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Not really...
- they're separate character call-ins, and do not affect the controlled character itself (other than the latter having to sometimes pause while the assist action takes place -- e.g., for Kano's eye-laser)
- the cool-down makes some sense when qualified as the time taken for an assist characters to get back into position for another attack and/or a kind of "Kameo stamina bar" (some assists abilities can actually be spammed twice or thrice)
- it's a separate mechanic and, as such, does not usurp or supplant any existing mechanic for the playable character (unlike the KB system and the MMO meters did in MK11)
Historically, I haven't been a fan of assists, because they have always felt gimmicky to me, as well as distracting from the core gameplay. MK1 looks to buck this trend, and only time will tell if the "Kameos" end up a boon or a bane ("Boon") for the series...
That is true... But, my point is that (i) it forced players into playing in unnatural ways (in order to gain access to set up for KB's), which defies the very notion of an competitive fighting game, and (ii) they were often tied to illogical prerequisites, like "land three attacks of a given kind" (see the first point), curbing players' natural gameplay strategies around those requirements.
That is to say, any fighting game that artificially forces playstyles, cannot be a pure fighting game. Characters' tools need to be given to players in a way that is free from constraints which are not purely for balance purposes. KB's seemed like brain farts coded into a fighting game, and I think that's primarily why they've been dropped for MK1.