Based on a discussion in another thread, I computed the frame advantage for every character after a (ground) combo breaker. The patch notes from S3 suggested that the range should be “between -1 and +2”. These numbers are listed from the breaker’s perspective (a positive number means the person doing the breaking recovers first).
Rash +9
Arbiter +4
Gargos +4
Glacius +3
Orchid +2
Jago +1
Shadow Jago +1
Thunder +1
Spinal +1
TJCombo +1
Maya +1
Riptor +1
Omen +1
Aganos +1
Hisako +1
Cinder +1
Aria +1
Tusk +1
Eyedol +1
Raam 0
Fulgore 0
Sadira 0
Mira 0
Eagle 0
Kan-Ra -1
Kilgore -1
Kim Wu -1
Shin Hisako -3
Sabrewulf -7
It’s actually surprisingly accurate, but there are two clear outliers here, Rash is a huge +9 when he combo breaks (although he is sent pretty far away so he won’t be making you block a normal), and Wulf is -7 when he breaks. Arbiter being +4 makes a bit of sense, since his normals are considerably slower than others.
I’m guessing all patches are done for KI, but if the devs are seeing this and there are more patches to come in the future, I would recommend taking a look at Rash/Wulf at the very least, and maybe bumping those who are below 0 up to at least 0.
Even if nothing changes, this is information the community can use to plan for their matchups.
(Keep in mind that characters are invincible until they land from a breaker, which means -7 cannot be punished, but Wulf might have to block something depending on range or else backdash)