I guess I’ll post some findings too then from the time spent with Zaku and DKL.
General:
-Command throws are like SNK, you can combo into them while your enemy is in hit stun! I was able to fairly consistantly hit 5b, 63214b, 46a with Troll and it combos for big damage.
-Running and super jumps allow for multiple possible trajectories on jump.
-items can be used with C+D, and each have a super that can be used with 236 C+D.
Troll:
-Charge and release D has guard point on ridiculously large sections of it, goes through mash jab for free, helps get the Troll out of pressure.
-His charge back forward move is incredibly powerful for zoning, A version is pretty safe at max range, C version has longer start up but I think is a tiny bit safer.
-SNK style command grab that you can combo after is awesome, he can hit big damage thanks to it and it has beyond good range.
-I have yet to find a good use for the mash move.
-His supers seem pretty pathetic, depending on your item item supers may end up being better for him, or spending the gauge on assists.
-His 28 hop attacks can get quite some range, didn’t get to experiment with them enough.
-At the moment he’s hard countered by rifle dwarf with no good ways to move forward.
Ramda:
-Hold select while choosing him and he will put on more clothing.
-He is easy mode.
-63214 attack moves you various amounts depending on the button, he can use it to hop over a lot of things and punish including some of the rifle dwarf’s horizontal shots, mashing seemed to get a follow up hit.
-Comboing into special into super is easy for him.
-He has high damage good hit box normals.
-His 623 C wins most clashes since the second hit comes so quickly after the first.
Orc:
-Easy high damage combos.
-9C, / 5C, 63214D, 623B does a lot of damage.
-His 214 pseudo assist moves cover a lot of the screen, if you have time to set up 214A it pretty much covers everywhere and most characters who clash with the first arrow get hit by the second.
-2B is his launcher instead of 2C, it’s also fast and good anti air.
-The 6321463214 D super fills up the vast majority of the screen, I’m not sure if all characters have ways to dodge it or not.
-He can whiff punish from really far away with 236B, it seems to be pretty safe from max range too.
items:
-Cursehead Hammer:Big chip and multiple charges, the super is a ghetto form of shockwave or Terry’s power geyser. Makes Cursehead hurt a lot.
-Red strength amulet thing: Grants super armor for a limited time, its super is a shoryu pretty much.
-Dark book thing: Item use summons spikes from the ground, Nsidor can combo after this easily.
-Spiked Mace: Summons orcs assists randomly, in addition to the normal 3 there’s also a priest that shoots a purple cloud, its super fills a large section of the screen and seems potentially very worth the gauge.