I'd love to see on Quince something like Steve's moveset in Street Fighter X Tekken.
He has a whole set of moves (all his kicks) which don't do any damages, and are just bluffs. Of course he can follow up a bluff with a real hit.
Heihachi is another character I'd like Quince to be inspired of. His moves have really slow animations that kinda break the rythm of the game. He's also about various stances and mind game, which seems to lack a bit of Blivandness for Fantasy Strike.
I loved Quince in Yomi (very versatile, kinda honest, saying his moves before doing them, slow, dodgy, impactful) but I didn't find this in Codex (sticking on a single all-or-nothing strategy, being all about lying and illusions, searching complete board control, copying ennemies...).
I want Fantasy Strike Quince to be slow and steady, defensive, to use dodges and manipulation to get into victory !
Quince is a skilled politician, he "dodges questions" (Js), admits there can be sometimes "two truths" (2s) and uses "evasive answers" (Ks). He's not about lying directly, hidding out or anything so I don't want illusions and glimmering for him. I'd think this gameplay would be more appropriate for an eventual Garth or Vendetta (yeah I'd believe Vendetta not to be an exact street fighter Claw).
Quince is by far my favourite character in the licence, he's not about being good or evil, but just reconcilates both to keep calm in Flagstone and stay the Chief Magistrate of a proud and unite country.
My own proposal of Quince's build :
Normal backward : backfist, poor range and doesn't send far but let a deadtime in the game. Maybe making the opponent go behind Quince ?
Charged Normal backward: spinning backfist, not a really good attack (bad range like backfist) but is an alternative option to surprise the opponent
Normal without direction: elbow hit, slower than other character's normal and shorter range but connects to other normal moves
Normal forward : slow palm hit, even slower than roundhouse but projecting much further
Normal Air : knee kick, doing damages and also making Quince go a bit backward with momentum
Special 1 : quick bluff hit, can connect into an elbow hit or some other moves. Prevent projectile damage
Special 1 Jumping : huge aerial "backstep", acrobatic and surprising
Special 2 : kind of dodge, if opponent attacks or throws on it you can hit back afterward (not automatic like SFV Ryu's V-Skill)
Special 2 Jumping : Command Throw for ground opponents, can be cancelled into a kind of dodge
Super Ground : Quince sends his cloth in air (projectile) and charges to the opponent very quickly, doing damage if hits
Super Air : Quince makes his opponent's move prioriry super low and slows down the game for 3s. His normal and special throws get crazy range.