JoJo's sold well despite being complete ass beyond a casual level, too.
On the topic of control schemes since it's topical, what's your preferred blend of input difficulty for command moves, and for what applications? Just as a general guideline I'd rank difficulties (with specific applications) as
1: mashable input (P4A auto combos, Tag Assaults in Tag 2)
2: directional input (smash, 3D fighters to some degree)
3. "simple" SF-style input (QCF, DP, 360)
3.5? MK-style input
4. "complex" SF-style input (multiple QCF/HCB, 720s)
5. fuck me tier (pretzel motion, summon suffering)
I think a fighting game that wants to appeal to the mass casual market needs to have some sort of universal T1 move, and competitive play should seldom exceed T3. Ideally I'd put the ceiling at Smash-style inputs but the reasons why you would want more complex command inputs are acceptable to me.