You can replace 33P since she already has 3_P... is what I want to say, but this is coming from someone who mainly plays Helena in DOA2. I figure input for that character would be best received from players who ACTUALLY play that character. In DOA2-4, you could input either to get the same result since 33 does initiate a crouch dash, just like 663.
I find 3_P to be easier for myself, since 33 inputs are hit or miss for me personally.
EDIT: Ah... one more thing. Is it possible to return the Fatal Rush strings without the Fatal Stun property? Some looks pretty cool to not be in after already being exposed to them.
there are a variety of issues with rehabilitating fatal rush including but not limited to:
coding all that is high-effort, disproportionately so compared to adding some doa 5 move like tengu's running attack
selecting matching stuns for the second and third S animation for everybody so it all stays looking right
being holdable makes those strings completely telegraphed in stun
which systems are actually preventing holds and applying the repeat fatal stun damage scaling penalty?
if the damage scaling doesn't apply anymore can you even do the whole thing in stun or will it overload?
FR decreased juggle variety on several characters, especially at the wall, and it would be worse now (or need nerfs-even more work) because wall bounds would just become former fatal juggles.
does whatever nerfed state they end up in justify the the flashy FX?
are those FX actually good aesthetic design or was fatal rush a "trailer mechanic" incongruent with the (especially visual) design of the rest of the game?
are we still mashing h+p+k four times or should ayane's be e.g. 8p+k p p k?
a bunch of those moves are 2-in-1s or more and every sub-hit is separate editing,
does the string stay as a hit-confirm? doa has some on-hits but they're usually things like a throw, teleport, or other stance not just "a string lol"
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all these issues
can be addressed but it would take away a lot from other "adding moves" stuff that I think is more interesting like the dozens of old moves I could add for the same effort, or giving kasumi a sensible juggle bound, making sure characters who lost juggles to the pushcapsule neutral optimizations have a comparable option like kula 3p+k 6k, doing something with tamaki's hidden ninja moves (she has a pile of momiji animations) etc
I think the best remix thing to do with fatal rush is for the haters to actually step up and make doa 6 super, buff the damage on the string but make it an EX move that does like 100 damage.