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Kitana

Move List


INPUT COMMANDS
Blade Jab
1
Back Swipe
Back+1
Low Poke
Down+1
Neck Slice
2
Royal Hand
Back+2
Fan Out
Forward+2
Rising Power
Down+2
Pretty Kick
3
Quick Flick
Back+3
Heel Poke
Down+3
Spinning Heel
4
Low Slice
Back+4
Fan Stab
Down+4
JUMPING ATTACKS
Punishing Poke
1
Edenian Strike
2
Bloody Heel
3or4
HOP ATTACKS
Full Slice
Up,1orUp,2
Flick Kick
Up,3orUp,4
GETUP ATTACKS
Fanning Out
Up+2
Step Back
Up+3
FLAWLESS BLOCK ATTACKS
Fanning Out
Up+2
Step Back
Up+3
THROWS
Toward Throw
Throw+ForwardorForward+1+3
Back Throw
Throwor1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance
Backward Getup Roll
Back+Stance
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE
N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A

Version 1.28
Last Updated: January 27, 2021

Strategy


Kitana is a zoning character with great mobility and long-reaching attacks. Kitana has a variety of projectiles that can be used to control space. She also has amazing aerial mobility with multiple moves that allow her to stay afloat while in the air.

Strengths Weaknesses
  • Long-ranged normals
  • Great mobility
  • Good zoning
  • Low damage
  • Slow normals

Key Moves

Name Input Description
No Mercy Back+1,3,1 Mid, hit confirmable, can be Flawless Blocked on 3rd hit
Dark Deception Back+1,4,2 Mid, hit confirmable, triggers a Krushing Blow if it is a Kounter or Punish
Dark Empress Back+2,3,1,Down+2 Advancing mid, hit confirmable, great range, staggerable, triggers a Krushing Blow if only the last hit connects with the opponent
Fan Toss DownForward1 High projectile
Fan Lift DownBack2 Mid, combo starter
Quick Execution DownForward2 High, combo ender, triggers a Krushing Blow in a Kombo of 8 or more
(Air) Square Wave BackForward3 Advancing aerial attack, Armor Break, triggers a Krushing Blow if it is a Kounter or Punish from maximum range or breaks armor

Combo Starters

  • Fan Lift
  • Fan-Nado

Kitana’s combos are started by using any move and linking it into Fan Lift (DownBack2). Fan Lift is especially strong because it does not require meter to combo. The Fan-Nado (DownBack2) ability replaces Kitana’s Fan Lift, which will launch the opponent in a similar manner while travelling slightly farther.

Combo Enders

  • Fan Toss
  • Quick Execution
  • Low Fan Toss
  • Square Wave
  • Gutted

There are several ways Kitana can end her combos. Combos can be ended with Fan Toss (DownForward1) which will knock the opponent down and leave them nearby. All of Kitana’s combos can be ended with Quick Execution (DownForward2) for maximum damage and to switch positions with the opponent. In a combo of 8 or more hits, Quick Execution will trigger a Krushing Blow and deal even greater damage. Using the Low Fan Toss (DownBack1), Kitana can end combos with it while keeping opponents close on knockdown. If the Ground War ability is equipped, Kitana’s combos can be ended with Square Wave (BackForward3), which can be Amplified for additional damage and more advantage on knockdown. With the Half Blood Stance (DownBack4) ability equipped, combos can be ended with Half Blood Stance into Gutted (1) for fairly decent damage.

A Royal Welcome

Kitana’s primary attack to use in footsies is her A Royal Welcome (Back+2,3,1) string. Back+2,3,1 is a long-reaching mid attack that can be hit confirmed into a combo. The 1st hit of this string can be staggered as it is 0 on block. Kitana also has the option of completing the string by using Back+2,3,1,Down+2. The final hit of Back+2,3,1,Down+2 is an overhead that can trigger a Krushing Blow if it is the only hit to connect with the opponent. This can be useful for hitting opponents trying to attack after Back+2,3,1, however it is also risky as the last hit can be Flawless Blocked.

While Back+2,3,1 has amazing range, there are a few drawbacks to using it. This string is a quite slow, having a start-up of 17 frames. Additionally, Back+2,3,1 must be dialed in fully in order for the string to come out. This means that Kitana must commit to using this string. If the string happens to whiffs or hits an airborne opponent, Kitana will be vulnerable to being punished.

Dark Deception

Kitana’s Dark Deception (Back+1,4,2) string is a mid attack that is best used at close range. Back+1,4,2 is one of Kitana’s fastest strings and is completely safe on block. It also triggers a Krushing Blow if it hits as a Kounter or Punish.

Zoning

When zoning with Kitana, use Fan Toss (DownForward1) to keep opponents at bay. Fan Toss is a quick high projectile that can be difficult for opponents to avoid. By repeatedly throwing out fans, Kitana can control the pace of the match. If Amplified, Kitana will throw out an additional fan which will hit as a mid. Amplifying Fan Toss will hit opponents trying to advance after ducking the initial fan. Mixing up both the regular and Amplified Fan Toss will prevent opponents from easily making their way in on Kitana.

It’s also important to jump backwards while zoning to keep distance from opponents. While jumping back, use (Air) Fan Toss (DownForward1) to throw fans while airborne. Make sure to throw the fan right before landing so that it is low enough to hit the opponent. Albeit unsafe, (Air) Square Wave (BackForward3) can be used in a similar manner while jumping back, which can yield more damage and can trigger a Krushing Blow if it hits as a Kounter or Punish from maximum range.

Abilities


Fan-Nado
DownBack2
Replaces Fan Lift. Tornado grows and immobilizes opponents.
(Air) Piercing Dagger
DownBack1
Replaces (Air) Fan Toss Special Move. Throws a fan downward while in the air.
Upward Fan Toss
DownBack1
Adds Upward Fan Toss Special Move. Throws a fan in an upward arc.
Low Fan Toss
DownBack1
Adds Low Fan Toss Special Move. Throws a fan close to the ground. Must be blocked Low.
Dancing Fans
DownForward1
Replaces Fan Toss. Throws two fans in an arc.
(Air) Fan Flutter
DownBack2
Adds (Air) Fan Flutter Special Move. Kitana halts her fall, letting her hover for a brief moment in the air.
Retreating and Advancing Fan Flutter
DownBack2
Adds Retreating and Advancing Fan Flutter Special Moves. Propel forward or backward during jumps.
Edenian Twist
BackForward3
Replaces (Air) Square Wave. Spin forward with multiple hits.
Ground War
BackForward3
Modifies (Air) Square Wave and (Air) Edenian Twist. They may now be used on the ground.
Half-Blood Stance
DownBack4
Adds Half-Blood Stance Special Move. Draw Sai and enter stance. Enables multiple additional attacks.
Edenian Fade
DownBack4
Adds Edenian Fade Special Move. Teleport straight upward and gain access to additional attacks.
Royal Protection
DownForward4
Adds Royal Protection Special Move. Blocks projectiles.
Edenian Razors
DownBack2
Replaces Fan Lift. Summon orbiting fans.

Low Fan Toss Mix-ups

Kitana acquires a variety of mix-ups using the Low Fan Toss (DownBack1) ability. This is a low projectile that gives Kitana multiple mix-up options up-close. Low Fan Toss can be used as a mix-up with Kitana’s Forward+2,3,4 and Back+2,3,1,Down+2 strings. Both of these strings end in overheads that will hit any opponent who is blocking low. While these strings are safe and leave Kitana at -7 on block, the last hit of these strings can be Flawless Blocked. If Low Fan Toss is blocked, Kitana will be left at -19 on block. However if Amplified, Kitana will be safe at -3 on block. Similar to Kitana’s overheads, the last hit of Amplified Low Fan Toss can be Flawless Blocked. To keep opponents guessing on how to punish, mix up the regular and Amplified Low Fan Toss. When Amplifying Low Fan Toss, make sure to always press Forward. This will allow Kitana to step forward and reach opponents who are far away after being hit by the Low Fan Toss.

Note: Due to Low Fan Toss hitting much earlier than Kitana’s overhead attacks, these mix-ups can be fuzzy guarded or blocked on reaction. Therefore, these mix-ups are not as strong against opponents with strong defense.

(Air) Fan Flutter

The (Air) Fan Flutter (DownBack2) ability allows Kitana to temporarily float mid-air, giving her substantial air control. Kitana can use Fan Flutter as a way to avoid being anti-aired on the way down. When jumping towards opponents, use Fan Flutter to prevent being anti-aired. If the opponent attempts to anti-air with a move such as a Down+2, it will completely miss and Kitana can punish on the way down with a jump attack. Once the opponent is conditioned to not anti-air, Kitana can then freely jump at opponents without fear of being hit out of the air.

(Air) Edenian Twist

(Air) Edenian Twist (BackForward3) is an aerial Special Move that allows Kitana to attack from above. On the way down, Kitana will attack with a double-hitting overhead. This can be used as a mix-up with Kitana’s low attacks such as her Back+3,4 and Low Fan Toss. To do so, Kitana must use Edenian Twist immediately after jumping off the ground. If done correctly, Kitana will attack the opponent instantly with an overhead. This is what’s known as an instant-air Edenian Twist. Edenian Twist is much stronger when Kitana is low on health and has used her Fatal Blow. While Kitana’s Fatal Blow is on cooldown, Edenian Twist will trigger a Krushing Blow. This makes Kitana’s mix-ups much deadlier as she can mix the opponent up anytime with the threat of a Krushing Blow. Edenian Twist can also be used while jumping backwards to hit opponents trying to advance. Be deliberate when using Edenian Twist because if it is blocked, Kitana will be at -19 and can be punished.

Square Wave

Kitana gains the ability to use her Square Wave (BackForward3) on the ground with the Ground War ability equipped. Square Wave is a fast advancing Special Move that allows Kitana to thrust herself at her opponent. Because of its fast start-up, Square Wave can be used to punish unsafe moves from a distance. It can also trigger a Krushing Blow if it hits as a Kounter or Punish from maximum range. Additionally, Square Wave can be used to hit opponents trying to move forward. While unsafe, this is an alternative way for Kitana to stop advancing movement when she does not have meter to Amplify her Fan Toss.

Half Blood Stance

The Half Blood Stance (DownBack4) ability puts Kitana into a stance that can lead into 1 of 4 different attacks:

1 – Gutted
2 – Seeking Sai
3 – Dive Kick
4 – Cancel Half Blood Stance

Gutted (1) is a mid attack Kitana can useful for hitting opponents who are trying to interrupt Kitana out of the stance. Gutted also triggers a Krushing Blow if the opponent was hit with 3 Seeking Sais previously, launching them up for a combo.

Note: Gutted cannot be interrupted after 1,2,Back+1 and Back+2,3,1.

Seeking Sai (2) is a slow projectile that is thrown into the air and tracks the opponent’s movement on the way down. Seeking Sai can be directed close, mid or far. On block, Seeking Sai will leave Kitana at +22 which allows her to approach opponents and set up her offense.

Dive Kick (3) allows Kitana to teleport towards the opponent with a downwards kick. This can be a great surprise attack against ill-prepared opponents and is useful for countering enemy projectiles. Dive Kick should be used with caution because if it’s blocked, Kitana will be left airborne at -25 and can be punished.

Cancel (4) allows Kitana to cancel out of the Half Blood Stance at the cost of 1 bar of Defensive Meter. By using Half Blood Stance within her blockstrings and cancelling out of it, Kitana is able to pressure opponents. Although the cancels are disadvantageous on block, Kitana can mix this up by using Gutted instead to stop opponents from interrupting her cancels. It’s best to mix up which attacks Half Blood Stance Cancel is used after, as well as mix up Half Blood Stance Cancel with Gutted and Edenian Razors to keep opponents guessing during Kitana’s pressure.

Royal Protection

Kitana gains the ability to counter enemy zoning by equipping Royal Protection (DownForward4). Royal Protection allows Kitana to absorb enemy projectiles. If successful, it will temporarily boost Kitana’s damage output. Royal Protection is best used at far range and against slower moving projectiles. Kitana will be able to absorb any projectile thrown at her on reaction.

Edenian Razors

The Edenian Razors (DownBack2) ability surrounds Kitana with multiple fans and will stop opponents from attacking. This allows Kitana to stop all approaches from the opponent. Whether the opponent tries to attack from the ground or in the air, they will be hit by the Edenian Razors.

As well as providing Kitana with a solid defense, Edenian Razors can be used for offense as well. Edenian Razors are typically used after strings such as Back+1,4 and Back+2,3,1. Although the Edenian Razors are -9 on block, they can be up to 0 or +1 on block depending on how long they are held. Kitana can then use her Down+3 to stop opponents from attacking after the Edenian Razors.

Note: The amount of advantage Edenian Razors give can also depend on whether the opponent is blocking high or low, which side Kitana is on, as well as the opponent’s character.

Variations


Fan-Fare
(Air) Fan Flutter
DownBack2
Adds (Air) Fan Flutter Special Move. Kitana halts her fall, letting her hover for a brief moment in the air.
Ground War
BackForward3
Modifies (Air) Square Wave and (Air) Edenian Twist. They may now be used on the ground.
Royal Protection
DownForward4
Adds Royal Protection Special Move. Blocks projectiles.
Highborn
Half-Blood Stance
DownBack4
Adds Half-Blood Stance Special Move. Draw Sai and enter stance. Enables multiple additional attacks.
Edenian Razors
DownBack2
Replaces Fan Lift. Summon orbiting fans.
Fearless
Fan-Nado
DownBack2
Replaces Fan Lift. Tornado grows and immobilizes opponents.
Low Fan Toss
DownBack1
Adds Low Fan Toss Special Move. Throws a fan close to the ground. Must be blocked Low.
Edenian Twist
BackForward3
Replaces (Air) Square Wave. Spin forward with multiple hits.
Kustom Variation 1
★ ★ ★ ★
Low Fan Toss
DownBack1
Adds Low Fan Toss Special Move. Throws a fan close to the ground. Must be blocked Low.
Edenian Twist
BackForward3
Replaces (Air) Square Wave. Spin forward with multiple hits.
Ground War
BackForward3
Modifies (Air) Square Wave and (Air) Edenian Twist. They may now be used on the ground.
Kustom Variation 2
★ ★ ★ ★
Low Fan Toss
DownBack1
Adds Low Fan Toss Special Move. Throws a fan close to the ground. Must be blocked Low.
Half-Blood Stance
DownBack4
Adds Half-Blood Stance Special Move. Draw Sai and enter stance. Enables multiple additional attacks.

Extra Guides


Fighting Kitana

★ Fighting Kitana


Gaps & Punishes This is a 13 frame mid attack that leaves Kitana at -1 on block while creating very good pushback. This can be punished ...