This is a completely backwards argument. It's like saying, "Well, I've been drinking Apple Juice for ages and IT tastes good. Pork is a food too, so obviously Pork Juice should taste good!"
First Person Shooter games are very, very different-- from a net-coding perspective-- than fighting games. They use a system of Prediction Algorithms to assume what will happen next, before they actually know what will happen next. These prediction algorithms are possible due to the specific nature of an FPS: distinct ballistic trajectories are easily calculable. The computer knows you have that M4 equipped, it knows how the M4 fires, and it knows where your opponent was a moment ago. It puts all three of these together to figure out the most likely situation which will occur and assumes that case. This is why, on a particularly laggy server, you might see an opponent in one spot when they are actually elsewhere; your computer THOUGHT your opponent should be there, and placed them before receiving their ACTUAL location from the server.
Fighting games do not have distinct ballistic trajectories. There are no reliable prediction engines for a fighting game. The computer can't assume your next attack because you have, literally, dozens of possible sudden inertial changes at any given time. Instead of having to worry about a single, easily calculable attack pathway per player, the computer has to juggle several complex pathways, per player. It is simply not feasible.
As such, in a fighting game, playing with ANY lag at all will affect you HEAVILY. There's no computerized prediction which can fake a good fight. Any frames lost to lag are LOST. You'll be launched before you even see your opponent attack, and that's not fun for ANYONE.