JOE!
Smash Hero
sorry for the wait lyth 
True, as you (and I earlier) said, landing a combo makes it so that the foe cannot retaliate, which is a great if not the best form of defense. And yes, the defensive guys can easily punish for massive damage using them instead of tryign to go for straight-up damage racking. But regardless, those latter types who focus on punishing are almost never top tier material, my question is why time and time again do a certain character archetype dominate the higher levels of fighters which feature the ability to combo?
*looks at Krewman's vid*
How is that fun?

"Getting a combo isn't [allways] about being offensive."It's not. Footsies and poking are also a part of being offensive, especially in a really defensive game like Street Fighter as you mentioned here: "Quite, look at a SF4 vid and you'll usually see this: Footsies -> hit 1 to a few hit combo -> reset to neutral -> some blocks and more footsies -> another hit to a few hit combo ->repeat till a winner." Getting a combo isn't about being offensive. You can easily be defensive, and punish someone and land a combo off of their mistake. It isn't so black and white as you make it seem. There's rushdown, there's blockstrings, there's zoning, etc. There are lots of ways to apply pressure and be offensive. Landing a combo isn't really one of them.
True, as you (and I earlier) said, landing a combo makes it so that the foe cannot retaliate, which is a great if not the best form of defense. And yes, the defensive guys can easily punish for massive damage using them instead of tryign to go for straight-up damage racking. But regardless, those latter types who focus on punishing are almost never top tier material, my question is why time and time again do a certain character archetype dominate the higher levels of fighters which feature the ability to combo?
Problem with most fighters however is that they're walled in (creating wall shenanigans), and that their form of "DI" isnt as good as Smash, from what I've seen (please prove me wrong if I am). This can over centralize the playstyle I mentioned in the OP for the guys who play like Fox or Shiek, over other playstyles which are different, but dont take as much advantage of the system.Combos do maximize your damage. You'll get a lot more damage off of a series of hits that cannot be teched out of, than you will off of pokes. And that's the whole point of a combo. Your opponent isn't supposed to be able retaliate until it's finished, and unless you have really sloppy execution that will give them a chance to tech out. And in a fighting game that isn't broken, the combo will have to end eventually.
*looks at Krewman's vid*
How is that fun?