I disagree. This takes away from the satisfaction of pulling off a finisher. Anyone can perform any of the combinations, it's just a matter of practice makes perfect.
If the commands for each finish move is different and this game is going to have so many characters, how are they going to be remembered, anyway? Isn't that the very reason the original MK: T had this option?
And I don't think it's only a matter of practice. Allow me to explain: sometimes, for whatever reason, the game does not wait for you to perform the right command to finish the opponent, or you may know the combination and anything can prevent it from being sucessfully done, whether it's the use of a bad controller that can't be handled properly, some kind of lag or even if you didn't walk into the right location of the scenario and only then did the combination (some fatalities require you to not come close to the defeated character). And a few require you to hold that button for X seconds and do another combination. I always failed to count the seconds (for more or less), in the heat of the game anyone can make such mistakes.
You seem to think it's some kind of feat to know how to do any finish move. Perhaps that was the case when MK was first released in the 90's, not now when we have many finish moves for many characters. I would agree with something like: 1st fatality for all 100 characters: right, left, high punch, 2nd one: right, left, low punch, a simple variation like that, not these two combinations, plus another 200 different ones.
In my opinion the finish moves are not the best aspect of MK. That equates to saying an orgasm is the only thing that matters in the whole sex act. How both opponents performed during the match is more important, for example, how you managed to defeat someone, even if you not used too much the special moves. When I played MK 2 for Super NES, I never managed to defeat Kintaro, only much later I tried a better approach and finished the game.
MK is so great that can provide us with moments such as this one:
https://www.youtube.com/watch?v=ZuSU-ytJKwM
At 1:39 the player failed epically while trying to do Scorpion's teleport and Shao Kahn's kick was hilarious in that context. For that to happen it had to be programmed with that possibility in mind. So while I agree for some it would be valid to do all these commands for finish moves, there should be an option to simplify the thing. I like more options in any game, when they lack many possibilities, chances are you are not going to find it has too much replay value:
Replay value is a term used to assess a videogame's potential for continued play value after its first completion. Factors that influence replay value are the game's extra characters, secrets or alternate endings. The replay value of a game may also be based entirely on the individual's tastes. A player might enjoy repeating a game because of the music, graphics, game play or because of product loyalty. Dynamic environments, challenging AI, a wide variety of ways to accomplish tasks, and a rich array of assets could result in a high replay value.
Sure, this could not be feasible in a project like this or might add extra time, but if can be done, I'd say go for it. Newer games are boring in the sense you can't just contemplate them when you want. Sometimes I just pick one of the videos posted here and watch the finish moves, just like when I did when played a game like Resident Evil with all items and infinite health *.
* The last GTA does not allow this for more than 5 minutes. I remember in the 90's I used Game Shark codes for many odd things, and now it appears these oddities are either gone or you can only do what the developers want (in terms of "cheats"), and the possibilities are slim. So the replay value dropped drastically for me.