It's bad enough that interactables aren't symmetrically distributed (at least they look a bit toned down), so I hope there aren't stage transitions.
A basic of level design for balanced competitive games, no matter where you start, you and your opponent should be at the same distance of the same resources so being player one or player two doesn't make a difference (for example if your playstyle benefits more from the stuff on the right corner and you start as player 2, you will have to force a switch at some point, but if you're player 1 you only have to push forward).
This can be achieved by reskinning effects: for example, take Blanche, a moving interactable, you put a sheep that you can throw on the other side of the stage and while they look different, mechanically they're symetric interactables.
The Pit was the perfect stage in MKX because it was the only symmetric one. Transitions on just one side of the screen make this even worse, and transitions in both sides means you need to create 2 extra stages that mirror each other.