Hey there! Interesting list, here's my two cents:
I agree with everything else except:
- Joker, I don't think fanfare does well against him to be honest. I would say 6-4 .
- Jax, I don't think that she beats him at all. A smart Jax player will obliterate kitana up close and know how to work his way in.
- Scorpion, Solid 5-5"s across the board. She doesn't beat him, she just has the tools to deal with some of his BS.
- Baraka, it's even for fanfare.
- Kung Lao, I think it's even for highborn.
- Kotal, it's even for fanfare (unless it's buluc, which is a harder MU).
- Sheeva, even in FF and in FL.
- Geras, even for FL.
I also think she struggles against Noob (especially in the neutral), Cassie and Frost.
1. Joker can't use jack N'box togain space vs fanfare due to square wave. You can parry his projectiles and d3 can be used in certain situations to escape the meterburn jackNthe box. Kitana also out damages him and can easily get a life lead from flawless blocking certain Joker strings or the jack N' the box.
2. Jax gets zoned out hard, lacks damage unless he uses fatal blow, has several flawless block gaps, and has no counter zone options. His fast mids have a huge flawless block gap that can be option selected.
3. Scorpion gets destroyed by Kitana because he can not use his best mid string in F34 or F32 at all due to Kitana's d3 being able to interrupt the string without a flawless block gap and enforce a strike or throw mixup. Fanfare's square wave punishes spear and has the option of a Krushing blow. Highborn can punish a whiffed spear using teleport and fearless can check him with a low fan toss. If you happen to block a non AMP'd teleport, you can punish with a D2 KB and get nearly 50% in fanfare. If you are using Highborn and the scorpion decides to teleport, razors in neutral will punish the teleport and the scorpion player will have to guess a strike or throw mixup. Breakaway being able to allow full combo punishes or negate damage all together severely hurts him as well.
4. Baraka loses to fanfare due to Fanfare being able to duck his high projectile, and parry the 2nd one from an amp. Doing so gives Kitana a free damage buff that makes it so she wins trades and lets her abuse F2222 for over 6% chip damage depending on the damage buff and the only buttons that Baraka has to check you after blocking it is either F44, his extended d1, or sweep. All of which place Baraka negative on block and allow Kitana to use F2222 once more. F2222 will also catch jumps and send Baraka just outside midscreen on hit. If the Baraka player jumps after F2222, the Kitana player can d2 or flawless block the jump in to punish him.
5. Kung Lao beats all variations of Kitana because of his D3. This button will trade with all of Kitana's in his favor which will enforce a strike or throw mixup. In Highborn's case, blocking the razors high will cause the last two to whiff and allow the Kung Lao player to walk out of razors and full combo punish (See M2Dave's thread about razors not functioning properly or Tom Brady's hitbox issue video). Breaking away from Kung Lao's bnbs as of the aftermath patch is suicide due to possibly eating 50%, especially if the Kung Lao player lands a d2 krushing blow. The Lao player can also use Divekick to make sai toss whiff and quickly close the gap on the highborn player and having a fast mid in f1 along with d3 means Highborn must respect Lao after he blocks her razors.
6. Fanfare losing to Kotal due to having to forfeit her turn after every block string. In other words, the Kitana player must always guess between an 18% md throw or a mid normal from Kotal from any string she does. Kotal needs one trade in his favor to obtain a life lead and have the Fanfare player come to him. Similar in the Baraka MU, Kotal can duck the high fan toss and parry the mid hit, giving himself a damage buff. In the Kotal player manages to rest in the sun ray, Kitana's main way of opening him up is a throw that will result in losing over 10% life due to her throw animations keeping her in place. Kotal also has more health than anyone in the cast, so chip damage is not an issue for him, especially if he is in sunlight.
7. Sheeva gets zoned out against fanfare and can not zone back due to her parry. Using stomp can be easily avoided using square wave. Square wave, can also low crush the variation specific stomp which can get her a KB and send the sheeva player fullscreen. In fearless, the tornado can trade with stomp, and wins all trades against her projectiles. If the Sheeva player can flaweless block her b131 string, the Sheeva player can not an U2 punish. Universally, stomp can be avoided by forward dash regardless of delay and Kitana's d3 low profiles most of Sheeva's mids. Maintaining space is key in this MU.
8. Low fan toss wins the trade vs sandtrap since it hits low and doesn't allow Geras to teleport. Air fan toss being universal is already a strong zoning tool and using the amp version on hit or whiff guarantees a low fan toss which can be mixed up with a fan-nado to frame trap into a low fan toss or let the Kitana player get more distance. Universally, Geras can't use F212 because Kitana can use D3 to interrupt the 2nd hit. If the Geras player can not flawless block b131, the kitana player can create the space she needs to continue zoning, stagger the string for dash up throw/strike mixup. With the Edenian twist KB having a new requirement, Fearless can get a KB off a whiffed sand trap to score more damage and send the Geras player away to be zoned.