I don't think you understand how much work it takes to design and balance that many characters in a serious competitive fighting game. Serious question, do you play competitive fighters at all, do you know anything about how they work?
In fact, the best way to ensure they're all polished is to start small and expand incrementally over time. This is the right model for a competitive fighter. You're deliberately ignoring the path to get from point A to point B if you think that in your world it would just be the final version right away. I'm saying that in your world, the fighting games I know and love would not be the games that I know and love.
Personally, my favorite game of all time is Skullgirls, and they have been very open and transparent about all the expenses involved in developing a much smaller cast. Look up their finances, look up how long it took their small team to get from the eight characters at launch to what they have today. And I'm very happy with every cent I spent on that game, they didn't scam me by offering more of my favorite game. This is a game that has entertained me for a decade. Even if I count all the money I've spent on traveling to tournaments, which is far more than I spent on the game, it's still quite possibly the most efficient form of entertainment I've ever gotten my money's worth from.
Can I have the games that I know and love, in the format that allowed them to be the games that I know and love? There is no third option here.