I'm a fan of..."I'd rather the move I want actually occur and not some completely random different motion". It all depends though, I'm fine with Hulk being simple, because Hulk has to put tons of effort into setting up and landing a hit (against a competent player that doesn't lose to mashing s.H)...but Wolverine yeah...that's a little too easy. But the combo should be hard...not individual moves. The double shoryukens and absolutely unnecessary. Sure they can be mastered, but there's no reason they should have such a tight input to risk a different move.
Now mind you, most of what Dante can do was unintended by the designers and those insane combos, while awesome...are kind of fucking retarded. Sure the person did a lot of skilled stuff to get the big reward of tons of meter and a 1 combo kill...but to the other player they got poked by Dante and had to watch a longass combo and wait for their next character...completely void of meter to start, x-factor, and team set up....or the fact that he has little limits on what pokes can even start a combo.
I can do those combos but i always fuck up the Volcano~Beehive and it feels fucking retarded...like absolutely retarded and completely unrewarding to have to depend on that stupid move not working.
My philosophy with gaming is inputs should be easy, how you stream them together should be the difficult part or at least you get a downgraded version of the move...just not something completely different. I hate when i intend to do something and overly tight controls or bad input programming causes something else...like negative edge with MK...holds little use and generally is an unnecessary obstacle when wanting to do the move you intended. It holds little benefit. Dante's move inputs were designed to be a method of finding a way to spread out so many specials, not an execution barrier. They likely realize this alienated some players from playing and opted for Deadpool's styles of inputs which are much more coherent.