Popularity: Mournful - 59th, Assassin - 2nd, Royal Storm - 8th | MKX Tiers |
Tiers: Kitana Mournful, Kitana Assassin, Kitana Royal Storm |
Some helpful videos I have made. Hope you enjoy.
https://www.youtube.com/watch?v=CJAXi... (Royal Storm Combos)
https://www.youtube.com/watch?v=HiKB9... (Safe Sharpen Combos)
https://www.youtube.com/watch?v=fYHiR... (Gender Specific Combo Starter)
Combos for Kitana's Assassin Variation. While these combos are meant for Assassin, you can use these in Royal Storm if you substitute Assassin Strike (Down Back 3) for Throat Slice (Back Forward 3) or, in some cases, a standard uppercut (Down 2).
Damage Key [Normal Total Damage/Sharpened Total Damage]
212, Sharpen (Down Forward 4). Use this to combo into Sharpen. This string can only be followed up by Sharpen, so make use of it. This is the safest way to activate Sharpen. [8%N/12%S]
I recommend using meter on Meter Burn Sharpen since it will last longer and allow for the following combos to reach maximum possible damage.
F43, 21, Upraise (Down Back 1), Forward Jump Kick, Fan Throw (Down Forward 1), Fan Throw (Down Forward 1), Assassin Strike (Down Back 3). [24%N/37%S]
F22, Upraise (Down Back 1), Forward Jump Kick, Fan Throw (Down Forward 1), Fan Throw (Down Forward 1), Assassin Strike (Down Back 3). [31%N/39%S]
F112, Fan Throw (Down Forward 1), Forward Jump Kick, Fan Throw (Down Forward 1), Assassin Strike (Down Back 3).[30%N/40%S]
Neutral Jump 1, F22, Fan Throw (Down Forward 1), Forward Jump Kick, Fan Throw (Down Forward 1) Assassin Strike (Down Back 3) [28%N/39%S]
Neutral Jump 1, F22, Upraise (Down Back 1), Forward Jump Kick, Fan Throw (Down Forward 1), Fan Throw (Down Forward 1), Assassin Strike (Down Back 3) [26%N/36%S]
X-Ray Damage [35%N/42%S]
Kitana's fastest punish comes from her 1,1 and can lead into full combo for all her variations. An example combo for this punish in her Royal Storm is 1,1,Fan-Nado,F+4,3~F+4,3~3,Fan Throw,Dash,Jump Kick,Air Fan Throw,Dash,Jump Kick,Square Wave Boost.
Kitana's B+1,4 and F+3,3,4 is 0/+1 on block which can lead to some mix-ups. After either of those you can push D+1 if you think the opponent will try to jump or poke back, or you can go for a forward or back grab if you think they will block.
Kitana's fan throw on the ground and in the air can both lead into combo if the opponent jumps into them. If they do you can throw more fans for unbreakable damage, or run up to them with a F+4,3 into different enders for more damage.
Kitana's B+2 hits overhead and could be thown out from time to time to catch an opponent crouch blocking. It also catches backdashes on wake up too.
Kitana's F+2,1 has decent range and can be used to get a combo if you see your opponent running at you. You can do this by going into upraise from the F+2,1.
Kitana's EX Throat Slice has armor and is available in all her variations making it a great tool to get her out of high pressure situations.
This goes all characters. When trying to punish attacks, if you use a normal move it will come out 1 frame later because recovery from blocking is 1 frame. So trying to punish a move that is -6 will mean you need an attack with 5 frame startup unless its a special attack. Special attacks start up normally because they are reversals.
Kontinued...
Extras:
1. I haven't tried it for all the characters but you can end a combo with a grab if they opponent is falling from a juggle. For example, catch an opponent in the air with her fan, land dash forward and just before they hit the ground you can grab. Potentially you could meter burn the grab to put them in to stun state and continue the combo, but honestly my execution sucks and I cannot get this consistently.
2. Weakness - I have yet to find a good low hitting normal to start a combo or cancel in to a special move. Down 3 has a very, very, very, limited range but, if you connect I highly suggest cancelling in to fan lift so you can start a combo. Other than that use her Back1-4. First hit is mid and the second hit is low. You can combo in to any special move after 4 connects, even if back1 whiffs. I suggest whiffing Back1 because start up is a little slow. Each hit of this combo moves her forward just a bit, and the 4 has good enough range to be useful.
As a reminder, I'm just a casual player coming over from Street Fighter to try something new. Feel free to correct any or comment on any of the information I provided. I hope this helps anyone looking to play this variation.
I'm new to playing MK seriously. Coming from a SF back ground.
There is a lot to learn. Dial-a-combo, unblockable special moves, block button, and not being able to punish moves that look like they can be punished. All gripes but all part of learning a new game.
1. Don't lose your cool. Spend time in training mode to figure out your normals, find punishes, and work on execution.
2. Stop yelling at the game! It isn't and won't be SF. Don't expect to play it as such.
For Kitana.Saving meter for the X-Ray for me has been hit or miss. Depending on the situation she will sometimes pass over or through the opponent when using the x-ray and if the last hit does not connect then there will be no xray animation and no damage.
This information is specifically for her Variation B, where she gets sharpen.
Sharpen - Does not last long, but it is great because it adds a few percent worth of damage for every move that involves her fans. Whether it is a combo string or a special move. Using this can mean the difference between a 30% damage combo to a 38-40% damage combo. And based on my time, playing a few percent can mean the difference between a win and a loss. It is best used after a hard knock down. As soon as you knock the opponent down, and before they get up activate sharpen and then go for your mix up.
Princess parry - honestly I have not had much use for it. Start up seems a little slow, especially compared to Sonya's counter. This is not a reaction move (meaning you do it as soon as you see your opponent do a move), or I'm just not fast enough to react. You really need to read the player and anticipate when they will be using a normal in order to get it out in time to connect. Also as far as I can tell it does not counter low hits. IT DOES NOT PARRY/REFLECT PROJECTILES.
Assassin strike - my favorite move! Scary fast start up, also adds 1 hit of armor. With armor she will absorb one hit before the move is interrupted. This can be used at close range to break through an aggressive combo string, or it can be used to close the gap from full screen if someone is spamming projectiles. I cannot tell you how many times this catches opponents off guard, it reminds me of USF4 abel's ultra one, full screen projectile invincibility to punish projectiles SURPRISE! It's also great because once the move is finished it puts her back in to mid/close range where she needs to be for this variation.You can also use it if timed properly to catch opponents if they are falling out of the air after a juggle.
Kitana has always been my favorite character. I normally play 3D, mainly Tekken. Transitioning to 2D was hard. I like to combo so naturally I went between Assassin and Royal Storm. However, Mournful is actually a GREAT variation for Kitana with high damaging combos. Just thinking, try 2,1/ EX Glaive Throw (df+1EX) / f+4,3/ f+4,3/ 2,1/ Fan Lift (db1)/ db3. That should be somewhere between 30-33%. I have just started using this variation and it's awesome.
Here's some more combos on HurtboxTV YouTube channel.
https://www.youtube.com/watch?v=oAQ6e...