All up to you, I can add whatever you delve into on the OP if you're interested and credit you obviously
.
I think you're definitely right with Covert Ops being pretty useless against Kitana, while Demo and Special Forces probably shine the most. I'm still fairly new to Demo and have literally no experience with SF, but let me mess around with Demo's timing online (still need to input the commands faster due to lag input). I'll let you guys know my results when I get them. Thanks!
This is a hard match up because you want to get in and wreck but good Kitanas will do everything to keep you out.
Rule of thumb against Kitana:
duck fans (avoid blocking them because it gives her extra meter and gives you chip damage)
Avoid truly unnecessary jumps or random dive kicks if you can avoid it. 1 fan juggle = 30+%; however, i do random neutral jumps from 3/4 to full screen away to make the kitana think that i'm going to jump occasionally and make her jump in the air to throw fans. when that happens, you can move in and cover the ground a bit more
push her towards the corner (she might do that already to herself with jump back fans and such)
watch your spacing and be very patient. With that said, watch for run up grabs or a square boost (Royal Storm) when she conditions you to crawl
conserve meter
she'll most likely have a combo breaker with all the meter she builds from fan tosses so you're going to have to get in again her after she combo breaks. this is your big opportunity since she won't have stamina to back dash or run.
do not trade projectiles with her, but if she jumps you can shoot a projectile and hope to catch her on the way down. run in after this but respect her wake up because 1 square boost or throat slice can make you start all over from full screen again.
watch out for her mid-air float to njp. if she does it raw you have a few options here:
a) if you're not confident, block it but you end up being on the defensive and she can jump over you and switch sides afterwards.
b) if you practice this enough times, do a neutral 3. the timing is strict but you can anti air her from that. can lead to grenade juggles afterwards
c) backdash/run behind her on reaction if you are quick enough
d) ex bf4
if she jumps in attack and then do the float to njp, then you can armor through it or back dash. depending on spacing, if you block the very tip of her hand from the jump in and does the float, you can actually do a regular arc kick and hit her out of it. the arc kick shrinks sonya's hit box and avoids the kitana float > njp.
Watch out with her newly buffed rising fan move since it can be 2-in-1'd now. I think you can actually low profile this with d4. don't quote me on this but I've seen it happen.
Don't be afraid to blow a bar on ex arc kick when she jumps and throws a fan at a certain distance. You can armor through the fan and it's pretty good corner carry.