Ah yes the "fighting games suck because accessibility" thing.
First of all, it's entirely possible to play a fighting game without worrying too much about combos. Just because pro-level players do long string of combos doesn't mean that you can't have fun playing at a moderate level.
Also, if you actually knew what you were talking about you would know that not all modern fighting games are combo-heavy. Street Fighter IV is pretty limited in terms of comboing, it is still a lot more about controlling space, just as in early fighting games.
Arc System Works' games are kind of the opposite, but here's the thing: doing combos in those games is pretty fun. The game logic makes it easy to combo through loose combo windows and input buffers. It's relatively easy to experiment with combos, you can just have fun in Practice mode trying out stuff.
But of course, if you are dead set into considering combos an EVIL thing that exists only to raise the bar to accessibility, you're not going to have fun, you have already made your mind.
Furthermore, the way you just dismissed stfuppercut's argument about input commands being easier only further shows your ignorance. The way modern fighting games are less strict on input commands is a very big deal towards accessibility and is definitely not trivial. I played some old fighting games recently and I couldn't believe how frustrating it was to pull off some of the special motions which I could do with 100% success rate in a modern games.