Its... different with MOBAs. They can get away with an outright different balance paradigm due to the difference in commitment between, say, Smash or a fighter and Lol or DotA. In one of those, a character has all of 4-5 abilities (depending on passives and/or flat bonuses purchase options.) They fill one role of 5, and that role can be fulfilled by others in a way that, although certain character quirks may make them desirable over another option, skills are imminently transferable in most cases within the same category. In short, there is someone else out there for you to do your job, and it is not just you doing it.
In a fighter, however, the commitment it usually takes to become an effective character specialist is such that any attempts to nerf a character, even if they are blatantly OP or already too competitively unviable to matter, has a much more pronounced effect due to the "devaluation" of your time investment. I mean, think of how the word "ban" is treated in the FGC. No seriously, if you don't know, see if you can find an instance of it. They HATE the thought of banning. I mean, it takes ST Akuma levels of broken to be banworthy, and it only gets worse if stuff is being discovered after player dedication has set in. Hell, in Blazblue, the character Kokonoe was brazenly broken on release and everyone knew it, and they STILL were only "considering" banning, despite how damn centralizing of the meta she was quickly becoming. You literally, depending on your character, NEEDED a pocket JUST for her. In fact, it is only -because- it would have that same effect on other character specialists that it was considered at all.
So... yeah, remember that character choice is quite a bit more meaningful on an individual level in fighting games, and so the logic MOBAs can use sometimes needs to be filtered through that. An attack damage carry is an AD carry, a Ganondorf is... Ganondorf. He may share some traits with others, like hitting hard, but there is no honest substitute for his character in the aggregate.