To try to make this as succinct as possible
MK11 top tiers have a lot of similar traits, one or both direction oki throws, insane movement or insanely degenerate no risk movement options (cet teleport), base combo starters, U2's that launch jabs or pokes, and kits that overall literally give them everything at no cost. There are multiple jack of all trades characters in this game that literally have zero weaknesses except in the most minute of ways, in a game with characters who are hard archetyped (Skarlet) while the hard archetyped characters also tend to be bad or lacking.
I disagree that they have no weaknesses, but that's opinion. Well, sort of. I also have proof in tournament results, but we'll get to that later.
Now, I can't PROVE my next point here, but I think it's logically deducible. As I said above, the problem is there is an illusion of balance to this game. Yes, any character is "viable" in a game with this wakeup system, fatal blows and the ability to use flawless blocking to consistently reduce the penalty of bad decisions. The problem is, this is all what leads to people just never feeling good about winning or losing in this game. They loaded all the power in comeback mechanics and things that added hella variability into situations where their used to be definitive consequences. That is inevitably going to lead to outliers, but that doesn't address the fact some characters are clearly gimped compared to the top 10 or so and are playing seriously limited games compared to them. Look at my character Nightwolf, all he can do is D3, 111 or throw pretty much. Against the top tiers, FOR THE MOST PART, his rewards off basic situations just are not as good as any top tier in this game. Yeah, I might be able to theoretically win cause of flawless blocks, fatal blow and the wakeup system, but I'm winning off of the game holding my hand for me, not because my character is that good or I'm that good.
Hmm, I don't think I can agree with your assessment of comeback mechanics in this game and their ability to sway a match. If the winner of a match was more determined by character selection and luck-of-the-draw boneheaded uses of fatal blow, we would see more variance in tournament outcomes than we do. If a character could really hold a player's hand to the extent you say, and comeback mechanics added variability to the extent you suggest, I wouldn't be seeing The Mighty Unjust crushing the competition week after week, or be seeing the same people in top 8.
Volatility to the extent that you describe should be observable via data, and there isn't data to support your hypothesis. In fact, data suggests that your perception isn't reality.
As far as what I mean about power distribution, you just have to critically look at these characters and look at who has what and how much. Everyone in MKX 50/50's you, pressures you and puts you in fucked up situations. You cannot like that, and that's fine, I didn't, but everybody played the game. Keep in mind, I'm talking CURRENT MKX, XL MKX. MK11, not everyone can fundamentally play the game, their power levels are artificially boosted by all these mechanics meant to make it so you're never at too much of a disadvantage. At the end of the day, even if this facilitates some idea of balance, this isn't interesting or fun to people. I still don't think it does though, especially when people aren't paying attention to the current climate. No one is HELLA GRINDING this game. No one cares. If people were in like, full on offline pro komp mode grind time? You'd be seeing the 4-5 characters in top 8. That also dramatically changes how the perception of the game ends up to other people.
First, you don't know that "no one is HELLA GRINDING" this game. In fact, I see streams every day of people playing for hours on end, so I'm going to say that your statement is likely inaccurate.
Second, let's take a look at the results of a fairly recent offline tournament...
- NASR|TekkenMaster (Jacqui, Jade)
- PxP|A Foxy Grampa (Sub-Zero, Sheeva, Shang Tsung)
- PG|Hayatei (Fujin)
- Konqueror249 (Sub-Zero)
- DF|Grr (Geras)
- AVirk (Scorpion)
- Dubasik (Kabal)
- MCG|MK_Azerbaijan (Rain, Sonya)
Jacqui, Jade, Subs, Sheeva, Tsung, Fujin, Geras, Scorps, Kabal, Rain, Sonya. The top 8 repped 11 different characters. I don't think your assertion holds water.
Now, let's get back to your original hypothesis, that the good characters don't have weaknesses except in minute ways. If this was true, there wouldn't be incentive to character swap, as top tier characters lack weaknesses that can be exploited in a meaningful manner. Everyone plays a top tier character with no exploitable weaknesses, there would be no counterpicking, and we wouldn't see what we see in tournament results.
Anyway, I respect that you don't dig the game and you prefer another iteration. We all have different tastes. You may also find that the balance isn't to your liking because strategies you prefer to use aren't powerful. If we're looking at data, though, the game does appear to have strong balance between characters, especially when compared to other entries in the last 30 years of fighting games.
Edit: I wanted to add this last bit to keep you from wasting effort.
If you don't have data, you probably won't change my mind. I'm not saying your opinion is wrong, necessarily, it's just something I'm going to require in order to reassess my position. If you have some results that support your claims, I'm totally open to checking it out.