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Some of those non-frontal moves are actually pretty damn powerful, to make up for the fact they are annoying to use. You also have the wonderful Helicopter Di... I mean Kick, which is an exception as it hits back and front, which turns out to be pretty fantastic.
Basically I *think* the whole idea of those moves is to try to make you wiggle your directions during attacks to maximise a strong damage output, which demands more effort but *should* results in more damage. In practice though, it's annoying enough to have to wiggle every 5 or so seconds most people will prefer moves that hit in front and have a wide radius instead rather than deal with this unpleasantness. In general, I consider a design made on making the experience of the player more tedious so they can maximise their efficiency is a bad design.
Also, as was mentioned, as more moves are unlocked, a lot of them become very much obsolete. We are talking differences of hundred of base damage + additional effects and better radius. There shouldn't be so much difference between moves, all should be not only useable, but have unicity making them do something the others don't.
The golden lotus does have its use. The main use is that it's an invincibility power up for all intents and purpose and the damage output is pretty darn good. Used at the right time, it's a game changer. Problem is, most of the time, it indeed clogs the upgrades deck with one choice which is completely useless.
Honestly the Golden Lotus should be a power up, and not a level up choice.