You should not be trying to engage in a fireball war vs Freddy unless you have a substantial life lead. Spikes "crouch" under fans, making them worthless. If the Freddy player is any good, you will die every time if you stay full screen away. Kitana's goal in this match up is to get close and pressure Freddy. I am not a Kitana player, but I am very well familiar with Freddy, so here are some pointers.
- every time gloves or fingers are blocked full screen away, a far spike must also be blocked. This projectile trap is extremely tight and can never be avoided. Just take the chip and dash forward. If the Freddy player tosses another glove/finger, react quickly, neutral crouch (vs glove) or jump forward (vs finger) and then dash forward. No spikes can harm you if you execute this strategy correctly.
- if you are full screen away and jump forward at the wrong time, mid spike can AA and send you back full screen into a combo. You can jump forward and toss an aerial fan to change your trajectory. However, if the Freddy player reads this, he can punish you.
- Freddy's crouching hitbox is huge just like Kenshi's. All of your pokes will hit. Freddy does not have the armor moves Kenshi has, though. His escape options are: EX teleport (vulnerable to throws on start up) and EX sweet dreams (has armor but really slow and limited tracking ability).
- point blank spikes are punishable on block. I think they are about as unsafe as Reptile's elbow dash. So I assume 2,1 + combo works.
Fighting Freddy is all about knowing how to get close while taking as little damage as possible and maximizing your pressure when close. You really have to fight the character a lot to get used to his unique zoning game. Most players who fight Freddy for the first time get blown up because they dash, jump, fireball, etc. at the wrong times.