People like stupid shit because the potential for growth is most obvious on day 1. Here's a contrast of what I mean:
Day 1 Marvel: "OMG GUYZ I JUST DID A LOT OF DAMAGE WITH MAGIC SERIES! (Wonder what happens if I try to add in a few more hits here... Can I touch of death?)"
Day 1 Guilty Gear: "What does this even do? I don't have any information on how to combo from this..."
(Most) People don't want to spend endless amounts of time scouring replays and Youtube to see high level play of a character, and take notes on every combo and tactic represented and the result of each. If you don't go out of your way to find out some of the cancel chains and possibilities in something like Guilty Gear or Blazblue, everything is going to seem fairly one dimensional due to a lack of indication from the game on what you can work on improving. I know you put out the Guilty Bits series Tataki, but the problem is that casuals who don't search the internet for information are unlikely to see any of that, and will have no idea what they aren't doing. In games like Marvel, there are a lot of obvious indicators from the game that you can cancel something, combo after something, or combo into something; making the process of finding new things to learn much faster for people who aren't hardcore into fighting games.
In short, I think we need games that do a better job of explaining what you can do within the system in game. The best idea I have is make the in game command list like something out of a Brady or Prima guide: When you see the move, you see how it looks when performed, what it does on regular/counter hit, and the frames of the move in relation to other options for the character. In that respect, I think Injustice and Tekken Tag 2 have made some very good first steps.