Starting with MK11, NRS has had this weird idea that a ton of strings should just sorta.. be there? But not be worth anything 90%+ of the time? I see 0 reason to use the following Kitana strings outside niche situations:
- B33 / B34 / B343
- 4F33 / 4F334
- 242
- 14
- B14
This leaves me with just F12 (which is only really used in the corner as a slightly faster mid option over B24), 112, 2412, and B24. HALF her strings are predominantly useless, outclassed by other strings, and/or only minorly valuable in extremely specific scenarios utilizing a kameo (which is generally not worth the kameo bar as you get little to no damage off the situation anyway).
Don't get me wrong, I think Kitana is fun to play and powerful in this game. However, this is a perfect example of how NRS appears to design strings for the sake of having strings, not because they want them to be part of the character's gameplan. At least that's how it feels to me as strings like this are left to rot for forever. Gimme that MKX style power budgeting where characters had a slew of strings that were powerful in their separate ways: staggers, chip, combo starters, mixups, mindgames, frame traps, etc. MKX Kitana in contrast: 111, B14, F112, 24, 242, F22, F22U4, 33, and F43 were all great options to use. That leaves B122 as a niche option for hard knockdown in the corner and only U24, 3D4, and the two enders for 33 (332 and 334) as not really worth using.
People often brought up the argument against variations of characters not being "complete." THIS is where I find many characters to not be complete. It's an annoying waste of power budget to have these straggler strings sitting out there.