If they took out the air hit opportunities I think it would make it more fair.
I wouldn't call any of this "cheap", however. There's a reason Vice isn't played as often as she could be, and Mature gets more overall use.
Vice has no safe Chip damage options. Without her "lighting leg" kick from the older games, she's lacking in that regard. That damage-scaling arm swipe does no chip damage on block, and the only one you can combo into without meter only leads to 1 command grab. Both Shoulder charges leave her open on block, Even the EX one isn't a good opener...
She no longer has her invincibile-on-startup easy grab (hcf+p), and this gives her kinda meh reversal options.
She's missing her deep-hitting jump D, her hop C is ok, but not the easiest to move in with, leaving her best jumpin for combos her hop a, which still has to be hit kinda deep, even deeper on consoles, to continue to combo.
This leaves her best open-up combo options as crouch B. It has great range, but since her hops and jumps are kinda slower and very horizontal, it limits her approach.
Also, her Stand C is MUCH shorter range than her old one, Her crouch C is barely an anti-air anymore, and she doesn't have her close D for anti-jump over stopping either. Her old 2 hit D used to be a nice hit confirm, special cancellable and all, but now, her new 2 hit D, D is only HD cancellable.
She's kinda hard to play as a 1st, as she depends on meter to work best, more than almost anyone else in the game. Maxima and Clark can open up an opponenet much more actively, and also both work better without meter than her, I'd say. This makes her something of a specialist, which isn't horrible at all, but it think it safely keeps her from truly being "cheap".
Not to mention it's pretty easy to zone her out. Clark at least has his EX Gattlings + Hops, and Maxima has Guardpoints; other than Neomax, what's she got to get back in? The incredibly risky near-full-screen Splash? Her and Maxima's Neomax's are about equal in the "full screen punish" department, so that's not a huge special boon for her or anything...
I rather like playing Vice in this game, don't get me wrong, but with the way the OTHER grapplers in the game have raised up since Arcade, I think her personal gimmick is well balanced aganist them.
See... the post above is what I'm talking about... "80% damage hd combos".
So you're saying you can combo off 80% of my health after a single hit lands? That's just plain wrong IMO. Fighting games should strive to eliminate that kind of stuff.
I feel ya on the "Fighting game players don't play for FUN anymore!" feel. As I'm forced to look at them less as hot-blooded bouts of combat, and more as mathmatical computations of stats, traps, and finely-crafted combos, I find my reason for playing them shifting. I hated looking up combos and strats online, because part of the fun was finding out stuff on your own... to me, that was what made them endlessly replayable!
I hate the "play to win!" -> "Winning is the only thing that matters!" outlook, haha. I understand it, sure, but watching people play with the wimpiest, gutless, cheeziest stuff is annoying on a personal level, haha. I often wonder how they could even be happy with such hollow victories.
But I think the very thing you pointed out up there, "80% HD combos", and their ilk, are the main thing that help make this game much more than JUST a crazy-execution, serious-business fighter. Like any fighter, you better be able to land damage when you need to, to push up your chances for victory, but XIII gives you so many ways to do that! It's not just all "high execution = high damage = victory!"
Big, complicated combos save the player meter, but also leave the opponent with loads to work with.
Short, easier to do combos give almost anyone the ability to land damage with just "Hit, Special, super." It cost more meter, but it also doesn't give the opponent as much to use aganist you.
Both stay relevant throughout playing the game. There's a reason for each, so the applicable skills for play are wider than in a game where you only can compete while using certain tools.
I find this much more plesant, personally, than say, fighting with the character
I wanna play, VS a perfect synergy team in MvC3. The amount of assist relaunches + combos, resets, instant-kill setups on previous character death, X-factor turnovers... It invalidates certain choices and playstyles, and forces you to fit into tighter niches, as the opponent skill level raises.
There's less of that in XIII. It might have a smaller cast, but I find more of the members fitting wider ranges of playstyles. Less "play a character this way, or don't play them at all!", more "Oh, want to play this way? Well, you've got normals and EX's to help you do that!" - I find that makes the game feel more like
a good old, fun, Genesis or SNES game, like a friend-of-a-friend mentioned to me the other day, rather than some over-complicated modern fighter.
TL;DR: The diversity of systems helps this game stay more "fun" than any fighter I've played recently, personally.
An element of "fun" to me is "play as you want to!", and I think this game help you do that, better than most (if not all!) modern fighters.