I figured that was probably the case--FluffyQuack's knowledge of the franchise's software is pretty impressive, but composing a new moveset consisting of elements from multiple games and then compiling it into a useable data file would be a monolithic undertaking. Not that his accomplishment here is anything to sneeze at either--I'm impressed, no doubt--but that would have been mind blowing.
It's more the roses than anything, but there are other issues. I'm making an effort to adapt, because I know the franchise has to move forward and I try not to begrudge a new development team its impulse to experiment. But here's the thing...they really went crazy on locking Amy's true DPS potential behind so many layers of mehcanics (a base moveset, two types of perception that nuance its particulars, still more classic stuff locked behind Soul Charge and then lethal hit conditions on top of all of that).
Amy's style was one super-cherished by those who mained her in SCIII:AE and SCIV who just completely disappeared for the dumbest possible reasons in SCV. I felt they should have been more conservative with preserving her classic flow than some other characters, rather than less. In order to accommodate her perception abilities not only has the damage of numerous of her base moves been nerfed, relative to other characters (and she wasn't exactly a heavy hitter to begin with), but many of her moves that have survived have been re-mapped and/or distributed to the various modes. As she was always a very technical style requiring a high degree of devotion to stringing combos that often start by luring your opponent into inadvisably aggressive action repeatedly, it's kind of a big issue that you can't access certain combinations of strings unless you've spent the first two rounds landing four white roses, four red, and saved up a full meter.
It's just a case of more being less, in my opinion. I'd rather they just essentially gave her the SCIV moveset for a base, and then added everything new via Soul Charge, whatever else that meant they had to do in terms of damage and frames in order to make her balanced. But you know, we're not even out of year one, so check in with me again in 2022 and I may be singing a different tune. ;)
Personally, I think SCII through SCIV is the golden era for the franchise, if one allows for the benefits of both SCIII's console and arcade versions to be counted. I know SCIV is not the singular most popular entry, but I think it gets far more shit than it remotely deserves. Visually it is one of the best looking games ever made, its mechanics are solid and its balance acceptable if not perfect (Yeah, yeah, Hilde's broken and Seung-mina is useless, but these are outliers), the CaS system was a huge upgrade over III, the roster is as large as it ever was for a game that wasn't completely broken and buggy (SCIII:CE), the stages were numerous, dynamic, varied and gorgeous, and I honestly applaud their decision to strip out obnoxiously excessive story content in order to accommodate all the rest of the above. I'll defend that game any day. SCIII is harder to defend because it has two different versions that are each great but incomplete in their own ways. But I still think SCII-IV is as good as it's been.