Flawless block would indeed be a theory that can work.
But then again so was MB roll as an ideea, but with the horrendous recovery it had at release, it ended up favoring zoners more as they could instantly get away to Dr.Fate you to death more.
Of course there is always the possibility of people balancing the game perfectly, sure.
My post was somewhat of an indirect stab at the "Nothing is final, anything can change" remark, which we heard countless times and upon release, it was the same crap and nobody cared.
The current gameplay seems like zoning until someone gets in range of his advancing mid, and does it into something safe. That's it.
If you watched sonic vs honeybee, baraka literally did the double kicks the entire set because of this. Obviously the character might have other tools, that we can discover and it will be much easier. He once jumped through the tongue which showed it did not have an air hitbox.
My concern is that the longer the period to find this counter is, the more it will damage the game at release. Sure, the pros will keep playing, but not everyone is on east coast and has a 100 player pool to chose from.
Well put man.
This is the kind of concern that I feel is valid pre-release, especially from what we were shown in the demo-build.
The "problem" with Injustice2 was that in the neutral there was almost always a fireball on screen until you entered a certain range. The person with the better projectile would always be using it constantly. While this isn't necessarily a bad thing, like you mention, it does inevitably hurt the game in the long run for a lot of fans that aren't hardcore like us.
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Like I mentioned before though, my hopes are that most projectiles that belong to non-zoner playstyles act like Ken's fireballs from SF4 and SF5. He has the tool available, but it's only really reliable from full screen or if he KNOWS it'll hit because from anywhere closer than full or 3/4s screen he has to fear it getting punished by something on block or on reaction.
This would make it so instead of there being a fireball constantly on screen like injustice 2, there will be a lot of walking back in forth in max poke distance.
I'm cautiously VERY hopeful that they are focusing on giving many characters tools that punish projectiles on reaction or block from a certain range AND MORE IMPORTANTLY that many non-zoning characters will have projectiles that are counterable in this way in many matchups from a reasonable range.
This either means these projectiles have to have a slow startup or a slow recovery.
Such tools so far that could punish bad projectiles on reaction are Quicksand(projectile immune SandTrap from Geras) which could be done on reaction to a slow startup projectile, and of course Slide from SubZero which could slide under slow high projectiles on reaction aswell.
Then there is the tools that punish projectiles with bad recovery on block or whiff from a certain range like Blade Charge, Shadow Kick, and normal SandTrap.
This makes it so only the TRUE zoners with good frame data on their projectiles will be able to use tools from far away consistently and safely.
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I know this is all speculation so far, but after studying this new MK11 system and really theory crafting I think this would be the "perfect balance" situation you were talking about.
It might just be my rose-tinted glasses, but I truly believe it could be achieved.