Good to see the S-groove thread back. 
Considering all that was discussed in the previous main thread, I would really like to not regurgitate old topics that have been discussed to death as there already is a wealth of information available. Maybe Doc B could make a link in the first post directing people to the old thread. Here’s the link:
http://forums.shoryuken.com/showthread.php?t=10607
On Todo, I know a bit about him since he’s on my main team. His biggest weakness is a lack of a counter or DP. His dodge linking attack is weak as well, since it only hits high and has little range. As a result, you have to have a lot of solid defensive skills in order to survive. It’s challenging, but if you can get around this flaw he can be very effective, especially when he has meter. I like to think of him as the SNK version of Guile, although the 2 are different in many ways.
I can speak some about S-Geese as well, since he’s my r2. Mainly, his dodge linking punch is fine. Much has already been discussed about it toward the end of the previous S-Groove thread. Another thing I’ve discovered about it is that he’s one of the few characters to have a dodge linking attack that has frame advantage on block (Bison, Cammy, and Dan being others). In my opinion, this allows you to use the dodge in a more offensive manner. When the dodge linker counter-hits, Geese’s crouching mk gives a guaranteed 2-hit combo.
This brings me to one of my theoretical s-groove techniques, Offensive Dodging. The theory is that your opponent won’t be able to see the dodge on reaction if it is interrupted by a dodge attack. This is supported by the fact that the dodge attack’s timing can be changed during its window within the dodge. The main purpose here is to use it as a feint, to safely bait people who try to counter your dodge. This allows more dodging at close ranges and further increases offensive potential (obviously, it should be properly set up and should not be abused). Also, it’s a great way to back up CFs, which I’ll discuss later.
Regarding dodging, I believe that the quality of a character’s dodge attacks is only one side of their overall ability in S. So bad dodge attacks do not necessarily make a bad character. This is only my opinion though…
Note: You’ll see me using my own terminology from time to time. The reason I do this is because none currently exists for certain s-groove techniques. Also, much of this I copy directly from my notes. Let me know if anything’s not clear.