To be honest, for certain non-original moves like rage or aerial special I don't have a fixed criteria, I let my imagination free to create new moves based on the original sprites or based on the new ones people send to me. Then I create new moves trying to make it visually cool and at the same time efficient during the battle.
Although the GG version is cool for the SOR2 Axel, I was reserving it to test in the SOR1 Axel once the SOR2 version already has a well complete moveset. However, I can test as an additional rage move or make the current one as a "grab rage" like I did with Max and make the GG version as the new main.
I would like to hear everyone's opinion on this idea.
Frankly, at least for now, I'm not planning to change how Rebellion/CPU Partner modes are currently working, having each character in his own slot. Visually it's better to give the correct impression of how much content was done, even if Donovan2/Donovan3 are almost the same for example.
Plus I bet people will instantly think I removed the variants, others may never figure out that SOR1/SOR2 Jacks are some kind of "distant" variant (so far I still need to explain Harakiri, Ringmaster, Tracker (Predator) and BKM Bongo as a original SoR character).
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In addition, behind the script's hood it's another history. The Arcade/Survival modes were coded in a different way to accommodate the variants in the same slot, unlike the Rebellion/CPU Partner that were coded to make each one in his own slot. Considering that the code is big, I would need to retest many already consolidated scripts again, delaying the project even more.
The idea is not bad, but I need to think more about it. And it's better to test any change in this aspect after all the planned content is done, this way I can plan a new slot organization without worries for future added characters.