At this point in time, Rushdown was still finding its identity amidst the many ideas that had been implemented in an attempt to distinguish the game from its predecessor, Icons. While numerous mechanical changes had been made to systems and individual moves, none of the characters had really been looked at in a holistic manner. A lot of vestigial design choices from Icons remained that no longer made sense in the context of the game that Rushdown had become.
On top of this, a particular piece of feedback had been recurring across playtests -- "The characters all play the same". The powerful universal systems in Rushdown on top of the lack of cohesion in characters' movesets led to an environment where characters all relied on the same set of underlying stategies and gameplay patterns to succeed.
In order to remedy both of these related issues, I wrote up a project pitch that involved many mid-scale reworks to characters from a more top-down perspective. I dubbed this project a "gameplay identity rework", and after some discussion it was greenlit by management.