There is an important distinction that has to be done imo.
Part of the complaints seem to be more about the combos lenght rather than the dificulty of the game, which imo is a valid reason to not like the game (with the key distinction that not liking something is equal to something being bad or wrong).
KOF XIII is probably one of, if not the most easier game in the franchise when it comes to its inputs, specially true with how many characters donât have all their moves.
BUT, the game can be dificult for the people who are not acostumed to long combos, specialy when they donât like them, this alone can make the experience of learning the game more daunting that it is since the person wouldnât be enjoying the experience.
I can understand that sentiment, and it is fine, not everyone likes the same things, but this doesnât mean that because a game in particular doesnât carter to your preference then the game is on the wrong.
That being said, i will laugh about anyone if they want to point out that RL gets in his way to learn a game, regardles of the learning curve of the game. That is not an acceptable excuse, if you donât want to put time into learning a game to be good at it then it is clear that the game is not for you, so instead of blaming the game it would be better to man up and accept that not everything caters to your particular preference.
Also, many people seem to have this delusion that they need to be able to pull off tournament level stuff in order to enjoy any fighting game. This have become more prominent now with all the streams and youtube videos.
Many people seem to think that if they are not pulling at least half of this stuff they canât enjoy the game.
As for making games accessible, i strongly believe that there needs to be a balance about it. there are multiple ways to make a game more accessible besides dumbing down, you have tutorials, easier control schemes, online training mode. You can even make the game more accessible by having characters with different level of dificulty with varied play style archetypes.
You can also can cater to casuals by having different modes, a clear example is MK for example, which imo attracts the casual crowd despite being an obtuse game to learn imo due how many things work in it.
I saw that somone was arguing that SG tried to attract the casuals by making its inputs easier yet failed, imo, the game would had have the same reaction regardless of the input difficulty due its aesthetics, which imo is what really drew away many people.
Also, remember that the 1st iteration of the game was more lenient with its IPS which made it to have really long combos, i specifically remember that many new players were put off by that alone.
Add that the game shares a lot with MVC2 which is not necessarily for everyone, specially how the game is now more reset heavy when it comes to its gameplay so that can also scare any casual.
With all that said, i think that KOF XIV having long combos wouldnât be a problem, for the little we have saw so far we could speculate that this game probably wouldnât have them since it seems to be simplier when it comes to its mechanics (so far at least).