Well it's like I was saying in another thread. Not every fighting game can advance the system or the genre. For many games now in all the franchises it has just been the same old but updated. Now, in addition to the usual re-balancing and updates we also get a new game mechanic which quickly spreads to other fighters. But every fighter does it differently.
It's a real honor to get a Critical Finish in SCIV because it's so damned hard to do and you have to be skillful to do it. Whereas it's considered "lacking skill" or "a cheap win" to just grab the Smash Ball in SSBB. This is because it's so ridiculously unrelated to skill and is simply another element of randomness inherant in any SSB fight with items turned on. I quickly turned Smash Balls off.
As well I've never particularly liked the Super Meter in SF type games (SF, Darkstalkers, Guilty Gear, etc) because it becomes basically a race to build up your Super move faster than your opponent. The same can be said of many of the franchised fighting games like Bleach, Naruto, DBZ, etc. that incorporate super moves from their respective series. The game has removed focus on beating the crap out of each other and more focus on building up your little bar at the bottom of the screen (orientation subject to change).
I know that was quite a little rant, but that's what I think of these "meters". I prefer that they be either really hard to do, or else not be a major benefit at all. Thus far MKvDC's version of the super meter seems very balanced. You have to be fairly skilled to build your meter (at least stay alive long enough) and all it really gives you is an advantage. Not free damage, not an instant kill, but an advantage. You can still have the tar beaten out of you even in RAGE mode because your opponent can simply not allow you to hit them. I like it.