The problem is, it costs so much to develop a character (animations, character model, textures, facial modeling & animation, debugging hitboxes, coding), that we have a limit to how many we can make. So these resources wasted on a character that is hardly used, could be better spent on some other aspect of the game. And just because they were in a previous game doesn't mean we can just copy and paste, especially this time since it is the first time using the Unreal Engine. Popularity is the main factor, but there are others. We try to represent a variety of play styles as well. Even then, unfortunately, we weren't able to represent all the play styles we wanted. It all comes down to coming up with a list of game features, a necessary roster, under the budget that the company will approve, that we can create in the necessary time frame. With all of that stuff to balance (not game balance), getting the game out is difficult alone, so you can see how there is no room in the discussion for "hey, let's take out all the black characters". Not really a priority. Harada and the team are trying their best to satisfy all of the requests of the community, our company, the market, and the operators/retailers. I know that doesn't matter at the end to the consumer, and it shouldn't, but just know that there aren't any hidden agendas.