As fighting games have become more "e-sports", developers have started viewing spectator value as an important design factor, to the point where they're modifying character and system designs to be more "spectator friendly" (see :
http://shoryuken.com/2015/05/15/top...oning-to-mortal-kombat-x-emerging-strategies/)
Look at the comments of any Street Fighter video on Youtube that has Choi or Daigo playing a fireballer, and you'll see endless complaining about "this guy is a n00b, all he does is spam!". Go around the casual gaming sites after any Evo, and you'll see tons of "waaaah waaaah all these "top" players are doing is throwing Hadoukens!" complaints.
Look at some Marvel 3 match vids and see the kinds of comments Chris G gets vs. the kinds of comments Marlinpie gets. Casuals get hyped for big combos (which are just boring, uninteractive routines in reality), but not for intense interaction with the opponent.
Look at how the most famous moment in competitive Street Fighter history is a moment in a game that is disliked by a lot of "old-school" Street Fighter players that showcases a mechanic that most of those players absolutely
hated. And now realize that the mechanic was given to Ryu in SFV. And that Chun-Li has the same super that caused Evo moment #37 to happen. And that Capcom took pains at the reveal to point out that, yes, Ryu could full-parry that super.
Street Fighter V is being developed for spectators before players.
Don't like this trend? Save your $60,
there is a better alternative.