Oh I have done pretty detailed explanations before but then the person I'd speak to would lose interest, and just say i'm not right or that nobody actually does such and such in a fight, etc. one person told me what i was seeing in training mode simply wasn't real (heh).
So wasn't much motivation for me to gather buncha info. Like breaking down an interaction in a fight and the different things that can or can't happen.
But some specific things I could point out that don't need alot info:
1. The way it should work is if you got somebody's jump-in you should be able to hit your uppercut and anti-air them. With few exceptions it doesn't work like that. So then you have to try make other moves work and may still not work. Meanwhile people get away with things they really shouldn't and it hurts the game.
2. Krushing Blows look great visually but gameplay-wise tend to amount to random bursts of big damage that makes things feel less earned. And encouraging mashing D2 seems bad.
3. Folks should be able to jump over projectiles unless they are late. Right now you can do it really only by anticipating (maybe).
4. Game needs more punishment in general, and the powerful cheesy stuff needs to be punishable by anything really. And nix all the pushback on block and reliance on (hopefully) advancing strings or moves.
I'm still of a mind if something leads to big damage...it should also lead to big punishment if it don't work out.
5. the poking game and throw meta as it is should be retired. It has connection to the mash D2 thing too. D1 throw shouldn't occupy a major percentage of the game anyways.
6. some folks will maintain the online is perfect or just about, but i'd say the game is affected by it and become cheesefests. Even at low MS there can be issues...but average games will be 130-150, other times instabilities can push higher. And if it's USA vs. Brazil...bleh.
But some folks maintain it's great...i heard that before in other fighting games tho heh.
7. on a quick subject of character design I think Sub Zero is obnoxiously designed in the confines of the game. Slide is unreactable anyways at medium or short range, but online at long range too...plus KB attached. When his projectile trades, he gets knocked down and still has time to walk over and take a combo.
50/50 (or more) from f2 is nonsense. plus other shenanigans.
Wouldn't be so bad if obnoxiousness cheese was evenly spread in the game but it's not.
But yeah, some people will downplay Sub.
I could go into others.
8. like i mentioned earlier about hitboxes and hurtboxes...if for example you are not on the ground you really shouldn't be hit by a low or low looking move and snapped back down to the ground.
I also find it interesting how in a game where anti-airing is so iffy, various moves will easily hit characters who are jumping into the air, the beginning of the jump.
So examples of points I'd make...I know some folks will dismiss it whole cloth of a know nothing, but well.