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Mortal Kombat


Kitana FAQ

by japongt

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                         Mortal Kombat Character Guide
                                 By SuppaTenshi
                               [email protected]

                                  Version 0.1


05/21/11 - Ver. 0.8
FAQ is written.


                       T A B L E   O F   K O N T E N T S   

01) About
02) The Basics
03) Moves
  +3.1) Basic Attacks
  +3.2) Basic Kombos
  +3.3) Special Moves
  +3.4) Fast Tags
  +3.5) Tag Kombos
  +3.6) Tag Specials
  +3.7) X-Ray
  +3.8) Finishing Moves
04) Into the Kombat
  +4.1) As Kitana
  +4.2) Against Kitana
  +4.3) Kitana's Pros and Cons
05) Fighting against
  +5.1) Baraka
  +5.2) Cyber Sub-Zero
  +5.3) Cyrax
  +5.4) Ermac
  +5.5) Jade
  +5.6) Jax
  +5.7) Johnny Cage
  +5.8) Kabal
  +5.9) Kano
  +5.10) Kratos
  +5.11) Kung Lao
  +5.12) Liu Kang
  +5.13) Mileena
  +5.14) Nightwolf
  +5.15) Noob Saibot
  +5.16) Quan Chi
  +5.17) Raiden
  +5.18) Reptile
  +5.19) Scorpion
  +5.20) Sektor
  +5.21) Shang Tsung
  +5.22) Sheeva
  +5.23) Sindel
  +5.24) Smoke Man-Hair
  +5.25) Sonya
  +5.26) Stryker
  +5.27) Sub-Zero
06) Advanced Stuff
07) Frequently Asked Questions
08) Easter Eggs/Interesting Facts
09) Miscellaneous
10) Contacts/Credits

-----------------------------[   01) About   ]-------------------------------

Why hello there, this is japongt (AKA as SuppaTenshi/Mega-Japan elsewhere),
and this should be the second Character FAQ I write for GameFAQs. Given the
lack of free time I have nowadays, I still pushed myself to write this FAQ
for the simple fact that I love the game and the character, and in order to
help all newbies out there looking for help to improve this character of

To be honest, I never paid much attention to Kitana in the past. My main for
the first four games being Liu Kang, and the Li Mei for the three games after
that. This time around however, there is no Li Mei, and Liu Kang has lost my
interest, so I went in the search of a new character to be a master at. After
using Kitana for a few rounds, I knew she was it.

Because this game was released for two separate consoles, I will be using the
button standard that works with both. Here the basic attacks:

Command:	Standard:	PlayStation 3:		Xbox 360:

Front Punch	1		Square			X
Back Punch	2		Triangle		Y
Front Kick	3		X			A
Back Kick	4		Circle			B

Block		BLK		R2			RT
Throw		H		R1/Square+Circle	RB/A+X
Flip Stance	FS		L2/X+Circle		LT/A+B
Tag		T		L1			LB
X-Ray		XR		L2+R2			LT+RT

Up		^
Down		v
Back		<
Forward		>

--------------------------[   02) The Basics   ]-----------------------------

Place of Origin: Edenia
Alignment: Good
Allies: Liu Kang, Jade, Sindel
Enemies: Mileena, Baraka, Shao Kahn
Race: Edenian
Status: Princess
Strength: Medium
Speed: Fast

 -Mortal Kombat II
 -Ultimate Mortal Kombat 3
 -Mortal Kombat Trilogy
 -Mortal Kombat Gold
 -Mortal Kombat Advance
 -MK: Deadly Alliance
 -MK: Shaolin Monks
 -MK: Unchained
 -MK: Armageddon
 -MK vs. DC Universe
 -Mortal Kombat (2011)

 Kitana is the the sole heir to the throne of Edenia. Daughter of Queen
Sindel, Princess Kitana is 10,000 years old, yet considered young in her
realm. She was raised in the realm of Outworld as the loyal step daughter
of Emperor Shao Kahn. She then discovers the truth behind her past, and
opposes Shao Kahn by allying herself with the Earthrealm warriors. Having
her childhood friend Jade, Kitana plans to take back her realm of Edenia
from the forces of Outworld.

 Without a doubt, Kitana falls in the top quarter of all characters. She is a
very well balanced fighter in both ground and air, being able to use her most
effective specials in the air, and having devastating ground combos. Her X-Ray
is also very easy to combo into, having not problem adding up great damage.
She does however, have a slight disadvantage against opponents who can counter
projectiles and have air grabs. Unlike the other mainstream characters, Kitana
is not very newb friendly, needing a good amount of skills to make the best
use of her.

-----------------------------[   03) Moves   ]-------------------------------

Because I only own and use the PS3 version of the game, and I do not want to
leave out the 360 players out there, I will be using the standard naming for
all moves (1, 2, 3, 4, etc.), or calling the moves by their respective names
(Fan Toss, Square Boost, Uprise, etc.).

3.1) Basic Attacks

Front Punch (1)						Damage: 3%

	Back Punch (2)						Damage: 5%

Front Kick (3)						Damage: 7%

	Back Kick (4)						Damage: 9%

Uppercut (v + 2)					Damage: 12%

	Fan Slice (< + 1)					Damage: 5%

Uprise (< + 2)						Damage: 9%

	Shin Kick (< + 3)					Damage: 3%

Fan Stab (> + 2)					Damage: 7%

	Hop Kick (> + 3)					Damage: 5%

Spin Kick (> + 4)					Damage: 7%

	Sweep (< + 4)						Damage: 7%

Back Throw (H)						Damage: 12%

	Forward Throw (> + H)					Damage: 12%

Air Punch (1 or 2 in Air)				Damage: 5%

	Air Kick (3 or 4 in Air)				Damage: 5%

Forward/Back Air Punch (>1/<1 or >2/<2 in Air)		Damage: 4%

	Forward/Back Air Kick (>3/<3 or >4/<4 in Air)		Damage: 7%

3.2) Basic Kombos

Royal Pain (1, 1, 2)					Damage: 12%

	Dignified (<1, 2)					Damage: 11%

Majestic (2, 1, 2)					Damage: 14%

	Noble Lift (>2, 1)					Damage: 11%

Regal Assault (3, 3, 3)					Damage: 14%

	Blue Blood (<3, 3)					Damage: 9%

Power Intrusion (>3, 1, 2)				Damage: 14%

	Deadly Rush (>4, 1)					Damage: 15%

Pure Kicks (>4, <4)					Damage: 13%

3.3) Special Moves

Fan Toss (v, >, 1)					Damage: 7%
Air Fan Toss (v, >, 1 in Air)				Damage: 8%
Charged Fan [Enhanced] (v, >, 1 + BLK)			Damage: 11%
Air Charged Fan [Enhanced] (v, >, 1 + BLK in Air)	Damage: 11%
As the name suggests, Kitana will shoot both of her fans at the opponent.
Certainly a great projectile effective at all distances. The move can be done
in mid air and be activated after virtually any attack. It makes it plenty
hard for the opponent to advance, and also effective for mind games. Perform
a jump, and you can have the opponent guessing whether you'll square boost at
them or throw a fan right at their face. For some obnoxious reason, the Air
Fan Toss causes more damage despite Kitana throwing a single fan rather than
two like she normally would. This, of course, should be taken to its most
advantage. Her enhanced version, the Charged Fan, is one of the best
projectiles in the game, allowing Kitana to use it in order to perform
devastating combos. Here's the trick, Kitana will toss one of the fans first,
while readying and holding the second to knock down the opponent, doing 7% and
5% respectively. However, the second toss can be held by holding down 1, and
canceled out by either dashing or jumping in any direction. If is the case,
then the move will only do 7% of damage like a regular Fan Toss, with the
difference that the fan will be spinning in the enemy's guts holding it right
open for you to continue to unleash your fury upon the poor soul.

Upraise (<, <, 2)					Damage: 0%
Uplift [Enhanced] (<, <, 2 + BLK)			Damage: 0%
Kitana will wave her fans at a 45░ angle while screaming either "Ki ka ma ru!"
or "In de ne!", whatever that's supposed to mean. Or if you are lucky, she
might not say a word. As the opponent comes in contact with these airwaves,
it will levitate in their direction for a couple of seconds, leaving them wide
opened for any of Kitana's aerial attack (<2 + Air Fan Toss is recommended),
or a simple uppercut will do. The enhances Uplift version is essentially the
same thing done a tad faster, with no wind up whatsoever. It can be used as a
good wake up attack, however it is often not worth the special bar.

Cutting Fan (v, >, 2)					Damage: 9%
Fan Dice [Enhanced] (v, >, 2 + BLK)			Damage: 19%
Yet another move in Kitana's arsenal, the cutting fan will have Kitana
spinning her fans around, and slicing her opponents like it's cool. The move
is great to end combos as it is easy to access (try pressing 2 then follow
with the v, >) and has some great priority. The Fan Dice however, is much
deadlier, doing a whooping 19%, more than double than its non-enhanced
counterpart. Unfortunately however, it's not as great of a combo finisher as
the regular version.

Square Boost (v, <, 1)					Damage: 9%
Air Square Boost (v, <, 1 in Air)			Damage: 7%
Square Wave [Enhanced] (v, <, 1 + BLK)			Damage: 13%
Air Square Wave [Enhanced] (v, <, 1 +BLK in Air)	Damage: 11%
Kitana will conduct a quick high jump and fly towards the opponent at a 90░
angle then drop, creating the shape of a square (or rectangle), hence the
name. This is her only move that can used to close up on the opponent on the
other side of the screen. Beware not to use it aimlessly as Kitana is left
wide opened for a few frames upon landing. My advice is to use the Air Square
Boost instead of the regular one to zoom in and charge straight at the enemy.
The Square Wave is the exact same thing as the Square Boost with slightly more
damage, and therefore should never be used unless you know you are going to
hit the opponent with it. Otherwise is nothing but a waste of energy bar. Like
the Fan Toss, if you jump and hit 1 (punch the opponent) followed by v and >,
you will create and instant Square Boost combo creating 10% damage. Not much
but remember, it all adds up.

Pretty Kick (v, <, 3)					Damage: 10%
Pretty Legs [Enhanced]  (v, <, 3 + BLK)			Damage: 13%
I don't know you, but I can't find what's so pretty about being kicked in the
face. Because that is exactly what Kitana does in this not-so-special special
move, make a little hop and double kick the opponent. The move itself is not
so bad, as you can use it to end combos and whatnot, but you can't help but
get the feeling that it is just another move, there for you to use when you
remember to use it. You thought Upraise was the only move where Kitana mumbles
her ancient Edenian language? Well, you thought wrong. Kitana says screams
her trademark words when doing the Pretty Legs, which by the way, only does 3%
more than the regular one. Unless you love hearing that voice of hers, I say
save the bar for X-Rays or combo breakers.

Fake Out Kick (v, <, 4)					Damage: 8%
Pretty Kick is not the only move that will have you wonder, "why is this a
special move?". Fake Out Kick raises the question mark to a new level, not
even having an enhanced option. Arguably one of the worst special moves in the
game, Kitana will spin around making you believe she will perform a high kick,
when in fact she is going for a low kick. The thing is, among all that
spinning, Kitana is left wide open for several frames, making her an easy
target for just about anything. I would suggest doing the move only at mid
range. It throws the opponent off guard almost guaranteeing a trip.

3.4) Fast Tags

Use this when you want to immediately switch characters in a tag battle
without compromising your safety.

Truth Be Told (> + 2, 1, T)				Damage: 11%

Effortless (> + 3, 1, 2, T)				Damage: 14%

Big Fan (<, <, 2, T)					Damage: 0%

3.5) Tag Kombos

These are basically Kitana's basic combos, but replacing the last hit with a
tag, and so finishing the combo with the waiting character while leaving it
out. If Kitana is the switching in character, she will perform a Fan Slice
doing 8% damage which you should immediately follow with a Air Fan Toss for
and extra 3% and opening an opportunity for a much longer combo.

Pretty Princess (< + 1, T)				Damage: 5% + Varies

Mesmerizing (2, 1, T)					Damage: 7% + Varies

Magnificent (3, 3, T)					Damage: 9% + Varies

Disrespect (> + 3, 1, T)				Damage: 8% + Varies

3.6) Tag Specials

Tag Out (T)						Damage: 0%
Basically switching your character and that's about it. Make sure to do it
when you are not wide open or else that will be a free hit or combo for your

Tag Attack (v, >, T)					Damage: 11% / Varies
Your waiting character will show up out of nowhere doing one of their special
moves. If the waiting character is Kitana however, she will fly in with an
Air Square Wave, which is very unlikely to hit anything unless that said
opponent just happens to be in the air when the move is activated. Do remember
however, that this move acts as an enhanced special. Therefore draining one
special bar and respectively doing 11% damage just like an Air Square Wave
should. One the move is executed, the waiting character is now in the fight.

Tag Assist (v, <, T)					Damage: 8% / Varies
The waiting character will magically appear behind you doing one of their
special attacks (different from the Tag Attack special). Unlike the Tag
Attack, the Tag Assist does not bring in the waiting character, bute merely
acts as another special attack for the character in use. If Kitana is the
waiting character, she will pop up behind you doing an Air Fan Toss. Despite
this acting as an enhanced special and draining a special bar, Kitana will
not do an Air Charged Fan, making this move often not worth it.

3.7) X-Ray

Fan-Tastic [3 Bars] (FS + BLK)			Damage: 31%
Quite obviously Kitana's best move. Kitana will shoot both of her fans towards
the opponent at max speed. She will then somehow teleport behind said opponent
(not before screaming one of her trademark lines, "farewell") and stab it
right behind their skulls with her closed fans. She will teleport yet again in
front of the opponent, grab the two fans she left inserted in their skull, and
proceed to insert them right into the eye sockets, knocking them right to the
ground and screaming "get up". Ok, number one... Why in the world can't you
that awesome teleporting move outside the X-Ray? Seriously, it looks pretty
damn useful to just leave it out of the equation and have it exclusively for
a special that requires your entire special bar. And number two, you can't
just go around stabbing people in the back and front of their skulls, knocking
them to the ground, and them telling them to get up! Interestingly, not only
do they actually get up, but also come back with healthy eyes even though they
just had two steel fans right through them. Gameplay wise, the move can be
activated at any range, ground or air, really fast, and very easy to combo
into. Damage wise, it is one of the weakest X-Rays in the game, but the
advantages it brings make up for it. A guaranteed way to pull it off is right
after an Upraise, but that will reduce the damage down to 26%. And the most
basic combo to pull it after would be right after a simple <2, adding an extra
7% and making it a 38% damage move.

3.8) Finishing Moves

Fatality #1: Fan Opener (v, v, <, >, 2)
Without a doubt, one of the most boring fatalities in the game. Kitana
slightly pushes the opponent, pulls out both of her fans, and slices both of
the opponent's arms right off with them. She then proceeds to slice the head
with one of the fans and... that is it... what? I told you it was boring,
that's why I never do it.

Fatality #2: Splitting Headache (>, v, >, <, 3)
This one is somewhat more entertaining. For a weapon fatality anyways. She
pulls out both of her fans yet again, and inserts one of them right below the
opponent's belly button. She then opens the fan, basically cutting the entire
stomach, removes it, and stabs the other fan right into the enemy's face,
which she opens as well, splitting the head in two from the chin and out the
forehead. And then she poses like a champ.

Stage Fatality (>, v, v, 3)
Well, this clearly depends on the stage you're fighting on. Whether you feed
the trees or have someone else run over your enemy, it's up to you. Take your

Babality (>, v, >, 4)
She magically turns people into babies... Wait, they all do that. When it is
done on Kitana however, baby Kitana pulls out the now huge steel fans out of
thin air. She makes an epic baby pose, just to be taken by the wind and fall
right back down with the fans by her side. She then cries, like they all do.
Hey, at least be glad those fan blades didn't land on your head.

------------------------[   04) Into the Kombat   ]--------------------------

4.1) As Kitana:

Kitana is pure greatness all around, and certainly one of the best characters
in the roster. As a Kitana player, you must be fast. Although she can be used
as a turtle character, it is neither her strength or purpose in the fight.
Just about all of her attacks rely on her fan work and a lot of timing. Take
for instance one of her Bread n Butter (BnB) combos, >2, 1, Jump 1, Dash, <2,
Air Fan Toss. There is a very precised timing in that Jump 1 that can easily
be missed and end the entire combo. This alone separates Kitana from very easy
combo characters like Ermac and Scorpion.

One of her best weapons is a good rush down attack. Thanks to her high speed,
she has no problem rushing down the opponent and finishing them off before
they even get the chance to breathe. Good starters are 2, 1, Pretty Kick or
2, v, >. After an opponent wake up, you can often go for a grab which seems to
work pretty often, or even pull off a Fake Out Kick from a safe distance. If
far away however, you can Fan Toss and close in with a Square Boost. When
knocked down, you can either attempt to do a wake up attack like Uplift or
Square Boost, or simply roll back, jump back, and Square Boost their face.

If you are the one who is being rushed down however, make sure to block
appropriately and immediately get out of the hit zone. Kitana hates being the
sand bag and often has trouble forsaking the billet. The typical uppercut in
this situation can only help so much, so jumping backwards with a kick often
works. Keep jumping back and throw an Air Fan Toss at them if you need to,
then switch to offense and continue the chase. Be careful as you retreat
however, as clever teleporting character might pop up right behind you to
continue with their routine.

And speaking of which, teleporting characters are a pain in the arse, but
surely nothing Kitana can't handle. I'm mainly referring to the likes of
Scorpion, Smoke, Ermac, Kung Lao and Sektor. Just beware and always be on
your guard. These characters are no joke and can pack a punch with nothing
a teleport. Although an air game is a field where Kitana is very good at,
try not to jump as much when playing these characters, since they will often
take the opportunity and knock your down. Thankfully, these teleports are
easily punishable if you just keep your guard up. Once they fail miserably
and start spinning right in front of you, it's the perfect chanse to punish
with Upraise, BnB, or a combo of your choice.

4.2) Against Kitana:

Kitana hates teleporters, but who doesn't? This is mainly because a lot of her
attacks consist of a good air game. If you are a teleporter, just wait for her
to take her feet of the ground. Whether she is going to do an Air Fan Toss or
an Air Square Boost, it doesn't matter. It is not going to affect you and you
will hit her regardless. This is unless you are Kung Lao, she jumps away, and
you end up a fan up your guts. If you are a defensive character like Sub-Zero,
Stryker, or even Kano, stay away and play your mind games. Make clones, shoot
guns, throw knives, just do what you must to keep her away from you. She will
most likely attempt to approach you with a Square Boost, which is a good time
to throw a high projectile like Stryker's Bomb, Shang Tsung's Skull, or even
Jade's Razorang. 

Block her fans. Really, they are not hard to block and you can see them coming
from a mile away. If you get hit, they will hold you for about a second, giving
Kitana more than enough time to be right on your face. If you must fight close
combat, just do what she would do to you, rush down to death. Do not let her
breathe, as most of her effective combo will require a good (often timed) hit
on you. If you sense a long combo coming, because you've already been through
them, make sure to use a combo breaker (assuming you have enough bars). That's
what they are there for, and don't wait until the last hit to do it either.
Some players out there are just very slow on catching on.

4.3) Kitana's Pros and Cons:

-Pros ============

-Very fast character.
-Great projectile with plenty great vertical range.
-Great close in move that causes damage upon contact.
-Deadly combo maker.
-Is good at mind games.
-Has easy to access combo starters.
-Is a princess with a hawt sexi bodi.

-Cons ============

-Most attacks have bad recovery time.
-Not the strongest character.
-Not a great defensive character.
-Lacks the teleport seen in X-Ray.

------------------------[   05) Fighting Against   ]-------------------------

5.1) Baraka:

Overall Difficulty: Very Easy
Baraka offers nothing that Kitana can't take. Simply make sure you don't
blindlessly fall into his Chop Chop move. His projectile is easy to avoid by
simply ducking and also easily punishable if you are close to him.Do not
underestimate him however, as he has strong swings that cause a lot of pain
and his mind games consist of leading you right into them. You can either
rush him down like you normally would, or try to play him from a distance.
After all, all he has is a slow projectile for his long range tactics.

5.2) Cyber Sub-Zero:

Overall Difficulty: Medium
Although you might not see many Cyber Subz out there, the few you do get to
can pack quite the punch. He surprisingly has some deadly combos that can
knock you over half your bar no problem, specially if combo'd with the X-Ray.
So the advice is to remain calm and not just rush into him, as his counter can
easily catch you off guard. Play him from a distance or even an air game where
ice bombs are of no threat to you. Block its ice ball and attempt to go for a
combo. Like Sub-Zero, if you are at a distance, Cyber Subz might attempt to
slide right at you thinking you are not going to duck block it. Do yourself a
favor and do block it. It is quite a predictable and easily punished move.

5.3) Cyrax:

Overall Difficulty: Easy
A random Cyrax in a ranked match is usually nothing to fear, but like any
character in the game, it can be deadly in the right hands. Like Cyber Subz,
Cyrax is best to handle in an air game. Just don't get caught by his Anti-Air
move and you will be fine. Avoid his predictable net attacks and go for the
kill, as he doesn't have much to offer at close range. If caught in his net
however, expect a teleport followed by long combo of doom.

5.4) Ermac

Overall Difficulty: Very Hard
Here is one you will see often. The many souls guy will not hesitate to start
off the game with one of his two telekinetic moves. This is one guy you do NOT
want to play an air game with. Not only his Force Push and Force Lift attacks
have ridiculous hit boxes, but they are also his main combo starter, so you
definitely don't want to get caught in them. Either play him from a distance
or at close range, keeping your guard up and punishing him whenever he feels
like teleporting. Do not jump unless you know it is safe to do so, such as him
attempting to do a Butt Slam, which you can quickly cancel with a Jump Punch
and an Air Fan Toss.

5.5) Jade

Overall Difficulty: Medium
Jade is a good rushing character. Specially against those who rely on their
projectiles. Don't aimlessly throw fans at her, as she will have no problem
passing through them and then smack you in the chin with her table dancing
tool. Her air game is weak, and so you can begin there and rush her down to
no end. Look out for her Staff Overhead, and jump away when she turns purple,
since not a thing you do will affect her. Close in and unleash every combo you
learned in practice mode.

5.6) Jax

Overall Difficulty: Easy
Mr. Major of Special Forces' greatest tactic is to grab you and smack you to
death with his fearless steel arms. Fighting him is tricky. Go at him from the
air, prepare for an air grab. Stay on the ground, stand by for a ground pound.
Do your best not to give him room to counter attack. Do not, by any means, let
him corner you. If that is the case, escape immediate. Jax crushes ribs and
jaws when he corners anyone. Watch out for his Dash Punch, not only does it
come unexpected but it's his typical punishment. Other than that, simply jump
away and release some fans at the motivator. I'm your military grade fans will
suit him well.

5.7) Johnny Cage

Overall Difficulty: Hard
For starters, that Flip Kick of his has far too much priority! It is pretty
hard to approach anyone whose instant kick will knock you out from almost
angle. Basically don't randomly jump at the guy. Instead, go for the low
attacks, and always look out for his random Nut Punch which is bound to hit
you if you are not careful enough. His Shadow Kicks come at you so fast it's
not even funny, so if you happen to block it, be sure to follow it up with a
quick punishment.

5.8) Kabal

Overall Difficulty: Medium
This guy is just so unpredictable, mainly due to his move pool being able to
get you from about any distance. His Nomad Dash is almost guaranteed to hit
unless you are set blocking. Thankfully, if successfully blocked, he is wide
opened for a combo of your choice. Once you punish them enough with 30%+
combos, they will be very hesitant to do it again, at which time you approach
and go for the kill. His Gas Blast is nowhere as annoying as the Buzz Saw the
Buzz Saw that comes at you out of nowhere. Jump and immediately Square Boost
at his face.

5.9) Kano

Overall Difficulty: Medium
Much like Jax, Kano is a good grappler who will choke the life out of you if
you are not careful. His strategy consist of either grappling, ball at you, or
throw knives at you. The latter two can be easily blocked and possibly
punished. Rush in, attack, then step back. You definitely don't want to get
caught in the game's strongest X-Ray. There is not much chemistry here. His
Ball attacks can be fairly predictable and easily punished with a Fan Toss or
Air Fan Toss.

5.10) Kratos

Overall Difficulty: Easy
Kratos is really, really strong. However, thanks to Kitana's super speed, he
is nothing bu a big turtle blocking your way. The only moves you need to be
of are his Golden Fleece and Apollo's Bow. The later because most Kratos
loyally rely on the move at long distance and often resort to spam it. Thanks
to the high damage it causes, it can be bad even if you block it. As for the
Golden Fleece, don't just randomly toss fans at the guy, and even if you do
and he happens to counter it, make sure to instantly jump out of the returned

5.11) Kung Lao

Overall Difficulty: Hard
This one is yet another one I guarantee you will see often. They will not
hesitate to abuse Dive Kicks, Ground Hats, and Teleports. Block the Dive
Kicks and punish with easy 30%+ combo. After a while, they will not use the
move so carelessly. If he plays a long range game, you are better at it. Do
make the most use out of your Fan Toss, and even they follow up with a
Teleport, you have time to dash back on reaction and punish with an Upraise
for easy combo follow up. When you see those Ground Hats coming, be sure to
do a quick jump and follow up with a quick Air Fan Toss. Once they get the
impression that Kitana is a long range fighter, rush in and go for the kill.

5.12) Liu Kang

Overall Difficulty: Medium
With Liu Kang it is all about the mind games. He will either rush right at you
and try to get you into his famous and super-easy-to-perform 3-move 12-hit
combo and beyond. Do not let that happen, and if you see it coming, combo
break if you got the bars to spare. From a distance, he will try to keep you
throwing Fireballs in all directions. He has no problem dropping one in your
face if you try to Square Boost at him. Use a steady approach and rush him
down. They will Bicycle Kick and Fly Kick you if they see a small opening,
but thankfully both are easily punished, with the latter being not as easy to

5.13) Mileena

Overall Difficulty: Very Hard
Easily one of Kitana's worst match ups. Given it is skilled Mileena, Fan Toss
and they will roll right under it. Square Boost and they will teleport with a
kick up your nose. Add a bunch of bouncy combos and Sai stabbing, and you are
in for a bloody ride. Mileena might not be a great character overall, but it
is almost as if she was made for the purpose to counter her half-sister. You
must choose your moves wisely, since about all of them can be punished by
Mileena. My advice would be to rush her down and not give her a chance to
teleport, and block her incoming rolls, which then become easily punishable.

5.14) Nightwolf

Overall Difficulty: Hard
This native will reflect your fans with his chest like a champ, and knock your
guard off with his Lightning. At mid range, he will go for the Shoulder
charge, so be wary of how you handle this guy. For the most part he is still
more vulnerable for air attacks. Some quick 3, Air Fan Toss and you just might
have him open for a combo. His Arrow is no problem unless it's a Multi Arrow,
which can get you even when you are trying to Square Boost towards him. Just
make sure you rush him down and not let yourself fall into his tomahawk game.

5.15) Noob Saibot

Overall Difficulty: Easy
For many, Noob is a nightmare. For Kitana, no problem. Noobs move pool can not
get any more predictable. They tend to do nothing but Shadow Charge and Shadow
Slide at you, and whenever you get close, here comes the Shadow Upknee. All
which can be easily blocked. Try to approach him by Square Boosting his way,
trying to avoid that Shadow Upknee that might get in your way. Rush him back
to the Netherrealm, and keep your guard up for his easily punishable teleport.
Try not to jump too much, as said teleport is bound to get you the second he
sees you in the air.

5.16) Quan Chi

Overall Difficulty: Easy
The Netherrealm'ers really have nothing on the Edenian Princess. His strategy
is fairly simple: Combo, combo, Trance, combo. Basically, like any other
character, if you get caught, you are screwed, unless you have a combo breaker
ready for the guy. And even that can be neglected if he decides to use
Mesmerize instead of Trance. His Ground Burst are nothing you should worry
about, and if you act on reaction, neither is his Sky Drop. Punish, and go for
the kill.

5.17) Raiden

Overall Difficulty: Medium
The God of Thunder hasn't lost his touch. Their basic strategy is Lightning,
Lightning, superman. Chances are you will drop your guard and attempt to
attack after the first or second Lightning, but before you know it, here
comes the superman. If you can learn to block that superman, you are good to
go. Don't bother keeping distance, as the Raiden will always teleport right
behind you for a good combo or simple Electrocution, at which point is to
react with a combo starter of your own, a Square Boost to GTFO, or a quick
uppercut will do the trick.

5.18) Reptile

Overall Difficulty: Medium
Mr. I-have-three-projectiles-and-all-of-them-can-be-used-to-juggle-and-combo
can be pretty annoying to battle against, mostly due to his projectiles, from
which you have no choice but block or avoid, and even the latter is not so
easy. When he gets into his projectile mini game, Square Boost and shut the
sucker, or else you will be blocking Acid Spits and Force Balls all day
followed by the mandatory Slide. Block and punish the Slides and Elbow Dashes
with a quick >2, 1, Jump 1, <2, Air Fan Toss, Dash, <2, Air Fan Toss.  After
a few of those, he will sure think twice before attempting to Slide at you

5.19) Scorpion

Overall Difficulty: Medium
What to say of what seems to be the main character of Mortal Kombat nowadays?
Scorpion most basic combo is 1, 1, 1, Takedown/Flameport, rinse and repeat.
For starters, that Flameport can always be block like most other ninja
teleports, putting a fun spin on Scorpion for your killing pleasure. Take
advantage of it. If possible, try to jump over the Spear with a Square Boost
rather than blocking it. It will leave Scorpion wide open for another second
giving you more time to counter attack. And at the same time, your air game
should have no problem dealing with his Hell Fire.

5.20) Sektor

Overall Difficulty: Hard
Want to know whose teleport move do I hate the most? This guy's. His Teleport
Uppercut is basically instant, giving you no time to react for it. All you can
do against it is remain defensive at all time and wait for the moment to
strike. His crazy combos leading to his Flame Burner are anything but fun, and
if you try to Square Boost your way out, prepare for a missile falling down to
your head. Block and dash through his avalanche of missiles, always keeping an
eye out for that Teleport Uppercut. Square Boost when you feel it is safe and
punish all his failed attacks.

5.21) Shang Tsung

Overall Difficulty: Medium
Have you gotten caught in barrade of Ground Skulls combo yet? It sures makes
it hard for Kitana to approach the opponent without having to worry about
skulls coming from above, below, or the front. Block and dash through Shang
Tsung's wave of skulls. He is not too fast with them, so as long as you block
effectively, he is yours. Beware of his Soul Steal if you don't want to have
a mirror match while boosting Shang Tsung's health or damaga in the process.

5.22) Sheeva

Overall Difficulty: Medium
Tired of those Sheeva stomp spammers? A good Sheeva spammer (if that makes any
sense), won't just Jump Stomp, but immediately follow that with a quick
uppercut, so even if you react with a dash, make sure to block, and then
punish. After a few quick 2, 1, Pretty Kick combos, they will hopefully stop
the nonsense, if not, keep punishing to your heart's content. An make sure to
keep your air game up as you do not want to get caught in her devastating
X-Ray. Once you've seen one Sheeva stomp spammer, you've seen them all.

5.23) Sindel

Overall Difficulty: Medium
Sindel's air game is on par, if not better, than Kitana's. Fireballs at you
from many angles no problem. The Square Boost might help you escaping the
Fireballs, as they go downwards and are likely to miss. But beware when
landing as Sindel may have a Yell attack waiting for you. Block and punish
most of these attacks, and you won't have much trouble with dear mom.

5.24) Smoke Man-Hair

Overall Difficulty: Very Hard
Smoke is no joke, and you are in for quite a challenge. Like any other
teleporter, block and punish teleports with your epic 40%+ combos. This is the
most commonly used wake up attack they will use, as it is the only invincible
one he has. For the Smoke Bombs, you can either block or quickly hop and do
an Air Fan Toss. His Shake isn't invincible either, just don't aimlessly toss
your fans around hoping to get a hit. Know when it is a good opportunity and
when it isn't. Your Air Square Boos, Fan Lift, and Cutting Fan will all
penetrate his Shake, and even his Vibration. Simply do not jump so much as you
will be making yourself a target for a quick and effective teleport.

5.25) Sonya

Overall Difficulty: Medium
Sonya is strong and almost as fast as Kitana. She will pull some crazy 20 hit
plus combos if you are not care. Depending on the timing, her Arc Kick often
defeats your Square Boost, not to mention she can easily Air Throw you when
approaching her from above. She has but one projectile which has a slow start
up. Continue your fan service and block if needed be. If up close, the fight
comes down to who can combo start the other first.

5.26) Stryker

Overall Difficulty: Medium
Stryker's Roll Toss is just like Mileena's roll. It goes right under your fans
and grabs you for a good toss. Thankfully, this one does not start a combo.
His Gun Shots are usually no problem, but his Grenade Toss can be a problem
when trying to close up to him, as it shoots down your Square Boost like a
pigeon killed with a shotgun. At close up however, you have the advantage.
Grab and rush down for the kill.

5.27) Sub-Zero

Overall Difficulty: Easy
If there is a defense and possibly turtle master, that's Sub-Zero. At first,
it can really get annoying getting caught in the Ice Clone traps and getting
hit by Slides, but both are easily fixed if you are paying attention. A Fan
Toss can hit a Slide before it even gets near you. Or you can simply duck
block and punish hard. As for the Ice Clones, just don't jump around aimlessly
and look at exact what you are doing and what the plan of attack is. Other
than that, Sub-Zero is all yours.

-------------------------[   06) Advanced Stuff   ]--------------------------

-Advanced Kombos =


Jump Forward + 1, >2, 1, Jump + 1, Dash, <2, Air Fan Toss, Dash, <2,
Air Fan Toss
[8 Hits]
{Midscreen, No Bars}

Jump Forward + 1, >2, 1, Jump + 1, Dash, <2, Air Fan Toss, Dash, Fan Toss,
>2, Cutting Fan
[11 Hits]
{Midscreen, No Bars}

Jump Forward + 1, >2, 1, Dash, 4, Fan Toss, Dash, 4, Upraise, Dash, Dash,
<2, Air Fan Toss, Dash, Fan Toss, Dash, 4, Cutting Fan
[16 Hits]
{Midscreen, No Bars}

Jump Forward + 1, >4, 1, <2, Air Fan Toss, Fan Toss, 4, Fan Toss, 3, 3, 3,
Cutting Fan, 3
[17 Hits]
{Corner, No Bars}

Jump Forward + 1, >2, Charged Fan Cancel, Jump Forward + 1, >4, 1, Dash, 4,
Upraise, Dash, <2, Fan Toss, Dash, Dash, <2, Air Square Boost
[13 Hits]
{Midscreen, 1 Bar}

Jump Forward + 1, >2, 1, Jump + 1, Dash, 4, Fan Toss, Dash, 2, Fan Toss, >2,
Uplift, Dash, Dash, <2, Fan Toss, Dash, Fan Toss, Dash, 4, Cutting Fan
[19 Hits]
{Midscreen, 1 Bar}

Jump Forward + 1, >2, 1, <2, Air Fan Toss, Fan Toss, <2, Air Fan Toss, Dash,
2, Charged Fan Cancel, <2, Fan Toss, Dash, v1, Cutting Fan
[16 Hits]
{Corner, 1 Bar}

Jump Forward + 1, >2, 1, Jump + 1, Dash, v2, v1, Fan Toss, 3, 3, 3, Upraise,
<2, Air Fan Toss, Fan Toss, Fan Toss, Charged Fan Cancel, Fan Toss, v2
[21 Hits]
{Corner, 1 Bar}

Jump Forward, >4, 1, Dash, <2, Air Fan Toss, Fan Toss, X-Ray
[12 Hits]
{Midscreen, 3 Bars}

Jump Forward, 1, <2, Air Fan Toss, Fan Toss, 4, Fan Toss, 3, 3, 3, X-Ray
[15 Hits]
{Corner, 3 Bars}

Jump Forward + 1, >3, 1, Charged Fan Cancel, Jump Forward + 1, >3, 1, Charged
Fan Cancel, Jump Forward + 1, >3, 1, Charged Fan Cancel, Jump Forward + 1,
>2, 1, Jump + 1, 3, 3, 3, Fan Toss, 3, 3, 3, Upraise, Dash, <2, Air Fan Toss,
Dash, Fan Toss, 3, 3, 3, Cutting Fan, v1
[38 Hits]
{Midscreen to Corner, 3 Bars}

Jump Forward + 1, >4, Charged Fan Cancel, Jump Forward + 1, >2, 1, <2, 2,
Cutting Fan, 3, 3, 3, Uplift, <2, Air Fan Toss, Fan Toss, 4, Pretty Legs
[23 Hits]
{Corner, 3 Bars}

Jump Forward + 1, <2, Air Fan Toss, Dash, <2, Charged Fan Cancel, Dash, Dash,
<2, Charged Fan Cancel, Dash, Fan Toss, >2, Cutting Fan
[13 Hits]
{Midscreen, 3 Bars}

Jump Forward + 1, >2, Charged Fan Cancel, Jump Forward + 1, >4, Charged Fan
Cancel, Jump Forward + 1, >2, 1, Jump + 1, Dash, 4, Fan Toss, Jump + 3, Air
Fan Toss, Fan Toss, <2, Air Charged Fan Cancel, Fan Toss, Fan Toss, Dash,
3, 3, 3, Cutting Fan, v1
[29 Hits]
{Midscreen to Corner, 3 Bars}

-------------------[   07) Frequently Asked Questions   ]--------------------

Question: Do you like veggie burgers?

Answer: Sorry, Kitana related questions only.

Q: Best tactic for the Kitana Fan Toss/Square Boost spam?

A: For the Fan Toss, duck and don't block. They will go right past you. If
do Square Boost, wait for them to land and uppercut. If far, us projectile.

-----------------[   08) Easter Eggs/Interesting Facts   ]-------------------

-Kitana currently has the longest hair than any other female in the series.
She has even longer hair than her mother, Sindel. Therefore, defeating the
Smoke Man-Hair in epicness.

-Kitana is seen being held in the background of Shao Kahn's Arena.

--------------------------[   09) Miscellaneous   ]--------------------------

-Krypt ===========

-Item (Location) [Cost]

-Kitana Primary Costume Concept (DL14) [1,000 Koins]

-Kitana Alternate Costume Unlock (DL69) [1,200 Koins]

-Kitana Fatality / Splitting Headache (BM23) [980 Koins]

-Kitana Alternate Damage Concept (MD23) [1,180 Koins]

-Kitana Primary Damage Concept (MD32) [1,040 Koins]

-Kitana Render (MD48) [940 Koins]

-------------------------[   10) Credit/Contact   ]--------------------------

-Credit ==========

Me, I and Myself. It took me about an entire weekend, and I'm pretty sure I
still have lots of mistakes but I hope to fix them all eventually.

DragonPick and magicguy_836 for laughs and gigglez.

Dejavu Boy (personalworld on youtube) for his great help on the combos. He
has a video where most of the combos in the Advanced Stuff section appear.
PM him or myself for a link to it.

GameFAQs for hosting this FAQ.

NetherRealm Studios and Warner Brothers for bringing us the game.

You for reading this FAQ.

-Contact =========

If you have any questions or comment RELATED to this FAQ, please feel
free to e-mail me at [email protected], kk sayonara ^_^.

This Guide is ęCopyright 2011 Mega-Japan and may not be used in any website 
other than Gamefaqs and its associates.