The thing is that it is miserable to have to learn by getting two play roughly 2 seconds of any match for a dozens of matches. The neutral at least provides a newer player (or a worse player) with the opportunity to see why they lost. At its peak, all a new player would learn from Skullgirls is "oh shit... don't get hit".
It is poor game design for most of the genre as a whole. You are expected to lose a ton of games when you start SC2. You are expected to lose a ton of games when you start Dota/Lol/HoN. You are supposed to die a ton when you pick up TF2 or other shooters and so on.
In each of these games there is a number of learning moments. A rush comes and you lose to it? Oh shit, Zerg can 6 pool. Sniped from across the map? Oh shit, that place isn't secure at all. Stunlocked to death? Fuck me, watch out for Crystal Maiden.
Then you're back in the fight (or starting a new game). In an FG, your first dozen games are learning a combo (on the off chance you get a confirm) and learning not to get hit (a valuable skill, no doubt, but not the only skill by far). Only then after you cut your teeth are you able to start learning the game. The barrier for entry is immense.
I have no idea what point you are making here... You seem to want to say that competitive games are badly designed because the player with WAY MORE hard won experience will kick the shit out of the player with way less experience.
I mean seriously... The examples you use are utter trash. So learning to not get hit isn't actually learning the game? Could have fucking fooled me.
And Starcraft being easier as far as having a learning point? Give me a fucking break dude. You have to know build structures that last 5 minutes into the game and more... That is a 5 minute combo... I used to play wc3 at a moderate level and it took me quite a long time to find a good build structure that I could use for Orc that was good enough against newb and pro strats. I got. Killed by peon rushes, tower rushes, mofos building mass destroyers and double racking melee, and mass air, and gruntapult, and rifles sorcs and etc etc etc.
But all that ass kickery that I got subjected to was a learning experience that was NO DIFFERENT THAN LEARNING SG. You get your ass handed to you in Warcraft, you get your ass handed to you in sg you get your ass handed to you in lol... It is all a part of learning SKILLED COMPETETIVE GAMES.
any and every game is like that. Chess... Get owned by grandmasters before you even know what was done to you.
Boxing?
Good luck making it past the first 30 seconds against a world champ. And even the first round against an intermediate.
Football?
Your gonna get your dick knocked in the dirt.
Baseball?
90 mph fastballs that you aren't even going to be able to see much less hit, much less a base hit, much less a home run.
I could go on... But the point is obvious.
This argument:
"Beginners need to take losses for their first dozen games and learn combos before they learn to cut there teeth and begin to learn the game"
Is a ridiculous argument:
Learning to cut ones teeth isn't learning the game? Could have fooled me. I thought I was learning not to be in throw range, not get hit by assists, not to be in cr.lk range, to be observant and mindful of my opponents patterns, and how they like to mixup...
But I guess that isn't actually learning how to play the game?
Same as learning build structures in Starcraft and Warcraft isn't learning the game, same as learning to throw a football or run tight zig zag patterns isn't learning the game, same as learning to throw a curveball, or to recognize the difference between a curveball or a slider or a fastball or the opponents pitching patterns isn't learning the game.
I've got it:
We should all be playing turn based competetive RPGs.