The only reason Melee is so popular and has so much hype behind it is because of their own community. Nothing more. Nothing less. That's literally it. They don't pay groups of random people in sums of money to pretend that they're hype when their game is on stream. Their community is fueled by passion by the players who love the game.
It's the MK's communities fault for not being more hype than they currently are at events. It's also the MK's community fault for shunning top tier users ever since MK9 2011 and making the players feel bad as if it's a criminal offense to play to win.
And I'm not saying the NRS community isn't hype, or the tournaments aren't amazing, because they really are. But it's not fair to judge other communities or place any blame with the game when it's the own community that is in charge with how much hype or how highly their games love is expressed.
I mean, does anyone find it ironic that the biggest haters for MK9 and Injustice (and soon to be MKX when Injustice 2 is out) ARE many players from the NRS community?
In my opinion, melee's eternal hype comes from the genius of the DI system and freedom of movement. Even over a decade later, it's not stale because the system mechanics limit autopilot play and generate so many different situations, conversions, and combo opportunities.
Even the swaggiest combos and mixups get very stale when you've seen them a million times. Because the DI system gives the defender options *while* they are being hit (mid combo and as they're getting hit off the stage), the guaranteed autopilot stuff is much less and you constantly have to think and react. In most fighting games, you have to think/react in neutral, but once you land a hit its autopilot mode, executing combos and setups.
For these reasons I'm personally really hype for Injustice 2. If the air tech and mb dash are implemented well it could also result in a lot less autopilot play and unique situations.
I think this issue is also the main flaw of MKX. The neutral is undoubtedly super important, but inhibited by weak defensive movement and as a percent of match time, it's rather small. The neutral usually ends rather quickly and a huge chunk of the match is spent in autopilot mode, which looks really cool the first few times but then gets stale.