How about rushing tips using Kitana?
d+1 and it's mixups. d+1, d+1~cutter, d+1~fake out kick, d+1 then throw. Keep them guessing after a blocked d+1.
d+3 and d+4 are good. d+4 gives significant advantage on hit. After it hits do f+2,1 and it'll interrupt almost anything. Make them respect it and block and you can get in and throw. It's just slow and has poor range. d+3 on hit can be poked out of so what you can do is d+3 hits then back up and punish their whiffed d+1 with f+2,1.
b+3,3 or b+3,3~cutter is pretty good if you think they'll duck. Fast mid attack.
b+1,2 can be used for mixups since the second hit is an overhead. b+1~cutter, b+1~fake out kick, b+1~d+4.
when f+2,1 is blocked Kitana is in low negative frames. If she d+1's after their only option to interrupt is their own d+1 or a Kung Lao spin or Reptile dash. You can jump back~air fan if you think they're going to cross you up. f+2~cutter and f+2~fake out kick are options too.
Kitana's problem is that she has limited options if they block low. The f+4 string with the overhead/low 50/50 starts with a slow high so it's only used after a jump in punch. All you can do to break crouch blockers with Kitana is throw and crossup.
About the two kick specials. Pretty Kick is basically useless. It's high and doesn't lead to anything. The cutter makes Pretty Kick redundant. Fake Out Kick and Pretty Kick isn't a good mixup.