lol...my my turn. since evryone is doing one...I might as well do one also. I main kitana so that shall be who I talk about today. her wake up game isn't all that great, BUT she does have one of the best wake ups in the game, but it costs 1 bar.
kitana has 6 specials: fan toss( d, f+1), cutting fan(d, f+2), uprise(b,b+2), square boost(d, b+1), pretty kick(d, b+3) and fakeout kick(d,b+4). all of these moves have enhaced versions except for fakeout kick. two of these moves are good wake up, 1 of these move is a good wake up when enhanced and the other three shouldn't be used as wakeups at all. I'll talk about the two main wake ups 1st.
-Square Boost. this move is a decent wakeup move but its used differently than most wake ups. this one will be used defensive as its main use to to escape the corner. it has invincibility on startup so its best to use it to escape corners. mostly likele this move will whiff, but you should land far enough from the opponent to avoid punishes. THIS MOVE SHOULD ONLY BE INTENDED TO USE AS A CORNER WAKEUP. if you use this move outside of the corner, you'll just fly right into the corner. you might avoid punishes but the fact that you in the corner is not fun, especially if you fighting jax, noob or lui kang. be careful as a skilled opponent might bait u into using this move and youll eat a combo if he does bait you. it can be used as an anti air on a late jump in opponent.
The enhanced version has the same characteristics as the regular but has armor and deals more damage. again, this move should only be used as a wake to escape corner. it has invincibility frames on start up and the armor might help you escape if the opponent attacks you after the invinc frames has ended. other than that..no real uses for the enhanced version.
-uprise. this is the main wakeup for kitana. its invincible on start up but can still be hit out of it by low kicks. this move stops most oncoming attacks so if you're waking up and the opponent is applying pressure, use this. mosy likely it'll catch them. this move is unsafe on block and whiff, but most players wait for the move to finish completely before attack. in that case, you'll be safe. it can be used as an anti air..but only on late jump ins. if the opponent is already descending from the jump and you use this, the opponent will land intime to block it since the start up is slow. it has MASSIVE active frames though. so if you use this and the opponent HASNT blocked it yet, the move stays active for a long time. it'll catch a lot of ppl off guard, they'll think the move is finishing but then walk right into it.
THE enhanced version is kitanas BEST wakeup/anti air move and one of the best wake up/anti air moves in the game. it starts up INSTANTLY which means there is no wind up. its COMPLETELY invincible to EVERYTHING except low kicks. this move will also catch an armored opponent. if the opponent scored a knocked down and is rushing down, use this. it'll catch them 95% of the time. this move is also a better anti air than the regualr version because of the instant startup. therefore this version can catch opponents descending from their jump. this move is nasty. beware though, skilled players will wait for you to wake up with any version of this move, block it and punish you.
Those two moves are kitanas best wakeups. the 1 wakeup she has that's useful ONLY when enhanced is:
-Cutting Fan. the regular version is not a good wake up, but it could catch some opponents off guard. it has invincibilty on start up and its safe on block. but this move, despite the invincibility, can be knocked out of. if you manage to hit your opponent with this, it puts them in a stagger state and kitana recovers fast enough to continue her pressure.
The Enhaced version is the nuch better than the regular version. its completely invincible, does more damage and sneaks in two extra surprising hits. use this on wake up if the opponent is rushing your down. its safe on block and most likely you'll land the final portion of this move because the opponent will block the 1st two hits but not realize two more hits are coming, scoring kitana a knockdown. none of the versions are really good anti airs tho.
Three last three moves SHOULD NOT be used as wakeups. her fans are a projectile thats starts up slow and can be ducked up and punished if the opponent is close. an besides, who wakes up using a projectile?(besides kabal and noob). the enhanced version starts up fast than the regular version and throes the fans seperately. u can dash cancel after holding onto the second fan, but that method works best in block strings, not on wakeup. pretty kicks is a horrible wake up. no invincibilty and the start up is slow. its safe on block though. the enhanced is the same way. fakeout kick is also a horrible wake up attack and it doesn't even have an enhaced version. it COULD catch an opponent rushing you down tho...since it has the same start up as pretty kick, but then kicks low, hence why its called "fake out kick". its safe on block. this move should be used in mixups and blockstrings..not on wakeup.
well there you go. kitanas wake up options. I did the best I could with this, especially since this was done on my cell phone lol. enjoy!