d, b+3" if you want to keep the opponent closer (same damage) or with an iAF for a fully unbreakable combo end (27% damage without the jip starter, 30% with jip starter). In this case, perform the iAFs by jumping forwards and again don't dash in before you throw the iAF (you dash in only before ground fans). Finally, substituting "4" with "2" in the default combo will make it a bit easier to pull it off at the cost off small (2%) damage loss..



F+4, 1 METERLESS COMBOS:

The f+4, 1 combos have a rather slow start-up and the first hit whiffs crouch-blocking opponents, therefore it's better to reserve these combos only when you attack opponents with a jump-in-punch. The "1" in the f+4, 1 string is an overhead (that launches) so you can mix-up this string with her f+4, b+4 string where the "b+4" hits low (sweep). However the overhead string is better overall, so go for the low one sparingly, use it as an occasional surprise.


f+4, 1 ~ d, f+2 [17% damage, 20% off of jip]

* Simple combo, gives a safe jump-in. See below (after the combo section) for the follow-ups.


f+4, 1 – dash in – 4 ~ b, b+2 – double dash in – b+2 (slightly delayed) ~ d, f+1 – dash in – d, f+1 (slightly delayed) – dash in – 4 ~ d, f+2 [39% damage, 42% off of jip]

* You can finish the combo with "d, b+3" instead of "d, f+2" if you want to keep your opponent closer post juggle, the damage output will be the same. You can also substitute "4" (colored yellow) with "b+3, 3". In that case you won't need a slight delay before the "b+2 ~ d, f+1" part in the follow-up. This version will do 37% damage without the jip starter and 40% damage with the jip starter. The "b+3, 3" variation is good in case the opponent blocks the f+4, 1 string, but you commit to the follow-up anyway due to not being able to react in time. The "b+3, 3" string seems to be good in beating counter-pokes/attacks, so you can (often) get away with it.


f+4, 1 ~ b, b+2 – dash in – d, f+1 – u+f, d, f+1 – dash in – d, f+1dash in – 4 ~ d, b+3 [32% damage, 35% off of jip]

* The variation with the unbreakable part (in case of your opponent's meter approaching the breaker). You can substitute pretty kicks (d, b+3) at the end with cutter (d, f+2) if you want to knock the opponent far away, it will do 1% less damage overall. The unbreakable end version, with the iAF done instead of the "dash in - 4 ~ d, b+3" does 27% damage without the jip starter (30% with the jip starter).


f+4, 1 – b+2 ~ d, f+1 – step in (don't dash) – d, f+1 – b+2 ~ d, f+1 – dash in – 2 ~ d, f+2 – d+1 ~ d, f+2 – d+1 [48% damage, 51% off of jip]

* This combo is only possible in the corner.



"JIK" COMBOS:

Use these jump-in kick combos mostly as cross-up combos or when you jump over a projectile.

jik ~ d, f+1 – dash in – 4 ~ d, f+1 – dash in – 2 ~ d, f+1 – dash in – 2 ~ d, f+2 [39% damage]

* Substitute the part in yellow with "d, f+1 – dash in – 2 ~ d, f+1 – 2 ~ d, f+2" in case your opponent ends too far away from you after the jik~fan connects, you'll learn from experience (just practice it). This variation will do 34% damage.


jik ~ d, f+1 – dash in – d, f+1 – u+f, d, f+1 [25% damage]

* This is a fully unbreakable version of the jik combo. You can substitute the iAF at the end (u+f, d, f+1) with an instant air X-ray (u+f+X-ray buttons) for a 41% damage fully unbreakable combo. The X-ray version is extremely hard to pull off though (and if I'm not mistaken, impossible to pull off with classic Kitana skins).


jik ~ d, f+1 – step in – 4 ~ d, f+1 – b+2 ~ d, f+1 – dash in – 2 ~ d, f+2 – d+1 ~ d, f+2 – d+1 [45% damage]

* This jik combo is only possible in the corner.


ANTI-AIR COMBOS:

Use Kitana's standing 2 or standing 3 as anti-airs. Enhanced fan lift also works, but uses 1 bar of meter. Use the enh. fan lift aa combo as a wake-up option, while standing 2 and standing 3 anti-airs while playing footsies (anticipating opponent's jump in attempt). Standing 2 reaches out farther and is slightly faster, while standing 3 is better for beating close jump-in attempts and jump-in kicks (not 100% sure on this). I also added a d+1 combo at the end. While this combo can be used as an aa combo (anti-cross-up), the best use for it is to punish Mileena's blocked enh. teleport and to interrupt and punish Scorpion's enhanced teleport.


aa2 ~ d, f+1 – dash in – 2 ~ b, b+2 – double dash in – b+2 ~ d, f+1 – dash in – d, f+1 (slightly delayed) – dash in – 4 ~ d, b+3 [36% damage]

* You can finish the combo with cutter (d, f+2) instead of pretty kicks (d, b+3) if you want to knock your opponent far away. It will do 1% less damage overall.


aa2 ~ d, f+1 – dash in – 2 ~ b, b+2 – dash in – d, f+1 – u+f, d, f+1 – d, f+1 – u+f, d, f+1 [30% damage]

* This is the variation of the above combo with the part in green being unbreakable. Perform the iAFs by jumping forward (u+f, d, f+1) otherwise they won't connect. It is also possible to do the combo with a double dash following the fan lift (b, b+2), see which way you prefer. The timing is very strict in both cases though (in the case of a single dash it is harder to connect the final iAF, while in the case of a double dash it is harder to connect the first iAF).


aa3 ~ d, f+1 – dash in – 2 ~ d, f+1 – dash in – b+2 ~ d, f+1 – dash in – d, f+1 (slightly delayed) – dash in – 4 ~ d, b+3 [34% damage]

* Ending the combo with cutter (d, f+2) instead of pretty kicks (d, b+3) pushes the opponent far away, there's no damage difference this time.


aa3 ~ d, f+1 – dash in – 2 ~ b, b+2 – dash in – d, f+1 – u+f, d, f+1 – d, f+1 – u+f, d, f+1 [29% damage]

* This is the variation of the above combo with the part in green being unbreakable. Again, it is possible to do the combo with two dashes following the fan lift and again, perform the iAFs by jumping forward.


b, b+2+blk – dash in – njp (slightly delayed) – dash in – b+2 ~ d, f+1 – dash in – d, f+1 (slightly delayed)* – dash in - 4 ~ d, b+3 [30% damage]

* This combo starts with the enhanced fan lift, so it costs one bar of meter. You'll mostly need it as a wake-up option. Alternatively, you can finish it off with cutter (d, f+2) which will knock the opponent far away and do 1% less damage. You can substitute the part in pink with "jik ~ d, f+1" in case you catch the opponent with the tip of the enh. fan lift's hitbox. The gap between you and your opponent after the enh. fan lift in this case will be too big and you won't have enough time to dash in and njp the opponent. It is a 25% damage combo in this scenario and for this version you'll also have to remove the slight delay (*) before the following ground fan. It wouldn't be bad to go for this version all the time as you don't have to estimate if the gap between you and the opponent after the enh. fan lift is too big for the njp to connect.


b, b+2+blk – dash in – d, f+1 – u+f, d, f+1 – dash in – d, f+1 – u+f, d, f+1 [20% damage]

* This is a fully unbreakable variation of the above combo and you should be able to pull it off even if you catch the opponent with the tip of the enh. fan lift's hitbox, just perform the iAFs by jumping forward.


d+1 ~ d, f+1+blk – dash in to cancel out the 2nd fan – 4 ~ d, f+1 – 4 ~ d, f+2 [25% damage combo, uses 1 bar of X-ray meter]

* Use this one to punish Mileena's enh. teleport kick and to interrupt and punish Scorpion's enh. teleport punch. If it's too hard, the easier alternative would be "d+1 ~ d, f+2" for a meterless 9% combo, however this alternative mini-combo can be looped in the corner for greater damage output (around 20% damage).



(OTHER) COMBOS THAT USE ONE BAR OF X-RAY METER:


2, 1 ~ d, f+1+blk – u+f, u+f (quickly tap to jump cancel the 2nd fan) ~ jip – f+2, 1 – njp (slightly delayed) – step forward (don't dash) – 4 ~ d, f+1 – dash in – 4 ~ b, b+2 – double dash in – b+2 ~ d, f+1 – dash in – d, f+1 – dash in – 4 ~ d, f+2 [48% damage, 51% off of jip]

* You'll want to use this one when you want to punish your opponents with big damage and the f+2, 1 starter isn't fast enough. Basically, after you cancel the 2nd fan of the enh. fan toss the combo is the same as the f+2, 1 meterless combo (see above) and thus you can also make the same modifications after the f+2, 1 string to it to make it easier to execute (or you can go for other previously listed combos). If you start the combo with your back against the corner wall you can use the jump cancel on the 2nd fan to switch sides. Finally, if you start the combo near the corner perform a forward dash cancel of the 2nd fan and continue with f+2, 1 (don't go for the jip) to keep the opponent cornered after the combo.


2, 1 ~ d, f+1+blk – u+f, u+f (quickly tap to jump cancel the 2nd fan) ~ jip – f+4, 1 ~ b, b+2 – dash in – d, f+1 – u+f, d, f+1 – dash in - d, f+1 – u+f, d, f+1 [36% damage, 39% off of jip]

*The variation of the above combo with the unbreakable latter part (in green).


f+4, 1 ~ d, f+1+blk – u+f, u+f (quickly tap to jump cancel the 2nd fan) ~ jip – f+2, 1 – njp (slightly delayed) – step forward (don't dash) – 4 ~ d, f+1 – dash in – 4 ~ b, b+2 – double dash in – b+2 ~ d, f+1 – dash in – d, f+1 – dash in – 4 ~ d, f+2 [50% damage, 52% off of jip]

* You won't be using this one as much as the 2, 1 combo version. One reason is that the f+4, 1 string is mostly to be used only off of jump-in punch attempts and the other reason being that the f+4, 1 string has good damaging meterless combos as well. However, if you catch the opponent with this string and they have "only" half of their life left with no meter to break, you can go for this beauty.


f+4, 1 ~ d, f+1+blk – u+f, u+f (quickly tap to jump cancel the 2nd fan) ~ jip – f+4, 1 ~ b, b+2 – dash in – d, f+1 – u+f, d, f+1 – dash in – d, f+1 – u+f, d, f+1 [37% damage, 40% off of jip]

* The variation of the above combo with the unbreakable latter part (in green).


d, f+1+blk – u+f, u+f (quickly tap to jump cancel the 2nd fan) ~ jip – f+2, 1 – njp (slightly delayed) – step forward (don't dash) – 4 ~ d, f+1 – dash in – 4 ~ b, b+2 – double dash in – b+2 ~ d, f+1 – dash in – d, f+1 – dash in – 4 ~ d, f+2 [45% damage]

* This is a combo that starts with an enhanced fan toss (2nd fan cancelled out) that can be used as a long distance punish (nearly full screen). You can modify it however you like depending on the situation/arena positioning (see all of the above combos and their follow-ups after the enh. fan toss). I like to go for this one against Kenshi as Kitana has a very hard time getting passed his special moves (his b, f+2 especially) for example.



X-RAY COMBOS:


2, 1 ~ b, b+2 – dash in – njp (slightly delayed) – dash in – b+2 ~ d, f+1 – dash in – b+2 ~ X-ray [43% damage, 46% off of jip]


2, 1 ~ b, b+2 – jik ~ d, f+1 – dash in – b+2 ~ X-ray [39% damage, 42% off of jip]

* A simpler (and less damaging) version of the above combo.


f+2, 1 – njp (slightly delayed) – step in (don't dash) - 4 ~ d, f+1 – dash in – 4 ~ b, b+2 – double dash in – b+2 ~ d, f+1 – X-ray (slightly delayed) [48% damage, 51% off of jip]

* All of the tips mentioned previously for the very first f+2, 1 meterless combo apply for the common parts here as well.


f+2, 1 – njp (slightly delayed) – dash in – b+2 ~ d, f+1 – dash in – b+2 ~ X-ray [47% damage, 50% off of jip]

* A much simpler version of the f+2, 1 X-ray combo, you can leave out the "njp – dash in" part to further simplify it at the cost of 1% damage loss.


f+4, 1 – dash in – 4 ~ b, b+2 – double dash in – b+2 (slightly delayed)* ~ d, f+1 – dash in – b+2 ~ X-ray [46% damage, 49% off of jip]

* You can substitute the yellow marked "4" with "b+3, 3", but in that case there is no delay before the "b+2" (*) later in the combo. The "b+3, 3" version will do 3% less damage.


f+4, 1 – dash in – 4 ~ b, b+2 – double dash in – b+2 (slightly delayed)* ~ d, f+1 – X-ray (slightly delayed) [43% damage, 46% off of jip]

* A simpler version of the f+4, 1 mid-screen X-ray combo. Again, you can substitute "4" with "b+3, 3" (and remove the delay before the "b+2" part ), it will do 3% less damage.


f+4, 1 – b+2 ~ d, f+1 – step in (don't dash) – d, f+1 – b+2 ~ X-ray [52% damage, 55% off of jip]

* This X-ray combo is only possible in the corner and it is actually much easier to do than its meterless counterpart (last one listed in the f+4, 1 meterless combos section).


jik ~ d, f+1 – dash in – 4 ~ X-ray [43% damage]

* An X-ray combo off of a jump-in kick (it won't work if the gap between you and your opponent is too big after you land on the ground following a jik into air fan).


jik ~ d, f+1 – step in – 4 ~ d, f+1 – b+2 ~ X-ray [49% damage]

* A corner-only X-ray combo following a jump-in kick.


NOTE: You can also incorporate X-rays into Kitana's anti-air (standing 2 and standing 3) combos. You can go for X-ray after any of the following in the above listed anti-air combos: aa2 | aa3 | 2 | b+2 | d, f+1 (following the "b+2 ~ d, f+1" part) - all of these can be followed up with "~ X-ray".


::: --- ::: --- ::: --- ::: --- :::



SAFE JUMP-IN FOLLOW-UPS:


As previously stated, connecting a cutter (d, f+2) on a grounded opponent gives you a safe jump-in option. Use it to deliver extra chip damage, build your X-ray meter and play mind games with the opponent. Listed below are some of the mix-up options you can go for (first 4 listed are the ones I usually go for).

1, 1, 2 ~ d, f+2 * Block string safe on block, does good chip damage and builds meter nicely. If your opponent is low on life you can enhance the cutter (d, f+2+blk) for extra chip damage or even normal damage if the opponent lets go of block in expectation of a normal cutter.

1, 1 – throw * Once you condition your opponent to block the above string, you can take advantage of it and stop after 1, 1 and go for a throw.

1, 1 ~ d, f+2 * If the opponent lets go of the block button (expecting you to go for a throw) you can cancel the 1, 1 string into cutter which will give you another safe jump-in.

1, 1, 2 ~ d, b+4 * This block string ends with a fake-out kick (which I believe can be interrupted even off of a safe jump-in, so it's more of a gimmick that I like. However, opponents hardly ever expect it so they can get caught by a surprise and it is also safe on block, sometimes even advantageous due to a game bug).

More options: 1, 1 - loop | 1, 1 – cross-up | f+4, 1 (ends with an overhead launcher) | f+4, b+4 (ends with a low attack- sweep) | f+4, 1 ~ d, f+2 (or enhanced- d+f+2+blk) | f+4, 1 ~ d, b+4 (last two hits- an overhead and a low sweep) | throw ...


::: --- ::: --- ::: --- ::: --- :::




MORE INFO/TIPS:

If there are any weaknesses in Kitana's game then it's her wake-up game. Even though on first look it seems like she has great wake-up options, such as enhanced fan lift which is an anti-air launcher, cutter which gives a safe jump-in and square boost to escape corners, the problem is that all of her wake-up options can be beaten by low pokes (cutter can also be ducked, crossed-over and/or spaced out and punished). Thus, if your opponent is familiar with Kitana's wake-up problems, you can just get up and block, stay on the ground and delay your attack or roll out (and attack). Once your opponent gets used to your alternative ways of getting up or they get greedy you can go for a "real" wake-up attack.

Contrary to her wake-up game, her footsies game is great. For the most part, you'll want to stay within the range of her f+2, 1 string (around jump distance) and maximum distance d+1. Her f+2, 1 covers great distance, it launches and it's safe on block (but it can be punished by spacing it out, so be careful). Her d+1 is a great poke as it lowers her hitbox, it's super fast and it has great range (you'll want to use this move to escape pressure situations). Then she has her standing 2 & 3 as anti-air tools that lead to nice damage combos, her enhanced fan lift works as an anti-air as well and her instant air fan is another anti-jumping tool. You can also use air fans to fake jump-in attempts as she moves backwards after she throws an air fan. Her d+3 and d+4 low pokes are good as well, both can be used to set up throws or punish counter-poke attempts with either f+2, 1 or b+1, 2 (this string ends in an overhead but you can cancel b+1 into fake-out kick for a low mix-up; the string is safe on block, but it's interruptible). Her 3, 3 and b+3, 3 strings are safe on block and push the opponent back, you can use these to start the poking game where a blocked d+3 will set you up at a max d+1 range. If you hit the opponent with d+4 you can go for f+2, 1 which the opponent will be forced to block, then you can get in and throw (not 100% sure on this, but I think that's the case). Finally, her 2, 1 string is her fastest string and it is hit-confirmable (on block you can go for 2, 1, 2 and you'll be safe or you can just do 2, 1 for the mix-up).

Now I'll share some tricks/gimmicks I like to use. First of all, her most famous gimmick that pretty much every Kitana player uses at least once in a match, even at the highest level of play. It is her d+1 into cutter gimmick (d+1 ~ d, f+2). Her d+1 is super fast (6 frames, if I'm not mistaken) and you can fake cancel it into her cutter which if connects gives you a safe jump-in so you can start to pressure, build meter and impose your mix-up game. However, if the opponent ducks the cutter or crouch blocks it they can full combo punish you, so be careful. Another trick/gimmick I like to use, when I have lots of meter and when I'm slightly outside jump distance, is to perform an air square boost (instead of an iAF) to cross over the opponent and then immediately go for an enhanced fan lift. When your opponent sees you flying over them to the other side they can get careless rushing after you and fall for the enhanced fan lift (don't do this against Reptile players though as they will most likely punish you with elbow dash). Finally, if you hit the opponent with a ground fan from a cca. jump distance you can go for the f+2, 1 string (I believe the hit stun from the fan is just long enough that it forces the opponent to block the f+2, 1). From smaller distances (like sweep distance) you can dash in and throw in case they're expecting f+2, 1 and are blocking. I also like to go for d+4.

Finally, throw some fans (iAFs mostly) to keep your opponents from jumping and limit their options, to build meter and to keep your life lead. However, in certain match-ups (Kabal and Mileena for example) this doesn't work so well as you probably won't be the one controlling the air. Don't go crazy throwing fans against characters that you can out-projectile either, keep an eye out on your and your opponent's position on the screen and remember to play footsies as sooner or later they will get in, luckily Kitana has great footsies.



That's it from me for now. It took me a while, but you can see why. Don't tell me you thought Nephrite had forgotten his favorite princess.


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