I'm disappointed that the most mysterious characters aren't playable yet ie. UNREAL BLACK THING, Seth, Yuziriha, Vatista. And that there are no voices yet. Seems a bit rushed.
EDIT: Alright, time for my flurry of bordering meaningless observations:
-GRD bar starts empty in the beginning of the round and gradually rises, quite quickly too.
-This is really weird. Whiffing moves (supers only?) seem to give you EXS meter.
-Concentration charges up GRD only.
-You can activate Chain Shot (roman cancel) at any time you have GRD (though, not sure if only in combo or not), it'll start depleting from your current amount of GRD until zero and it gradually adds EXS during that duration.
-Some moves increase the enemy's GRD while some don't, and in general, your GRD depletes while eating a combo.
-Assault (6D superjump/command dash) costs 10 EXS. You can still do it without any meter at the start of a round.
-Shielding (4D) immediately gives you 4 GRD units. It's closer to BB's barrier and UMvC3's Advancing Guard rather than Melty's Shield. It doesn't seem to have recovery, but I think that if you get hit right after a failed Shield attempt (1:28), there's a penalty which includes halting your GRD meter from increasing and, oddly, decreasing as well, and also deducting 3 EXS. I hope that that's situation-specific, because 3 EXS doesn't sound very significant. GRD meter functions normally on the next successful Shield. Not sure if there are other conditions.
-I can't understand GRD Vorpal at all. Really, I can't. The most I can tell is that when you enter the mode (if it's even a mode), you start having an aura around you, and the GRD meter at the bottom flares for a bit. It might be negative too, seeing that the GRD meter seems to rise slower with Vorpal.
-OTG hits can relaunch, meaning that didn't take Melty's old OTG mechanics.
-Comboing into Infinite Worth (ultimate) seems easier than in Melty, considering that the ones in Melty each have pretty much specialised uses. Comboing into CS (chain shot) and then into IW seems like it's meant to be used that way. Still, it doesn't add that much damage. After a 14 hit combo which dealt 3.3k, Linne's IW adds about 500 more damage, while her earlier combo which started with an aerial attack did 15 hits and dealt 3.9k, but it ended with a shoryu instead of continued with an aerial combo, if that's in this game at all.Not entirely sure if its her IW.
-The combo damage indicator also highlights how much damage was deducted in red. Not sure if it's from button mashing or from proration, but most probably the former. But not only that! I must say this is a genius addition: Below the number of hits, there is a small bar which varies in length depending on the last hit. When this bar depletes, the enemy is free to tech. In simpler terms, it indicates the hitstun of the last move, showing you how big or small your window is to combo.
-2:59 groundtech. Similar to BB.
-Orie has about 12k health.