Add this to the list of stupid shit going on in this game, such as:
1. Jumping attacks taking priority over AA normals + the pay out factor - while a jumping attack with certain characters can lead to 40+ damage, AA's tend to be in an around 20-25% from standing 1 and 2 etc, while uppercuts are 14%, both easily stuffed, making AA's a gamble that is never worth taking...AA 's are one of the most fundamental aspects of a fighting game, sadly missing in this one.
2. Block breaking costing two bars and a full stamina, pointless.
3. Breaking costing an entire bar of stamina, allowing the opponent to run right back in giving you no reward for breaking considering what it just cost you, and please don't say "be lucky you have a breaker", that doesn't fix the issue.
4. Blocked crouch advantage, which wouldn't be a big deal if characters like Liu Kang didn't have low starting moves with +1 on block D3's or B1 at 9 frames, of course being 8 frames mid when blocked crouching, because you have to.
5. Lack of real mids across the board, but plenty of special mids, which don't mean anything when the opponent is mashing d1, d2, d3, d4 neutral crouch etc, this will become a real problem when the community develops and realises you can basically neutral crouch at mid screen on tons of the cast quite a lot of the time. Also, blowing up opponents for mashing pokes when they are at a disadvantage would be great, wouldn't it? (Tempest players doing D4 after a blocked hat spin and hitting you out of a "mid" normal).
6. Unfinished and/or pointless variations, along with clear cut OP/super strong variations that work for every MU, both making the variation system a gimmick and not the MU based tool that it should be.