114 should at least be safe, lost turn but safe, considering that if you want an unsafe low you can do 11Slide anyway for more damage or just 12 for the same starter into a low.
SZ strings that could use some help (not neccesary, at least not all of them, but right now there is no point in using any of them):
- 112: 11 jails into regular burst anyway and Cryo can use 111 which is safe and cancelable. 112 to have any use on SZs gameplan should either be 0 or +1 on block, or have pushback (despite how "strong" the move looks in the animation, it keeps you at range of any poke in adition to being unsafe).
- 114: As previously mentioned.
- D1: Everything it does can be achieved with better results and at the same speed by SZs other pokes which are lows. It's used on GM to juggle a bit in the corner so at least this one sees some light, but technically you can replace it with 1 or D3 on those same juggles. I guess it wouldn't hurt if it was 1 or 2 frames faster so you're not eaten alive in poke battles.
- 3 and 4: It's not that they're bad moves (a bit slow though), it's that everything they can do can be done better by faster moves that are Mids instead of Highs, so there is very little point on using any of the standard kicks if you have better options for the same pourpose.
- B334: Like with 114, you can already cancel into a more damaging unsafe low with the slide, so making it -5/-6 would mean you have a reason to use it. I guess both strings are just "unsafe but not so suicidal", but someone that knows the matchup will punish them like they would punish a slide.
I guess upgrading all those strings might make the character too potent, but they're just not useful when you have better options to do the same.
Everything else has one use or another in SZs gameplan (Cryo won't use 242 because B2 into F4 is easy and more damaging for him, but that's a variation specific thing).