Very informative video on concepts wears familiar with but seldom consider. The problem with this is that unlike League of legends and Star Craft, fighting games (and some shooting games) take a different skill set that could make identifying balance very difficult early on without having time for the game to evolve. When you've got units/ moves/ plays/ elements, the skill set largely involved a Pokemon-esque Rock Paper Scissors system that ties into strategy, or a just plain competent strategical manipulation of the game's system. This isn't always necessarily true with fighting games, as a player with impeccable game knowledge may pail in comparison to another with great reflexes, reads, execution and mind games. This causes things to take slightly longer to flesh out. So many fighting games have 'bottom tier ' characters end up being fully explored and have their roles reversed. Vise versa is also true.
Alternatively, sometimes it's just a case of elements that are overlooked and simply not really understood. Which is why a 'decent' character may turn out to be 'broken' when OTHER elements of the game are changed. Further still, there are cases where it takes a very special player to show how imbalanced a character can be. Or a very good sniper to show that your weapon is only 'theoretically' balanced with its long load time, but in the hands of a player who doesn't miss a shot, not only is it excessively lethal, it can change the flow of the match when certain key elements and situations are met.
In my opinion, while consistency is found when NRS uses a character like Scorpion as a dummy or Batman as a blue print starter, it's best to excessively play each member of the cast against each other. Play to their strengths. Play to their weaknesses. Because while this doesn't guarantee balance, it may make obscure 9-1, 8-2 MUs more obvious. And if a little tweaking can bring those MUs to at the very least 7-3, fewer people would be inclined to counter pick or leave the game and instead try their headrest to even the odds because they know its doable.
That's not to say that NRS doesn't do so already, and I know very little about fighting game development. But if a game isn't perfect, but is devoid of death MUs, that's a game balance I'm very okay with.