Having no stamina for 6 seconds after spending 2 bars to break a combo that started from a safe 50/50
THIS. Though for me, its really all about the safe, braindead 50/50s that fills this game. That, and safe, quick, special/string cancelable, long ranged normals at the press of one input.
Tbh, nothing can really fix MKX for me at this point because what's listed above is what 90% of the cast has and about 10 of those do it significantly better, safer and more plus than the others. Practically no character has a legitimate style in this game. Its just long ranged offense dazzled with safe 50/50s on top of pressure, on top of 50/50s.
The reason top players from other communities can't "be good" at this game is because there's a cap, and past that cap, it's complete guessing between how to block, whether to block or not and whether to crouch or not. All this guessing doesn't make this a game with depth; its simply a coin flip game with no genuine underlying strategy aside from that. The top's "go-to" moves don't do what other FGs do where there's one for specific scenarios. You have the same go-to move for footsie, counterpoke, punish, pressure, mobility, AA, and making you dinner. THAT'S what makes this game specifically, so braindead in comparison to the rest. Not to mention the jump fest and damn near no whiff recovery in this game too.