Kitana and Jade question
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Kitana and Jade question
06/05/2020 01:03 AM EST

1. I was playing vs a Kitana main last night and they did a double fan toss. How did they do that? One felt high than the other felt higher.

2. What are some good Jade tips for a new person? Ive been using her more lately and I like her move set. Just wondering what I can do to get more out of her.

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RE: Kitana and Jade question
06/14/2020 04:12 PM EST

If bumping is wrong I am sorry. Just curious if anyone knows.

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RE: Kitana and Jade question
06/16/2020 02:14 AM EST

1. On Xbox Down, Forward, X, RB. On PS Down, Forward, Square, R1

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RE: Kitana and Jade question
06/16/2020 01:31 PM EST
06/16/2020 01:35 PM EST

A good place to maybe take your question would be www.testyourmight.com which is an MK forum that is far more orientated towards gameplay techniques, rather than the more lore and franchise based discussions that seem to be the main subject matter here (that's not to say there aren't those kind of conversations there, but there's just a LOT more discussions solely about improving their gameplay).

Be warned though... they often talk in competitive fighting games speak that I often cannot comprehend what they're saying to each other or why anyone would ever be excited to learn a move's frame data haha. It's literally another language as far as I'm concerned!

For example, this is from a recent post there about Jade, and apparently describes her gameplay strengths... maybe you can decipher this better than I can! If so, head on over and get some pointers wassup

Denny wrote:

"The entire Character is based around the following, regardless of Variation.

  • Fast Backward Movement (Back Walk and Back Dash are Both Good.)
  • 10f long range Punish (b2) which now has enough Block Stun and Push Back to be actually Safe on Block at its range.
  • 15f long range Mid (b1) in Case they try to Duck B2. Which is now Safe.
  • 11f Mid for When they Get in, with Several Guessing Games.

This is what Jade does. Safe poke game at mid range.

I Kind Of Assume that the Best Variation right now is Emerald Defender.

  • Low Projectile creates Mixups.
  • Anti-Air Projectile creates a Threat of Taking Damage. (DB1MB, B2, DF4 is What I Do but I'm sure there is Better) This can be Meter burned to Make PLUS on Block.
  • Jumping Projectile virtually Destroys the Opponent's Poke Game.

F2 is Semi-Safe in Emerald Defender.
F21 overhead launch is what they want to Avoid.
F2DB3 low pushes them back on Hit but is Unsafe.
F2-Projectile (BF1, DB1) is Safe On Block (Plus if Meter Burned), Stops Advancing, Creates a Layer of Mixup and Keeps Them Guessing.
F2 in itself makes Most Opponents Freeze Up for a Moment."

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