M2Dave
Zoning Master
The "rich" (i.e., the top tier characters) become "richer" (i.e., benefit the most from the system) in any fighting game ever developed, irrespective of the specific gameplay elements. Even in Street Fighter 6, although every character begins every round with full resources, obviously not all resources are created equally. The better characters in the game have better offensive and defensive options and are consequently better at taking advantage of the drive gauge.It wasn't just Kabal. A number of characters built meter incessantly, which helped make their MUs far more lopsided. Cyrax, Kenshi, Freddy, Sonya, Skarlet, etc.
No one is stating that an individual mechanic by itself is the reason for a character being so dominant, but the imbalance in the way characters gain meter (and how that interacts with breakers, wagers, and armor) tends to make the rich richer in NRS titles. This is also why SF6 decided to start the entire cast with full Drive Meter (which, coincidentally, was seen as a welcome gameplay decision even though it's not 'earned').
You may believe that this issue is "complex" and that Mortal Kombat 11 offers some imperfect solutions to this issue, which is fine. However, most consumers, casual and tournament players alike, seem to be ecstatic that NRS is pursuing another direction with Mortal Kombat 1. The fact that the NRS community is celebrating "the return of combos" is astounding.