Anyways, to get away from the veritable mountain of salt that is our lovely @Cronopio I decided to do a bit of a writeup about the cast so far.
Grave: Despite calling him Not-Ryu, he’s honestly a pretty unique character, almost a zoning Sakura meets Rachel. He’s got Sakura’s fireball (but better); amazing normals that can poke, combo on counterhit for 3 damage, and anti-air; one of the trickiest crossups around; a super slow but very invincible DP that you can generally only punish for 1 damage, and a wind mechanic to make his offense and neutral very unpredictable. His supers are good workhorses, a reversal and an air counter that lets you have complete control of the Y axis.
Jania: Okay, she’s Not-Sagat. You do High Tiger Shots by TKing her fireball and she’s got raining fireballs, but between those, her tiger knee, and tiger uppercut you know the kind of zoner you’re getting into. Interestingly enough her DP actually costs her health, making any usage unless she’s at 1 HP neutral at best, and generally taking at least 3 effective damage when blocked.
Geiger: Not-Guile with lots of air options. He’s got a sonic boom you can delay, a flashkick (which isn’t particularly invincible, ends after the first active frame or so which means you must be spot on using it to AA), spinning back knuckle… then Sagat’s stepkick for getting pressure started, an air hover + invincibility, and a jagga kick. Basically it means you can jump and put even a prepared opponent into a mixup. Oh, and he’s got the most powerful super in the game for escaping pressure or punishing fireballs or long pokes.
Rook: Not-Zangief, although instead of having his command throw be super fast it’s slow but fully armored, allowing you to anti-air with it alongside its massive amount of active frames. His game is to bully you to get in, with Potemkin’s Slidehead and Hammerfall to close the distance, an aerial Lariat whose hitbox is basically “do not challenge,” and an incredibly powerful oki game which does 2 damage each hit minimum and goes back into itself. Forces basically every character to play some sort of hit and run game due to how strong his armor is, but he definitely can have issues getting in.
Midori: Not-Honda with a (literal) Dragon Install. He plays reasonably passive with great normals and specials which make him hard to anti-air or beat in neutral until his Super is charged and then it’s time to go ham with massively damaging normals, armored command grabs, headbutts, and unblockables that beat parries.
DeGray: Not-Slayer, and he works surprisingly well in an SF game. All about dem counterhits, with a Gamma Blade he can use in the air to lock down foes or go for a left/right on their wakeup. Basic plan is to approach behind a ghost and force frametrap after frametrap, with any counterhit being 3-4 damage. Also, unless you have an air-invincible move do not fucking jump when he has super. Just don’t.
I didn’t really play with the two pixies so I can’t comment there.