People forget that in the era of fighting games, you generally didn't have "upgrades" on the consoles. You'd just have to take which ever version you got on which ever system you owned. It was never arcade perfect, you were paying $60-80 for the cartridge, rarely ever got all of the fidelity or balance in it, and you were stuck with it. For example, if you had a genesis you'd have Champion Edition and Super Street Fighter II, but you wouldn't get Hyper Fighting or Super Street Fighter II Turbo. SNES got SF2 World Warrior and Hyper Fighting. Each was full price of $60 to $80, there was no shared data across it, and tricks, cheats, unlocks, and others weren't the same across versions either.
Today, you're able to purchase a game for at most $60 for the core gameplay on either/any console/hardware, and be able to update bug fixes, balance, and others on the fly for free. So you can get the game sooner with less risk to the publisher to having a game breaking and typically financially devastating bug. The caveat to this style is it lead to situations like the "Early Access" movement, which is just a more egregious form where you're buying in during Alpha period in the hopes of what might come down the pipe. Games cost a lot of money. Heck, in my own game we don't even have two fully playable characters and it's cost my team between $50,000 to 75,000 so far. I can only dream that if I were to release it that i'd get 1,000 purchasers, and that's if I priced it at $60, which people would say is absurd for an "indie" game.
Wolfenstein and DOOM had expansion packs before other games as well.