The style system is an overrated over-complicated, mislabeled control scheme that hinders it's players more than it actually helps them.
It should be called the 'specials' system.
Truth is using any style in the system doesn't actually give you an extra power or ability or really change your combat style at all, it just removes EVERYTHING else you could do and affects the function of one button on your controller.
The problem with the 'system' is that it forces you to commit one a time (however short or long it may be) to a single function at the cost of all others. Higher level use of the system requires constant movement of your hands- from the controls- to the system buttons on the d-pad and back. An awkward action that, in deep combat, should be minimized as much as possible or omitted completely to maximize concentration and focus.
Also, the system does not address the lack of proper allocation of move-sets and actions into easily accessible functions. I should not have to go into a special evasion and traversal style to evade and traverse at the sacrifice of minimizing my ability to use my melee weapons in a game mostly based on the use of melee weapons. Think of operating your character on the screen to operating a car. Reverse is a separate function requiring you to switch to a special in order to drive in reverse. This is acceptable as it has nothing to do with the typical function of your vehicle during most of your travel. Now imagine having to switch to a separate right turn mode every time you needed to move even slightly to the right. Or one mode to turn left. another to move forward. All these requiring a separate button lever or control that made it impossible top move in any direction instantly without having to switch back to that specific mode.
Yes, I know that their is a one or two percent minority of players who can use this system like they have three hands and fifteen fingers. Their are also those who can juggle knives and dunk basketballs from the free-throw line and breathe fire and perform feats of dangerous urban free running. These individuals are above standard and should not be the core example that the game is based on. These gamers perform this way in spite of whatever system they work with, not because of it. With a simplified control and proper depth, they will be able to perform even greater feats.
The current DmC scheme is a flawed, but brilliant step in the right direction. Allocating abilities under three seperate powers by function and applying the triggers which can be pressed and released instantly without interrupting the placement of the thumbs or flow of combat at ANY level is a brilliant move. Given opportunity, Ninja Theory could implement it into other future combat games and expand upon it's possibilities.