Most people don't realize that the majority of casuals only care about the ease of doing cool things and grinding through single player progressive unlocks. They play fighting games for the aesthetic of beating someone up in 1v1 (Or in this case, 2v2) combat.
They do not necessarily play for the "puzzle" of fighting another, thinking, human opponent. That comes second, if it comes at all.
Generally, having special moves locked behind difficult motions has always been a barrier for a huge audience. It makes the game immensely less appealing for them. There are ways of designing your system to cater to both crowds.
The issue springs up when you try to make the game more accessible for the "casual competitive" community that has cropped up around games like League of Legends. SFV did this fairly successfully, with the game sporting a jump in tourney numbers despite the game selling like buttcakes.
They took out systems, and made everything easy. In SFV, there's far less "cool things" for the competitive player. Less tech, less execution, less freedom of choice, less "style" in their play.
Hopefully MvCI actually has some sort of decent singleplayer component so that this foray into casual-town isn't completely wasted. I'd love to have casual players getting into FGs again, as SFV did little for that.
I want MvCI to make buttloads of money so the genre doesn't die while I sit here playing GG.