Ryu vs Ryu can be pretty great when both of them have great fundamentals!
Kind of a lesser of evils for me. I actually enjoy the Blanka mirror just because he's so bad that I'm not scared of losing.
It's an open-ended question, I don't really care how people take it as long as they actually think about it. When people complain about an incredibly skillful match being boring while watching a stream I wonder if they are self-aware to that point. Btw, I found "both" to be an annoying answer, because it is a cop-out and also doesn't even make sense (how can two things both be more than the other?).
Well, I'll take a shot at it:
I think that high level play and entertainment are intrinsically linked in fighting games. However, high level play exists within the people actually playing, while entertainment is an effect felt by viewers. Players cannot inherently produce entertainment, as viewer response is outside of the realm of player control. Players can only play their game.
That said, within the realm of fighting games, high level play
is what generally leads to entertainment. Consider three scenarios:
1) Infiltration picking Hakan against PR Balrog last year. So hype, probably the best moment of last year for me. However, it was only hype because Infiltration has a solid Hakan. If Infiltration's Hakan was garbage, the hype would have died down significantly. The Hakan pick itself also added hype, which means that there is something beyond high level play at work here as well.
2) Smash Bros. is a joy to watch, but all items, etc. are turned off. These are generally considered "For Fun", but imagine a Smash at Evo with items. Would that really generate lasting hype? Would people want to see a Smash with items at Evo year after year? Personally, I do not think so, because the random, anti-skill element of item drops lowers the potential level of play. Even at E3, I think the game was more interesting for the audience when items were turned off. It might be more fun
to play with items, but when watching a competitive event, it weakens the experience.
3) FChamp spamming Repulsion against Haggar players. This is undoubtedly a high level play tactic that requires consistent execution and matchup knowledge. At first, it is pretty hype - it's hilarious to see Haggar get pushed around like that. Then, it gets dull, and it can be a pretty miserable viewing experience when it happens for 30+ Marvel seconds.
I think these three examples all bring out a different aspect of entertainment. Hakan was hype because the level of play was high, but also because the selected character was unexpected. Smash items are dull because they are not only unexpected, but they remove an element of skill from the game. Repulsion spamming against Haggar is dull because it is a repeated activity that removes all questions of interest for the viewer.
So, here is what I think produces entertainment:
1) Non-random activity (save for positive-random, but that's for another post).
2) Unexpected activity.
3) Perceivable skill.
The first criteria is entirely up to the game's developers. If a game has random elements (see: tripping), it will always be dull, because no one wants to see someone lose due to situations entirely out of his/her control. The second option shares responsibility between the players and the developers. In high level play, unexpected actions are necessary. Outside of highly damaged game mechanics, you must vary your actions to open your opponent up. However, in a high skill, "play to win" environment, if a highly damaged game mechanic exists, one should
expect that it will be abused. As a result, dull situations are created within the context of high level play (Magneto vs. Haggar).
To summarize: high level play is generally more important than entertainment because it
fosters entertainment, and nothing which is dependent on another thing can be superior to it. Low level play is
consistently uninteresting, in contrast past the discovery period of a fighting game's lifespan. Furthermore, the better the design of the game, the more frequently high level play will lead to entertaining situations, because play variance is a result of both players having
options, which not only increases depth of play, but also probability of surprise and thus entertainment. Games that feature poor balance, such as the Magneto vs. Haggar situation, are bound to experience heavy lulls in their entertainment value. This is
not the fault of players, but of developers.