I still don't think that fanfare has a specific game plan. Kitana simply doesn't cut it as only a whiffpunisher due to her slow frame data. Projectile absorption is still too slow to use reliably. The only good thing is her reversal booty and her air control but that's nothing special. I'd like her to have air fan toss to at least be able to get damage from everything and control the air much better.
If you dont mind me putting in my 2 cents of Fanfare knowledge that I've learned since I specifically main that variation, Fanfare is about damage. Thats pretty much it. You have to get damage. The problem, is... in this game we have regenerating meter, breakaway where you can punish combos or specific pressure paths, and a AIR FAN THAT REQUIRES YOU READ YOUR OPPONENT JUMPING AT A SPECIFIC DISTANCE, THROWING AN ENHANCED IA FAN, AND DASHING IN TIME TO HITCONFIRM, it makes Fanfare worse than the other two variations in comparison. Highborn gets pressure and safe strings that you normally wouldnt get, and Fearless gets probably one of the best projectiles in the game, that does what instant air regular fans SHOULD do. So even though FF can get damage from everywhere, its too hard to work for outside of a weak strike throw game. Fun to play, not recommended because theres pretty much no reason to play that variation over the other two. If Fearless could combo off Fannado from anywhere I would have dropped FF by now.
Edit: Oh, you do get unbreakable damage now, but I still dont see the point lol Highborn and Fearless keep your opponent standing for better pressure.
Second edit: My biggest problem with this version of Kitana is simply that she cant combo from regular IAF, something shes always been able to do.
If Kitana wasnt my favorite MK character, I'd probably be maining Kabal because imo, hes the better Kitana.
Bruh... I say this all the time on my stream!!! Haha