You could argue that most fighting games are complicated, glorified versions of Rock Paper Scissors. So many of them have the system (any that have a high/medium/low hit system, which is most) where :

- normal block counters high and med but not low
- low block counters med and low but not high

Or: Combo A of Character Q will always have a frame advantage over anything that Character R can open with.

Or: Player 1 intentionally used a pattern during the first round always followed Kasumi's teleport with a low jab. Player 2 goes to counter, and Player 1 throws them instead.

Counter or blocking heavy games (DOA, VF, SC, Melty Blood) have always been about the mind games between two opponents. It's the 2D fighters where execution takes first priority. There's less to work with, less freedom for fake outs.