Well, I can admit that I forgot some. But hey, why can’t we have some mental gymnastics? Let’s break it down:
Forgot about Takeda, but I’ve addressed those three in my previous post as they are very similar. Besides, he can already mix up with long low, long OH and low projectile (that can be used as a substitute for OH string enders). This simply won’t give him better options than he already has, and while some people hate Takeda with passion, he doesn’t seem to be super amazing.
If you choose to block, then he can already mixup with different followups. Other than that, it will have same pitfalls as the group above, except that you’ll have a bit less time to react IIRC and not all of his options are unsafe if you hesitate to blow up his tele outright, I can give him that. That still doesn’t change the fact that you either react and blow him up or eat mixup with only 1 high-damage option into pressure.
It’s not the least used character/variation btw. But his regular tele is already unsafe even without any followups while ex-tele already grants him a mixup (although displacer isn’t amazing at meter building). If you ask me, TG’s corner shenanigans are more dangerous in terms of risk/reward. Granted, that can solve some of his neutral game issues… Which is already the case, and doesn’t put him into amazing position.
Shinnok no, Mileena could do something akin to Wulf’s dash through for a bar, but she already has true mixups for a bar, so nothing changes really. Without meter, see Raiden, it’s free punish even before she has a chance to press a button.
Not at all. It’s still an attack coming from opponent’s direction that hits low. It you block it low normally, second one won’t come out. Even if it would, you could still block it since there’s no mixup, and you’d have a lot of time to react. Just as Takeda’s ex-TP hitting low on a second hit isn’t mixup - you have about a second to adjust your block to match the attack you have already reacted to.
I don’t think so. Even her TP cancels are negative, while full teleport is not fast. Like with other examples, it’s a gimmick-level mixup, something to remember, but not “silly”. Think of it as of Endokuken cancels with different followups, but without an option to not cancel - can throw you off, but is it really sillier than what character can already do? Not a better mixup than her special cancels either. And those aren’t godly as mixup tools.
It’s unblockable anyway.
Judging by presentation video, KP2 characters will already be of “your defence is useless” kind (insert 800 yen teir joke here). Giving them yet another way to open you up, while making them theoretically stronger, won’t move them in tier lists - their mixups are already good.
For further examples take Quan Chi. This guy used to have true vortex he could fill with whatever stuff he liked. Low/OH, frametraps, shakers (dubbed as “unblockables” in Guilty Gear and MKX community as well, it’s low and OH attacks up to 1 frame apart, in this example coming in any order he wishes) - you name it, he has it. He is also one of the best zoners in the game (Summoner is probably the only one who can actually keep anyone away), and when you are hit with literally anything he does - you’re in. I don’t buy it that blocking any of the above characters in b2b game would be any harder than blocking Quan. And he isn’t even top tier…
And like I said, even if that doesn’t quite convince you, check out what Zato-1, Chipp or Milia do to people in the corner in Guilty Gear. Just to limit this to one example. Trust me, anything that MK characters could do in b2b game ain’t got a thing on them 
To clarify, in case you don’t know that game:
-
Zato is two characters in one that are controlled separately. One has lows and stupid pressure. Another has lows, overheads and command throws. Yes, he can do shakers too…
-
Chipp is what happens when Sadira and Wulf have a baby that is as fast as GG character should be… Except it’s probably the fastest one. It’s a character with like 4 different teleports, grounded low and OH (one of the best in the game btw), triple jump/airdash, angled movements and pseudo-dash-though on specials (you can use that as semi-ambiguous crossups in the corner), wall cling and air projectiles… All that while having ability to be invisible that was effective enough that it warranted a nerf.
-
Milia… 50/50? How about 20/20/20/20/20 while being bombarded into blocking state by lingering projectiles Kan-Ra-style (while some of them can move in patterns she programs herself… and that can crossup if she chooses so)?
And combo breakers there are valuable (like, MKX valuable) and can be punished on a read…
What I’m trying to say, in short TL;DR:
-
MKX character are stronger on offence in their block button environment that they are sometimes given credit for, to the point that b2b mixup they could have wouldn’t make them shoot in tier lists.
-
There are far more dirty characters in other FGs than MK characters would be should they be put in b2b environment.
Yeah, I know, I have addressed that. Hell, in bad online even mid attacks are unblockable, that’s not a good indication of how well offence is balanced in the game.
Tele hit grounded targets on what, like frame 25-30? Sure, you have to be on your guard, but like I said, such mixup would be inferior to string into takedown in almost every way… And that mixup is already bad.