I thought they died out for a while around the PS2 until SF4?
One of the better observations to emerge from this absolute mess. This whole spergout would make a little more sense circa 2007, when there hadn't been a mainline SF sequel in like 10 years (and it flopped), MK was a laughingstock scraping by as a broken Tekken clone, KoF was a full-3D game nobody liked, and Evo was five guys playing MvC2 on Dreamcast. By then, 2D fighting games had already been dead longer than they had ever been alive. You could point at Guilty Gear and smugly say, "ah ha, archaic overcomplicated 2D games like this killed the once-profitable fighting game genre with their limited appeal and unwillingness to evolve". Anybody would have bet money that there would never be another Killer Instinct or Samurai Shodown, ever. Or maybe even another Street Fighter. Certainly not one confined to a flat plane.
Nowadays Guilty Gear of all things is somehow actually alive and liable to get another sequel. Within ~5ish years or so there will absolutely be new 2.5D fighters from Capcom, NRS, and SNK (!), plus other miscellany like DBZ and niche anime fighters or whatever. 2.5D fighters are going to have a foot in the AAA door for at least that long. The post SF4-wave has already outlived the entire original lifespan of 2D fighting games in the mainstream (it only took MK like 5 years to go full 3D, with sidesteps and everything). Seems to be in better straits than 3D fighters, to say nothing of certain other genres. Reading this thread, you'd think SF4 were the game that killed the genre, not the one that got it back on its feet.
The whole slapfight about fighting game inputs is academic and utterly pointless. Truth is, when fighters do provide simple inputs (as an alternative or by default), they don't hit it big with this supposed silent majority of people who can't do a QCF. Smashfags do not care about not-Smash. Nobody plays Fantasy Strike or whatever. Capcom craves the normalfag audience and the "pros" vocally hated SF5 and SFxT. If nothing else, SF4+ and nu-MK are trading on familiarity, and removing special motions would alienate more customers than it would attract. ofc they could be made easier to execute, but they already did that and the whining persists, as it tends to.
You think they just don't want your money? It's never that. Actually, Warner is bold enough to be floating their own Smash wannabe at the moment, Multiversus. Apparently they're not worried about it cannibalizing the MK base, or creating brand confusion with the same characters concurrently appearing in Injustice. I'm sure tearing kids away from Smash is the bigger concern.
In point of fact, special move inputs were an innovative feature that contributed to SF2's immense popularity. They were imitated because people liked them. Smash didn't become Smash because Nintendo finally built a better mousetrap, they were selling a different kind of game to a different audience, with their brand backing it. Without that logo and those IPs, it would be as obscure as e.g. Outfoxies and Power Stone. We could have a whole trivia challenge of digging up all these ancient not-bad-at-all fighting games with simple movesets and weird features that never went anywhere. Meanwhile you all know about Geese and his pretzels, because it found its audience.
tl;dr pissing off everybody who actually plays your game to satisfy people who never will does not have the strongest track record. Might as well suggest that StarCraft read the room and retool itself into a Plants vs Zombies clone.
Okay, so, we've got fans of three very arcadey genres in this thread: Fighting, rhythm, and racing.
These things are not alike. The plastic guitar fad went the way of waggle, if there were an audience GH would be back tomorrow and no shut-in could stop it. Forza is like the most normalfag infinite money spigot in the universe, it's not "dying", it's just pissing off blueballed Burnout fans. And troublingly, fighting games were normalfag by the standards of 8-year-olds in 1992, but here we are.
They're so obvious, so intuitive, and so simple that literally no other genre of game employs them.
This is getting awfully obscure to be used as evidence of "see, lots of games use fighting game inputs".
You know what dude, if you don't mean literally then don't say "literally".
I like Soul Calibur because of the hot characters in skimpy clothes.
I actually don't even know how to play.
This cuts to the heart of the matter. A lack of hot women with big tits is the only thing that can ever truly kill fighting games.