If you're that old, you will surely remember than SFII had 8 playable characters, SF Alpha had 10, SFIII had 10, Smash had 12 (counting secret ones / clones), etc. New fighting videogames have always had "anemic" playable rosters, it's just what it is.
What they need to add is some new freaking stages, though. The base game was already lackluster in this regard, but three years and two full seasons of content later it's getting downright ridiculous to keep playing in the exact same handful of stages.
I do remember that. I also remember my favorite of the Alpha games being Alpha 3 and my favorite GG game (by far) being GGXX. That's why I've been hoping for a Super DBFZ or a DBFZ 2, because my favorite fighting games are
always the ones with the biggest rosters and the most side content to play around with.
I didn't even buy Soul Calibur 6 this gen because I'd rather just wait and see if there's ever a full edition. And I love the SC series
(well, except for V...) but it just doesn't feel like a good investment.
I'm legitimately curious about this. What single player/offline modes should a fighting game have that can't be done with within a month or so? I can only think of something like MK's Living Towers where completing them gives you new cosmetic items, and the Towers themselves often have different or random elements to the fights (although they eventually repeat). I really don't know what could be done to keep single player people entertained for years. We have arcade modes, and story modes, combo trials, missions, etc. and even now, an RPG mode in GBVS - but what's going to keep the single player person coming back every week? Any new mode is just going to take up a few hours of time and then what?
Towers are a good example. Survival modes, Guilty Gear's M.o.M. and associated modes, something like the [insert title here] Master modes from the SoulCal franchise before Namco stopped giving them budgets...
Obviously, all single player content has a lifespan. But a meaty, substantial offline mode that offers players things to do beyond just slamming their head against an online mode is a great way to keep people invested for longer than the standard story mode (aka "Arcade Mode with some cutscenes, maybe") in a lot of recent fighters. A lot of modern fighting games' story modes feel like they're being made out of
obligation rather than because the developers are proud of them. Dissidia NT feels like this for example - they have a "story mode" but it's just cutscenes you unlock...from winning online fights. The game has zero content.
I might hate NetherRealm's core combat mechanics and character designs, but they definitely feel like the one fighter developer that's really invested in making sure every game they put out is packed with content for people who aren't interested in just playing online.