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Correlation does not imply causation. In this instance, the faster matchmaking might be due to not having the yellow card anymore, not because you've blocked people.
https://twitter.com/FrancisAlbertGN/status/1579262499538759681?lang=en
I've also noticed that players can effectively "protect" their rank by leaving after a single match -- seeing as you lose less for a loss than gain for a win, as long as players have a 50%+ win record, they will continue to rank up into infinity. A real "gg" ranking system Capcom have concocted... 🙄
That aside, there is definitely either a bug in the online code that is associated with not having, at least, one person blocked on one's account; or it's something deliberate Capcom have done... Not that I could fathom why they'd (i) use the block feature to influence match-making, or (ii) penalise players for not blocking opponents... Then again, I don't understand the "flag" system either.
I'll keep observing it (as much as I can stomach playing, that is), and report back if something changes. However, I can already all but confirm that it's not the "yellow card"... In fact, I'm kinda tempted to D/C a few times in order to see if a "red card" changes anything... I know I've met "red cards" after the match-making picked up 🤔
Yep -- it was to do with blocking players / the lack thereof. Today, again, non-stop matches... No point even firing up training mode -- it connects that quickly. So, the verdict is that if you have yet to block any players (as was my case), and/or haven't blocked "enough" (whatever that threshold is), the match-making seems to restrict players to others who have similar rates of "no-blocking"; and given that almost everyone blocks players in this most salt-inducing of fighting games, being in a "no-blocks pool", severely limits possible connections.
I'd like some others who have not yet blocked anyone / blocked people extensively, and who also have poor / slow m/m (i.e., it taking longer than 30~60 seconds), to block a few players: If they, too, find that their m/m goes into overdrive after blocking opponents, it will be as close to a 100% confirmation that match-making in SF6 is tied to users' player blocking rate.
Can you give a theory as to how match-making is faster when you've blocked some players?