But that's just the thing, they would use more than 20 moves IF and only IF the other 100 or so moves were good.
And besides, knowing that "this move should only be used in this rare situation" takes skill and knowledge. Even with sc5 as it is right now there are moves I ONLY use on wall combos. I don't think this is a bad thing, this is just part of the learning process. Just because move #1 is used 10x more often than move #2, doesn't mean you should forget about move #2 entirely, nor does it make a game better if move #2 is removed from the game entirely.
As long as one move doesn't do everything that another one does, but better in EVERY way imaginable, this won't be an issue. Even with b6 vs 4B there are some rare situations where 4B is the better choice, but taking away this move entirely decrease the depth and complexity of strategies.
As a chess player, I appreciate deep and complicated strategies.
If SC was as complex as I wish it was, it would take years just to master a single character. But if you COULD master a character with 120+ moves where all moves had a purpose, it would (I think) give people a better sense of personal satisfaction in the long run, since the skill barrier would be higher.
I would much rather SC be a game where all moves were super-easy execution wise, but the depth and difficulty came from mastering a character, and mindgames. Imagine if Siegfried had 6 moves for every stance and ALL of them were good in some way, or that every one of his stances had good mix-up potential.
My beef with sc5 is that I feel there is little room for uniqueness. I see the same setups, the same spamming moves, and the same combos from just about everyone. The more I play this game the more and more my strategies match those of other players. We all play copycat to a certain degree.
Now, I know I'm different than most people on this matter, but this is my honest opinion on the matter and why I think the SC series is going in the wrong direction. If people really DID complain about having too many moves in previous game on the basis of it being too hard to learn, then no offense but they probably shouldn't have been playing the game in the first place. There are simpler fighters out there.
Having HUGE movesets opens up the potential for infinite combos, or unforseen "broken" stuff. All they have to do to fix this is change combo scaling to the point where once you reach the 50% life combo barrier, that's it, you're not allowed to do any more damage. Or better yet, once you reach the 50% life marker, you have to wait for the opponent to stand back up to do any more damage, maybe an automatic whiff if you try to juggle them too much. This would also solve the ring-out issue that would come from infinite juggling.
Call me crazy, but I always thought that OVER 50% life combos, ridiculous juggling, or super easy ring outs was the bad part about the game that I always just said "oh well fuck it can't change it, might as well embrace stupidity". And by stupidity, I mean stuff that shouldn't even exist like half of Viola's BS.
Sorry for the long post. I know all-too-well that my idea of a perfect fighting game will never materialize, but this is my honest opinion.