My whole thing is fighting games are in a interesting place, potential for modest growth and a really robust scene, HOWEVER, the main bottleneck with how these games progress is how they teach you, nobody involved be it developers, pros, tourney people or scene elders know how to bridge that gap and until there is a better way to teach people outside of relying on some factors outside your control (For example you can live in area with a dead scene, you can't get or afford good net for netplay) to smooth over the rough patches.
Fighting games rely on you learning how to play them decently to get the most out of them, but to get there they put many stumbling blocks that retard growth some of this shit is paradoxical but it's how things have been so nobody wants to change shit.
First you must learn the inputs of the moves, then the timings,then you must learn ranges and movement, then you must learn your character the put it all together then you must learn match ups, then congratulations you are at base level now you must learn game plans and how to juggle all of that while figuring out your opponent, that is asking far too much of the lay person, anybody who thinks things as they are now and can grow the scene at a rate they want are either deceitful or are fools, one or the other.
Ideally this can be allivietated if there is a diverse enough player pool that all skill levels are properly represented where when playing people of like skill you can naturally level up or stay content, but some would argue with a barebones non online component the player base is small and is dominated by the skilled people who crush and run away new blood then bitch about the lack of new blood or bitch about how some people play. Those mindsets are bizzare but not the topic of this thread.
So I feel what the OP is saying nobody around the level to play with, I don't think it's because you are not what Capcom is looking for, I think they have no idea what they are doing and are making a game for a phantom audience, they can't teach their own games, they are too tied to dogma, until something changes this will remain niche.
That said the implosion of esports could be amusing on this end.
I am going to have to disagree on this. While some arguments are sound, I think you are reaching for the wrong conclusions.
First, recently we have seen a lot of modes and tutorials made to include new players in the fighting game genre. Skullgirls have an awesome tutorial. Guilty Gear Xrd also has a great tutorial. Almost every single fighter in the market has a basic tutorial that covers basic knowledge for the genre and system knowledge for the title/series.
Also, every game has a challenge mode that it's mostly used to teach BnB combos that people can use to win matches. BnBs are easy to execute, often do good damage and there are usually many moments where they can be used.
Then there's also other modes where you can practice alone. Story, survival, medal, arcade, etc. Basically where you can take all your knowledge and apply against the CPU before trying to play with people, which I think it's the ultimate objective.
However, since there are so many tools now for new players to learn, the beginner level of playing also went up. I can usually find new players playing SF V and they are much, much better than I was when I started SF II. They can combo, they have some idea of spacing and they already know that jump hk and then cr.hk isn't a reliable tactic.
That said, there always comes a time where the player itself has to invest in the game, by him or herself, in order to improve. Practicing combos or learning and asking about match-ups or seeing some new kind of strategy about your character. Everyone, even pros, eventually hit a wall and have to adapt in order to improve. I feel that a lot of people hit this wall, but are never taught what to do with it. Hell, most times the own person doesn't have the answer.
Everyone, eventually, grows within a game. Ideally, every fighter would have a player pool representing all levels of skill, but even those players eventually grow in execution and knowledge, even if they remain in the same beginner rank. I think it's more of a characteristic of the fighting genre itself when compared to shooters or MOBAs, you don't have anyone to rely on. It's you against another person and that's it.
The tutorial aspects of the genre have improved by a lot, but I feel that there's a limit on how much you can allow them to keep the training wheels, especially if they eventually want to play online. Eventually, the player will have to train by himself and maybe that's where people aren't getting prepared to.