Break away seemed too powerful for only a 12 second cooldown and 3 stamina and encouraged lots of down time and time outs: since break away only costed 3 stamina, the aggressing player would often use 3+ stamina and a special move to get a hit, only to be broken and it to be nearly impossible to follow with their one remaining special move and 2 or less stamina. This meant that it would be advantageous for the aggressor to simply back off and wait for cooldowns and stamina, meanwhile the player that used the breakaway is also trying to run away to get their break away back. This isn't fun for either player. Additionally, since the aggressor took a risk to get the hit and saw no reward, he wpuld just be incentivised to run away instead of being the aggressor in the future. While I was playing the beta, it seemed like many high ranked players caught on to this as well and were just taking turns timing eachother out because of how pointless offense is with break away.
To fix this, I'd either remove break away entirely, or greatly reduce the distance it sends you so that the player who got the hit is always still in an advantageous situation after the break.
If the purpose of break away is solely to stop infinites, infinites should be patched out instead.