My apologies in advance. This post is something of a Stream of Consciousness.
This is something that's actually bothered me for several years, but in recent days I've been reminded of it as I sat down to play the fairly recent BlazBlue: Continuum Shift and Marvel Vs. Capcom 3. After playing both, I'm continually baffled at how stagnant the Fighting Game genre has been over the years, and how it has become something of a "walled garden" with rules both hidden and overt that seem to serve no other purpose than to prevent people from getting into the genre.
To preface this, while I enjoy watching them I confess I'm terrible at Fighting Games. No matter how much I practice and how hard I try, the skill to execute the elaborate contortions of the control stick and pressing the various buttons just eludes me. I'm familiar with the typical "Haduoken"-style movement, but I can rarely ever perform the move on command (and it only goes downhill from there). Despite this, a few years back I picked up the original BlazBlue: Calamity Trigger out of curiosity and found it both enjoyable and surprisingly accessible (gameplay-wise, anyway...there is no penetrating that convolution that Arc System Works calls a "story"). Instead of a laundry list of buttons that all on the surface seem to perform the same task, there were 4. One of those was devoted to a single character-specific move (which could change depending on how you moved the control stick), which helped differentiate the gameplay styles of the different fighters. The most advanced moves in the game, the "Hyper Combo"-esque Distortion Drives, were available both with regular button sequences and with Right-Stick enabled "shortcuts", making the game relatively easy to pick up and feel awesome playing while still allowing those who wished to delve deeper a more traditional format.
So why did I devote a rather lengthy paragraph to explaining this? A few days ago, I found the game's sequel, "Continuum Shift", on sale for extremely cheap so I picked it up expecting to have more of the same enjoyable experience. What I found makes me more than a little angry. The Right-Stick shortcuts for Distortion Drives, which gave less-capable players even the
illusion of being decent? Gone, and researching the fan reaction to its removal the general consensus seems to be "LEARN HOW TO PLAY, NOOBS! WE DON'T REALLY WANT YOU HERE IF YOU CAN'T PLAY IT OUR WAY!". In the shortcut's place is a "Beginner Mode", where mashing buttons performs every combo in the game. There's no finesse or strategy, and the game makes sure you know it. Just mash buttons (with a lengthy time delay on the more powerful attacks), which does not help the player learn to play the game or how to defeat more advanced players. There is also a tutorial mode now, where the game continually insults the player for
daring to be anything less than a master of fighting games (while quickly ramping up the difficulty beyond what a beginner can handle). Thanks, Arc System Works. That really made me feel welcome. Marvel Vs. Capcom 3 also has a similar button-mashing-focused "Beginner Mode", which is also "nerfed" to prevent the player from accessing their character's full potential.
While playing through the tutorial, it reminded me of another oddity of Fighting Games. I don't think I've ever seen a Fighting Game where the buttons are ever labeled what they actually
are on the controller. Using Continuum Shift as an example again, in the Tutorials all the face buttons are labeled A, B, C, and D. Marvel Vs. Capcom refers to them all as L, M, S, and H. Here, let me just find my "D" and "H" buttons on my Dualshock 3...Oh Wait.

Why do Fighting Games still use this stupid and arbitrary way of naming their buttons, based on the conventions of old arcade cabinets that largely do not exist anymore? How is your typical player supposed to make sense of this?
Playing these games of late, it always strikes me that the Fighting Genre is one firmly stuck in the past. Why is there such a focus on being
able to perform a move rather than on
when the player uses it? I watched my best friend's brother today playing Marvel Vs. Capcom 3 online, and despite playing the game for 2 weeks and knowing
exactly how to perform things like Hyper Combos he
still couldn't produce the attacks on command. He knew what he wanted to do, but the game's arbitrary method of performing the attack made it difficult for him to perform when he needed it. Say what you will about Smash Bros., but the one thing that series absolutely
nailed is that the moves a player can perform are both relatively few in number and exceptionally easy to perform (just the B Button in conjunction with the control stick). Instead of constantly worrying whether I
can perform a given move, my focus can now be on if I have picked the right move and if I'm performing that move at the right time and location. Given that that seems to be most of what the Fighting Game experience is, why does the execution of it need to be so convoluted and arbitrary?
Sorry, I just needed to get all that off my chest. It irritates me to see a genre that can be so enjoyable also be so infuriatingly obtuse. Has anyone else had such problems with the genre?