[quote=“MilesRiey, post:4250, topic:175569”]
Most of her followups were like Abel’s CoD followups. When was the last time you saw an Abel in a serious match use his CoD 2nd or 3rd low? They’re basically dominated decisions. There was some use I suppose as combo filler in certain Vism combos, but as part of the design decision for SFV is that every move is useful in and of itself that’s not really a point in their favor.
If you took away Abel’s CoD 2nd/3rd lows in a stealth patch I wouldn’t be surprised if nobody found out for a while. It’s the same stuff some of the rekka followups for Aism Karin; there just wasn’t a real purpose there, so why keep them in? I suppose you could make an argument for wheel kick hopping over some attacks, which is fair enough to slap it there, but when you can consolidate moves you generally should.
Take her upkicks; it works great as a command normal instead of as a special. As a rekka ender, you could juggle into CA or just let them hit the ground while dashing at them or jumping to put on wake up pressure. This fulfills the exact same role as the slide ender (getting that close KD) and the old upkicks ender (safeish ender, juggles).
So we’ve removed what were old false choices, consolidated choices to deal with the new engine, yet still kept the flavor of multiple routes intact (you can go punch punch punch, punch punch upkicks, interrupt at any time with a counter, and hell even throw in the wheel kick as I can see the argument for it).
Also, plenty of characters have more than 5 special moves. Top of my head: Boxer has 7, Ibuki has 8, Dudley has 6, and Juni had 6. Cammy used to have 5 but got one V Skilled. Bison got an old move back in exchange for losing a classic move but also gained a new move thanks to the DR/HP combination freeing a slot. R.Mika lost a move and Birdie traded a move. SFV is trying to be a simpler game in terms of jumping in and playing it, where every button has a purpose outside of combo filler.
However, if you can think of a good way to both keep all of her followups and make them unique I’m all ears. The way I’m looking at it, your poke of choice would be a medium into Rekka, with jump in hits being perhaps a medium linking to her Elbow Rush TC (which would be unsafe so you want to Rekka in neutral) for max damage or Rekka -> Upkicks -> CA if you want to spend bar (and you could just let them fall for a setup) or Rekka -> Palm Strike for corner carry. On block you could always also throw in a V Skill Counter. In neutral her Upkicks would function much the same as Cammy’s f.hk in terms of beating lows but safer as you could only get a CA off them. Her wheel kick overhead special would function much like Abel’s, go over fireballs, beat throws, and travel a good distance to punish screwups but be unsafe on block (so pretty much how it was in A3). She of course would have Rekka pressure as well and a solid cr.mk (probably not cancelable as cr.mk xx rekka would be weird as they’re trying to remove the whole cr.mk xx safe special that was so strong in previous games, so keep that nice A3 no buffering kick).
Give her the old Aism P Super2 K Super1 combo as her CA and I think you have a character that has all of Karin’s old strengths and still plays like her (assuming she keeps that lovely walk speed), but has trimmed the fat and made to fit into the new engine. The only move you’d actually lose is her slide ender which I think can afford to go away as her upkicks take its old role. If you really wanted to keep it, I could foresee losing the upkicks ender and just having the whole rekka string be super cancelable, with the CA catching them as they’re hit away with the Palm Strike. That would give you no safe Rekka enders, but if they wanted to do away with safe enders anyways it would mean you didn’t need different frame data for the command and ender upkicks.