The problem with fighting games is that they're not intuitive. They don't make sense to a new/casual player of fighters. The things you do with your hands and the actions displayed on screen do not match up convincingly. First person shooters are popular now and part of that has to do with their intuitive controls. Move left control stick to move forward/back/left/right. Move right control stick up/down/left/right to look in corresponding direction. Pull trigger to shoot. That's basically it. With a traditional fighter there are 6 buttons that do different attacks, and depending on the direction pushed may do different attacks as well. With just those it's complicated but manageable but mix in different button combinations, stringing those together to do combos, the button presses must be timed properly, the animations change to something unrelated etc. It's no wonder new players resort to mashing.
Traditional fighters are not made to be understood easily. That was the tradeoff made so many years ago. The designers (Who? I don't know my FG history) wanted the most moves possible, so naturally a bunch of buttons were laid out (but just enough to be manageable), combinations and different directions do additional moves, and strings of presses do more complex moves. It's definitely a good way to get the most unique moves out of a stick and 6 buttons. Should the problem be addressed? Not by the existing franchises, no. Traditional fighting games have their fans and rightfully so. There's a lot of depth trapped under that complexity and many will put in the effort to understand it. A "better tutorial" may ease the pain slightly for players, but by design traditional fighters cannot be understood without great investment.
Smash Bros. is a good example of a "new" fighting franchise that made fighting understandable and intuitive (though it can be categorized as a platform fighter as opposed to traditional). You've got standard attacks on the A button. Just pressing A is a weak attack. Tilt the stick for a stronger attack. Slam the stick for a smash attack. Press B to do a special attack and combine with a direction for a directional special. And jump, block, and grab buttons. It's pretty simple. Even health can be determined without taking your eyes away from the action. As an enemy gains more damage they fly further. Everything about the game was made to be intuitive from the first match. But does it have more depth than a traditional fighter? I honestly don't know. Technically a wide range of situations can result from the physics engine/stage/character/attack/health combo but I really don't know.
Divekick is a game I'm looking forward to as a fighting game casual. With its interface simplification it breaks down the videogame barrier almost completely. Anyone with two appendages should be able to get into it at a faster rate than any fighting game before it. Then its purely about mind games. Who can outsmart who, without a heavy investment into training. There isn't as much depth as a traditional fighter for sure, but some of the matches I've seen are really intense and the better player always comes out on top.
Traditional fighters are not made to be understood easily. That was the tradeoff made so many years ago. The designers (Who? I don't know my FG history) wanted the most moves possible, so naturally a bunch of buttons were laid out (but just enough to be manageable), combinations and different directions do additional moves, and strings of presses do more complex moves. It's definitely a good way to get the most unique moves out of a stick and 6 buttons. Should the problem be addressed? Not by the existing franchises, no. Traditional fighting games have their fans and rightfully so. There's a lot of depth trapped under that complexity and many will put in the effort to understand it. A "better tutorial" may ease the pain slightly for players, but by design traditional fighters cannot be understood without great investment.
Smash Bros. is a good example of a "new" fighting franchise that made fighting understandable and intuitive (though it can be categorized as a platform fighter as opposed to traditional). You've got standard attacks on the A button. Just pressing A is a weak attack. Tilt the stick for a stronger attack. Slam the stick for a smash attack. Press B to do a special attack and combine with a direction for a directional special. And jump, block, and grab buttons. It's pretty simple. Even health can be determined without taking your eyes away from the action. As an enemy gains more damage they fly further. Everything about the game was made to be intuitive from the first match. But does it have more depth than a traditional fighter? I honestly don't know. Technically a wide range of situations can result from the physics engine/stage/character/attack/health combo but I really don't know.
Divekick is a game I'm looking forward to as a fighting game casual. With its interface simplification it breaks down the videogame barrier almost completely. Anyone with two appendages should be able to get into it at a faster rate than any fighting game before it. Then its purely about mind games. Who can outsmart who, without a heavy investment into training. There isn't as much depth as a traditional fighter for sure, but some of the matches I've seen are really intense and the better player always comes out on top.