EDIT: Also, I don't mean to rail on you gunbo. Just trying to balance things out and take a neutral perspective on things.
Don't sweat it.
DS2 is simply DMC lite. It's not (and will never be) GOW+.
Interesting... I like both though.
But just to clear things up quickly, when I say GoW+, that is referencing our sort of rating scale for these titles. Kind of like <---Mark of Kri---God of War--DS2---NG/DMC/Bayo--> etc... Like I asked what the combat was like and was told slightly above God of War e.g. GoW+ as I put it. That doesn't mean it is necessarily "like" God of War but that the combat has that level of depth. On a rating scale with DMC4 being a 10 in depth, then if GoW was a 7, DS2 would be an 8. It's usually a way to say how proportional a title is to how long you can keep discovering, innovating, etc... It's also a combo video or advanced combat run perspective for really crazy action fans.
Styling, in the most traditional sense, is simply being fancy. It has nothing to do with efficiency.
Yea...but I guess another take some of us have is that these games can have "efficient styling." Why? Because we aren't intimidating or humiliating anyone. Often we are trying to do perfect runs or make freestyles. I've recorded a few DMC3 freestyles where I noticed I got lucky I didn't get hit. That's garbage bin stuff. So while you are referencing just being showy, I'm referencing using advanced/fireworks type tactics to efficiently dispose of opponents. If you are risking getting hit more then normal, that's a failure. If you are overly sacrificing damage for flair, that's a failure. If you are using advanced tactics with some real creativity to not only be showy but also dispose of your opponents quickly? That's success.
In regards to fluff: Every move was designed for a specific purpose. Whether or not you can use them is up to you and your ability to read the enemies and react in time.
*examples*
I see what your saying but as Kayos stated, I think our perceptions are just different. From the list, the only thing that peaked my interest was the varied bounce on the deathgrip slam. The rest of the stuff will be walled on write-ups when the experimentation is complete. I liked your previous combat string example better even if it relied on enemy movement. But before it gets confusing, your examples could technically fit what I said above as a success. I mean, just frames are advanced and this is quickly disposing of the enemy right? Yet, that's where the divergence happens. They are advanced under normal circumstances but baseline on another scale. That's a whole bunch of options or those are mostly the same mechanic... It's just different perspectives. It's not a knock to the title and not necessarily a hark to not being a DMC game. It's just an analysis and it could be proven incorrect in some regard...nothing more.
I'll also halt using GoW+ since it is confusing and totally understand this wasn't supposed to be a trinity competitive title. It's got good depth and stylish moves are certainly available in some regard. That's good enough since I didn't want to talk about the trinity games anyway!
retcon:
And just to be clear, my desire for more was only about the mileage on the title. I don't want to invest this much time into an action game where it sill putt putt on fumes when I beat it. So it's sort of a selfish reason I guess but honestly I only play a few games a year these days. So I'm selective and when it comes to action games, I'm obnoxiously selective.