frkonalsh2003 wrote:Sub-Zero. His combos do a lot of damage and he can apply a lot of pressure once his opponent is in the corner.
Pffff... Compared to my girl's Kitana combos, his do miserable damage.
Well, you can see who I use the most in the link below my signature. I still play MK9 and update the stats every month.
Kitana is all about footsies, which I love. Her d+1 is 6 frames and has insane reach, then her f+2, 1 string is an amazing whiff punisher since it advances her forward a lot and it leads to ~45-55% meterless damage (depending if you're midscreen or in the corner), her 2,1 string also has nice range and it's faster than f+2, 1 so you want to use that one for moves that are not so easily punishable on block. Her standing 2 and standing 3 are great anti-airs and her footsies are nicely rounded out with her instant air-fans which lead to good damage and more importantly control the air. Her d+4 is also great.
Then there are her unbreakable combos, as well as her safe jump-in mix-ups following a cutter (d, f+2) that hits a grounded opponent. You can go for 1,1,2~cutter for good chip damage and meter building, but also 1,1~throw, 1~throw, 1,1~loop, 1,1~cross over, or jump-in deep kick into inescapable throw, jump-in deep kick into 3,3 which is neutral on block and spaces you out for a max d+1 range etc.
Her wake-up game is ass though, you can hit her out of all of her wake-up options with d+4.