Characters with the best/most effective Super will be at a distinct advantage.
But doesn't that depend on how good the player utilizing that character is? If that player isn't very effective at building up his/her super, then it doesn't matter how effective that super is.
It then becomes the job of the other player to build up a better defense against a skilled player.
I think a lot of people are coming at the combat from the standpoint of, "I plan on dominating whoever I'm playing against, and I get a thrill from just ruthlessly eating away at their health meter, and now that little joy is not going to be there anymore."
For me, I look at it as, "I need to be effective at getting attacks in as fast, hard, and quick as possible, so I can unleash my various supers and take them out, while still remaining defensive enough to keep them from doing the same."
It sounds like a lot of fun, honestly. When I'm fighting against you, I'm not just going to sit there and let you fill up your super. I
will be fighting back tooth and nail.
Not to mention that hitting an opponent also drains their super, and vice versa, so there will be quite the tug of war, high intensity fights, especially between 2-4 players that are actually really good with their chosen characters.
Since we don't know all of the roster, and all of the supers, I think it's best to reserve judgment until we can see them in action. Thank you for your response, however. I just kept seeing people lamenting it, but not so much in the way of explaining why they felt this was such a negative change. It really just came off as "Eew, change is bad!"