There's zero point in suggesting shit unless you come up with an actual moveset, playstyle, or mechanics to justify the choice, since Pokken actually has totally distinct movesets and mechanics per character. It's not an arena fighter where you have 60 clone characters.
The main thing that sticks out to me is Pokken is missing the archtype of a character with long range normals and command grabs, like Dhalism or Kakyoin. I think Grimmsnarl would work well in this role with his hair tentacles, and he's decently popular.
>>50149048>>50149298>>50149492>>50150596>>50150661It's not an arena fighter, the game's core combat is designed around the 2d phase. The 3d phase acts on top of that as anti-infinite system that forces a return to neutral and as a buffer layer to neutral play, and also as a way to reward adaptive skill:
Since different moves have different shift point values (which cause the 2d > 3d shift once enough are accrued), at mid/high level play you need to consider that as a factor for move choice alongside damage, meter gain, frame data, etc; and actively change up your combo composition and move choices based on if shifting or staying in the current phase is more advantageous at the moment, the character matchup, etc
EX: You have the other player in the corner, you can use a combo that's safer/does more damage, but would cause a shift and you'd lose the pressure advantage, vs one that has less damage returns or is less safe, but would keep them in the corner as a sort of reset. Or maybe you're at low health but almost have fuill meter, and you have to choose between a higher damage combo that keeps you in the current phase, and one that does less but would cause a shift, giving you bonus meter and allowing you to get burst/health regen
Secondly, the game wasn't a massive failure. Both the WiiU and Switch release sold 1.3m copies after 9 and 7 months after launch respectively, so combined they've almost certainly sold between 3 - 4+ million sales