Okay, I'll respect you (at least as far as that you are doing this with at least some degree of being affable). As such, I'll "play your game" and go through this in depth.
OK, let's do this thing.
First off, I refer to most games that rely on the name or the reputation as a wannabe Street Fighter, for two reasons. First off, it's safe to assume that the market has been saturated with these games which are very similar if not identical in nature. We would also be foolish to not say that Street Fighter opened the floodgates 23 years ago by starting it. However, the game is very typical and lacking in a lot of fields and nowadays there's so many others out there it's tough to pick one or even differentiate between the two.
Point taken.
I specifically call out Street Fighter not to "pick on the fat kid in the parking lot" but because 1) the company has gone exceptionally cheesy by only adding minor improvements and only releasing two official sequels in 23 years. Everything else has confusing nomenclature, such as "Ultra Street Fighter III Alpha". Well, what's the difference between this one and the original "Street Fighter III Alpha"? (do note, this was during my time on hiatus so I really don't know if those are real names but they're good for example's sake.)
2) Street Fighter is the game that relies more on the name than any actual improvements. Mortal Kombat was the first one to introduce the combo hit structure (such as "3 hits, 19% damage" in MK3), Virtua Fighter introduced the 3D Graphics. SF and most Capcom games have been flying on cruise control for some time and even though the games are very synonymous with each other, Capcom seems not to give a crap.
1) Yes, I know modern-day Capcom is a shadow and a parody of its former self. It not only has abused DLC practices, but has also been ignoring (if not outright disrespecting) fans of other franchises, specifically Megaman (numerous cancelled games, no playable Megaman in MvC3 and its update, and the nail in the coffin that is Megaman based on the bad US boxart for SF x Tekken... really, Capcom?), Devil May Cry (too many flaws on the reboot to mention, so I'll let you see
this on your spare time for that), and folks like myself who are Darkstalkers fans (though I have to give them credit for at least giving us Darkstalkers Resurrection)
2) What's really been keeping SF alive was the tournament scene and legacy. A particular tournament match between Justin Wong and Daigo Umehara at EVO 2004 suddenly sparked interest for what was a slept on title that was Street Fighter 3 Third Strike. Since that time, people were slowly but surely motivated to be like Daigo as well as other known players. Thus, the rebirth of SF4 years later and the era of the generally self-entitled '09ers... but that's a story for another time.
16 1/2 years to be exact. In order to extrapolate on this more, however, I need to spell out why exactly I do, at least in part what I do.
Good, 'cause I wasn't buying the whole idea of your friend beating you all the time being the sole reason. That would've been disappointing.
Due to the vast plurality of fighting games out there, in order for me to actually play one, it should really have five things that are important, at least as far as me spending time and money. I could not spend the vast overwhelming amount of time required to play ALL of those games and become consummate with other obligations in my life. In order of importance, they are:
Primary: Gameplay (50%): I think everyone can agree that how the game plays, the responsiveness of the controls, the overall difficulty, etc., all the nuts, bolts and mechanisms in order to make a game good are a critical part of making the game actually playable. As was stated before, hentai games exist, but many of them are either grossly imbalanced or the controls are ridiculous. You won't hear me complain much about this because I think DoA's entire control schemata is well done, with the exception of those annoying "up diagonal"' moves. Up makes the character jump, up and to the right makes the character leap forward, etc.
In DOA5, you won't have to worry about the character jumping like in DOA4. They removed the jump mechanic.
If a game is way too difficult (like you turn the difficulty all the way down to learn the game and the computer hands you your ass in nothing flat) or too easy (such as being able to win as Lili in Tekken Revolution by pressing the square key over and over again against the computer) I'm not going to be able to enjoy it. Somewhere in between is good.
In all fairness, the AI can only get you so far in learning the game. The AI can be exploited. Human players cannot, unless they genuinely don't know what they're doing and can get blown up easily for their mistakes. This is why judging a fighting game's worth solely for the AI difficulty is a piss-poor method. Sure, you can pack as many single player modes as you want, that's all good and gravy. But the game's true lasting value will be in how well it delivers when against human competition.
Secondary: Reward (20%): As I stated before, there are a saturation of these games out, and considering we've already tackled the issue of the game play, the next thing we need to talk about is is there an incentive to play other than if you win a match, you hear some announcer say "You win!". (Sorry, picking on Street Fighter again). Mortal Kombat has the bitchin' fatalities. Dead or Alive has Tina and the other girls with their tits half out of their shirts and their asses half out of their swimsuits. Soulcalibur has very skimpy outfits and cool weapons. These are all good reasons to get me to pick up a game and play it, is something has to stand out. Does Tekken? Does Street Fighter? Does King of the Monsters? No. All you get is "You win" and wait for another Dorko to challenge you or move on to the next stage and start it again.
You'll actually notice that Girlfight would score higher in this category. However, why am I not playing it? Because the gameplay is flawed and that's always going to be more important.
Again, this is where knowing how to play the game on a competitive level and being with those like-minded individuals come into play in the long run. Aesthetically, the visual appeal of fighting games can wear off over time, as technology is always changing, and therefore bringing new graphical innovations. The rewards you should be looking for once they wear off are the fruits of your labor in pulling off a feat you once believed wasn't possible before, such as pulling off that Power Launcher combo, stagger escaping quickly for the first time, capitalizing on a dropped combo that could've killed you and punishing it properly to turn the tide, or my personal favorite, beating that top-level player you believed was untouchable.
Rewards like this motivate people to come back to the fighting game scene for said fighting game in the long run. The rest is rose-colored glasses that, while a gratuitous novelty for the casual gamer, won't be a necessary requirement to enjoy the game for those who wish to dig deeper. I mean, look at the folks in Japan competing in the VF series year after year. The game's got to be the least casually appealing game out there right now, and the rest of the world just hasn't caught onto a tourney scene, but does that stop them from hyping and playing their game with such unprecedented enthusiasm? No way, Jose!
Tertiary: Graphics/Design (15%) : Why isn't this higher? Well, Super Mario Bros. 3 didn't have outstanding or amazing graphics and I would still pick it up and play it. But if the game looks horrible, then I'm not going to want to play it. So yeah, this isn't as important but I'd still like it to look cool. To some extent, DoA can work on this as I have noticed some of the BG disappearing, but still, it's quite playable. Street Fighter also ignores this in favor of some guy standing in the background putting his hand up even if the player is on the other side of the screen.
Yeah, I'm not gonna touch on this part too much. This thread's got suggestions up the wazoo as it is. Moving on.
Quaternary: Likable Characters (10%): long story short, are the characters actually ones you'd want to spend time with? Are they the kind of people that you'd bring home to your parents or are they the kind of people that you hope never to meet again? Most of the male characters are stock characters you can get anywhere. Jann Lee was better when he was called Liu Kang, hell Liu Kang was better when he was called Bruce Lee. Zack is your stereotypical '70s blaxploitation guy, Bass is the old guy who comes out of retirement to play one more match, Gen Fu is the old master (wannabe Mr. Miyagi) and Eliot is the impetuous child who needs someone to rein him in. Every game has the stereotype of the typical "ooh look, it's a guy with no shirt on" syndrome, even ones that don't use sex appeal at all to get people into battle. Yep, it's overkill.
I hate to pick on games like Tekken or Street Fighter but the number of likeable characters in that game is a resounding zero. I haven't been able to find one yet. The fact most of the guys in Tekken look like they'd flunk a drug test doesn't help either.
Character variety in fighting games are like apples, oranges, or other different kinds of fruit. You're gonna like some, and not like others. Even so, there are people out there who actually enjoy playing these "stock" characters for more than just their backstory and personality.
Some like them because they genuinely like them and want to learn that character.
Some like them because their fighting style is in tandem with their playstyle.
Some like them because they help them win a tourney.
Some like them because they find some new exciting tech for the character after months and months of hard work, and want to be that standout player that specializes with that character, thus bringing the charater's awareness a great deal and increasing the character's popularity to a point where they could rewrite the character's story into a better one altogether for the sake of fan feedback.
Quinary: Players (5%): I rank this the lowest because I can play the computer if all the people are douche bags, but it still plays on behalf of the game in general. If I face 20 or 30 James Powers and they make comments such as "Yeah, I fucked your mother" then I'm going to be disinclined to play again. When a person is better than you, there's an inherent obligation to help those who are less skilled. Also, if people strive to be the best, there comes with it a liability of being constantly able to prove it.
If you keep playing in public rooms unrelated to a specific hub of competitive players, you are bound to find douchebags. As the saying goes, you can give a pizza delivery guy your address, but you can't make him drive there. I know for certain the players on this site are far removed from the James Powers you've experienced and are willing to help you up your game in DOA5U in particular. The only things standing in your way now are time, opportunity, and finding the right players.
BTW, you should've ranked this much higher. For without the right players to learn, grow and compete with, and your only concern being how in-depth the characters are, what's the point of getting a deeper understanding of a fighting game? You may as well be playing a JRPG, make like a porno, and play with yourself.
NOTE: I didn't quote the other answers you made because you've generally repeated what's already been said with above points you're making.