Right but right now it's entirely binary - if you reach the threshold of "gassed" the animation remains consistent until you're out of said threshold.
This is very inconsistent too in that the flying knee comes out seemingly the same regardless which is especially frustrating as people use this as a go to to save themselves with regularity.
I don't like rocked strikes just borrowing from fatigued strikes. I was many different gradations of strikes in general - then many different gradations of fatigued strikes as well (rocks too etc). This can and should be applied to ground/clinch work too.