From the desired changes I think some are a bit too much/unnecessary/unaddressed.
-D3 is okay at 7 frames because of how it allows you to low profile and makes it so you can’t be crossed up. The issue is with the range, which can be fixed by making d1 faster (probably just by a frame). This should make it so we can compete with mashers a lot better, and just have more viable tools since we really can only use 6 of our normals and moves reliably.
-A damage increase is reasonable as Kitana isn’t doing heavy damage constantly, which makes it so players take a lot more risk against her and end up dishing twice as much for being careless.
-Why are our projectiles worse than Sonya’s and Baraka’s?? Lol.
-I don’t think B23 needs to be a string. One thing i thought about is making B2 ground your opponent if you AA them with it (Similar to Sonya’s High -> OH), which will help against players constantly jumping on wakeup. They also need to fix B231 so the mid doesnt whiff, which allows Liu Kang to parry the move on block.
-B14 needs to be fixed. Characters like Kitana herself, Erron Black, and Sonya can duck either both highs or the second high (after the mid hitting), and d2/full combo punish. We know Kitana’s frames are slow, but they should be jailed like everyone else.
-Fix B231343 so that the last hit doesn’t whiff on characters like Kitana, Noob Saibot, and Erron Black and lets them punish the safe string.
-I would honestly add that they should make her 12 better because that’s her fastest punish, but the range is just wonky. You can easily drop the opponent if you AA with S12 and if you S1 there’s a lot of recovery which makes it hard to follow up. I like that it has the range it does, but it just kinda sucks as her only tool to really punish certain opponents. S1 should be a frame faster considering Kitana already has slow buttons, and will help in her ability to punish better.
-Fix her D2 (or opponents hitboxes) so that it’s not whiffing right through Liu Kang’s, Kung Lao’s, and Noob Saibots heads.
-U2.
-I think Royal Protection should be removed or altered differently than starting up faster. Parries in this game are pretty shitty as amplified projectiles usually punish you for parrying them, which shouldn’t work like that.
-B13 shouldn’t be comboable mid screen because of how well it spaces you. It’s also pretty good in the corner too, and comboable there.
- Edenian Razors should stay the same in Highborn. I don’t think people understand how they work, and just want better combos in the left corner with it. Highborn is more technical than Fan Fare and relies on setups with the razors. The razors can be made plus on the left corner, which helps lock your opponent a lot better in the corner and continue your pressure with your cancels and staggers.
-Sai toss shouldn’t be comboable. It’s +23 on block, and you shouldn’t even be throwing it in a range where you can B2.
-More Advantage on Tele Kick!!!
-Interesting change to the Gutted KB!
I personally think that Kitana is a very good character for how NRS designed the game to be played. The issue is that there’re better characters who cancel out the need for certain fundamentals and just outscale Kitana’s tools, damage, and move set. Once they balance out the top tiers and fix the minor issues with many other characters, she’ll be a better character.