Kitana has a very unique playstyle in MKX, which can be a good or bad thing, depending on the way you look at it. She is more of a 'catch you off guard' character who relies on well timed punishes and sometimes zoning. She also has huge combo damage, and lots of great ranged normals that make up for her lack of mixups. She is considered to be a rather weak character in the game due to her lackluster mixups and generally bad footsies, though any character in the right hands can be deadly.
1 = Front Punch
2 = Back Punch
3 = Front Kick
4 = Back Kick
EX. = Enhanced Version
J. = Jump/While in the Air
NJ. = Neutral Jump - Jump up
Notable combo strings:
111: Kitana's main 7 frame combo starter. Hits high. Should be used for quick punishes.
F112: 14 frame combo starter. Be careful not to throw out the F1 naked though, it has to be one of the worst moves in the game. This combo advances a lot, so you can use it from a distance.
212/21: 21 - fan toss is a midscreen combo starter that starts up in 8(?) frames. Good for whiff punishing. 212 is fairly safe on block, use fan toss right after to make it safer. Good for corner damage.
F22U4: Great advancing mid footsies tool and combo starter, on block should be cancelled into float the fan toss or booty bump if in Royal storm to make it safer.
F33: should be used mid combo for more damage.
B14: Good combo starter, second hit is low. Was buffed June 2 to become 9 frames (was slower).
B3: Kitana's low combo starter. Has respectable range, and is quite fast.
General Special Moves:
Fan toss: Great zoning tool and combo extender, hits high. IAFS are quite possible the strongest anti air in the game. EX throws one more fan and increases combo opportunities, though its really hard to combo from midscreen. I advise you to use it in the corner more.
Fan Lift: Great combo starter or extender, also a great wakeup if your opponent is right on top of you. EX does damage, do not use.
Throat Slice: Combo ender with good range, EX has armor.
Jump fan slash or whatever the hell it is called: Okay anti air, EX adds damage do not use. Okay wakeup.
Air Float: Great for mindgames, Great tool for Kitana's 50/50. Use will be elaborated on later in the guide.
All of the above are extremely punishable on block and should not be tossed out randomly.
Royal Storm is Kitana's defensive/counter zoning variation. It is considered to be her strongest variation, since she has improved footsies, and a new way to escape opponents' pressure.
Fan-nado. Kitana's improved fan lift, it travels 1/4 of the screen as a whirlwind at a moderate speed. Great footsies tool and punish for poke spammers. EX travels fullscreen and does damage, extremely useful in a zoning war, gives the opportunity for fullscreen combos. Less useful as a wakeup than the fanlift.
Bounce back: Kitana's projectile reflect. It has slow startup, but it can reflect more that one projectile at a time. Good for counterzoning.
Flying booty: Kitana flies butt first into the opponent. Good combo ender and great to keep yourself or the opponent away. EX adds armor and damage, only use when pressured.
24: Okay combo ender, but Kitana has many better ways to end combos for more damage.
You can play this variation in 2 ways. You can rushdown the opponent or zone him out. For rushing, Keep the opponent on their toes by using B2 often (overhead). This will condition them to block high, which gives you opportunities to open them up using B14 or B3 preferably. Kitana has horrible pokes, so if you get in a poke war back away then Fan-nado.
For zoning, throw air fans often to threaten their jumps, and use ground fans too. Threaten their projectile spamming with Bounce Back and EX Fan-Nado. In case you cath them with an air fan, throw a ground fan then run to them and grab them for extra damage (the grab knocks them far away) or throw another fan if they are in the corner.
Ask any questions if you want to, I'm ready to help.
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