I'm not complaining, I'm pointing out the flaws of the game and what could have been done better provided that it spent more time with development. It was way too hyped up for what the end result came to be. Go to soulcalibur.com and you'll see just how many people don't like the way the game was programmed. Quite a few actually, especially a lot of the big name players in the community feel the same way. The game received no playtesting whatsoever and thus it was susceptible to a lot of programming errors. And here's the catch, all the broken stuff was found in less than 2 weeks after the game's release. It goes to show that the game has some major balance issues if all the unbalanced stuff can be found so quickly. Other fighting games took months and some even years to find game-breaking elements.
If someone guard impacts you, you shouldn't just guard impact them back if you can cancel all the recovery frames with a simple input. Instead, you can go for guaranteed damage which would pay off a lot more than just guard impacting them back because you're just setting the scales back to a no-advantage situation. This is not how the guard impact system was meant to be used. The person who lands a guard impact should be at a frame advantage, but with the use of the variable cancel glitch, the person who got guard impacted can cancel all their disadvantage frames and attack the other person before their guard impact animation finishes. It's a clear illustration of an error in the fighting engine.
And not every fighting game has hitbox errors, Virtua Fighter is one of those.