I did read your post. I acknowledged your concern on execution. What is the difference between the deep character knowledge and meter management that is required to perform flawless block and punish with u2 into a combo that the opponent can breakaway out off? It’s the exact same scenario with meter management and match-up knowledge, except it is harder to time a press of a button within 4 frames of a move connecting that it is using a move that absorbs the damage and ignores the hitstun. How does that correlate to your comparison of difficulty? In MK11 you also need to manage your resources, if you breakaway then you forfeit your wake up options, same as MKX when you use a combo breaker you can’t armour out of gaps or disrespect your opponent or wake up. So where is the extra difficulty?
Sure, if anyone messes up in the neutral they eat damage, that’s a given in any fighting game. I know you play Raiden so I’ll use him as an example, in MKX, right up into the last build, once Raiden trapped you in the corner, you pretty much could not escape if he was using Thunder God. After every corner combo he would restand into b14 LRC 21, which is +21 and guarantees B2 and B3, an unreactable 50/50 since they are both 13 frames, sure B2 is unsafe but is leads to massive damage (up to half your life), but it’s also important to remember that someone used the glitch that EXdb1 connected meaty would act as 2 moves instead of one, leaving Raiden at massive advantage again and allowing to combo off his somewhat safe B2~shocker. Sure, eventually you’ll get breaker, which leaves you with no stamina so you can’t run, so you’re stuck in the same position again. You could save your meter with smart meter management, but for what? A block breaker that uses the same amount of resources? A wake up that gets stuffed by B32? Armoured reversal that you can’t do because no one is armouring out of +21 into a 13 frame normal unless we are bending some laws of physics.
In MK11, not many combos are able to end in a restand, even if they do they aren’t very plus, so once you have capitalised on your opportunity, it now falls on you to make a new one, you condition your opponent with your frametrap poke? You throw? You do a mid to stop them from mashing out? The HOW you make your opportunities is more important. Not saying that you get out of offense for free, look at the breakaway system. You give up resources to reduce combo damage. If you don’t give up your resources, you can wake up with those resources to get out of pressure, sure it could get stuffed, but then you have u2, or roll, again, every option has a counter. The decision-making is what makes the game complex.