mrapchem
Apprentice
Your first point is completely irrelevant. I'm always going to be fighting Sub Zero online. Even if you could react, it's still a coin flip nonetheless.
And you can't uppercut Baraka's blood lunge, or whatever it's called. He also has a move that looks very similar so you'll never see the actual move coming. That shouldn't be allowed in ranked sets. With every other command grab you have to be close. Kotal Khan has an unblockable move, but it's part of his mixup game, and you can jump over it.
I've yet to fight a Baraka that doesn't abuse that ridiculous lunge. I beat one Baraka, but that was because I kept jumping like an idiot and grabbing every time I got close. I barely won.
That's why MK11 isn't as entertaining to watch as the last two. Everybody is either exploiting these flawed moves and mechanics, or trying trying to dodge them. Then you have wakeup rolls and fatal blows that completely shut down pressure fighters. Now it's just poke fests and each player moving back and forth like they're on drugs, "spacing", and hoping someone makes a mistake. Nobody fights.
Some characters have everything and others have nothing.
My point is completely relevant: you are requesting for something that you already have. You want Sub's overhead to be reactable so it can be blocked: it already is reactable...in a mode that you've decided that you aren't going to play against Sub-Zero in. That's too bad for you.
Again, you make my point - you seriously need to lab, because if the Baraka throws out the lunge and you duck it, it whiffs, thus allowing you to uppercut afterwards. I never said anything about uppercutting the lunge itself. You could also jump backwards away from both the lunge and the overhead. Baraka has absolutely nothing that is overpowered, especially not that lunge. You should be more concerned about Baraka players that used Gutted.
Also, about the 'moving back and forth like they're on drugs', that's what fighting games are all about: positioning. You don't get to just be wherever you want to be whenever you want to be there in any good fighting game - you have to earn access to that spot, while keeping out of your opponent's range. It's all about footsies, spacing and the potential to whiff-punish and indeed waiting for the opponent to make an error. It's chess, not checkers.
This MK is not only more entertaining than MKX to watch, it is infinitely better to play because you have to work your way to your opponent, instead of being automatically granted access for free. As a matter of fact, nothing in this game is given; everything is earned, even the right to pressure an opponent on knockdown. This game is already much more well-received than MKX ever was - especially by the best fighting game players in the world. That says a lot about its longevity.
This is precisely the correct direction for Mortal Kombat to head toward in terms of its meta. People that were carried by relentless pressure, free jump-ins and pervasive mix-ups are going to need to step their game up. They will need to gain some kind of neutral game or get killed by people like myself and the thousands of other players that live for an anti-air/whiff punish/trip guard.