So, Frank West already has a 100% kill combo, and I hear Jun can kill combo low health characters like Roll and Karas. Out for a week and we already have multiple kill combos. This game is gonna get crazy.
Those combos are more for show.
The Jun combos are character specific (Roll for her size and Tekkaman for his). You also have to realize that combos that long will never happen because the damage alone builds up too much meter for the opponent. The same goes for Frank. A lot of those combos are difficult to pull off mid-screen (usually needing a wall).
Nevertheless, they were awesome.
Polymer is so good in this game. Able to combo into overhead? Having one of the longest and most damaging ground combos = BBQ doing ********, stupid damage. He also has resets into his Super that causes the combo to refresh if performed correctly. He easily has the highest damage output without the use of a bar, but his only issue is getting "inside". He needs a really good assist character.
I'm trying to learn Yatterman-1 right now, but is hard as balls with the Gamecube Controller. Can't consistently do the DP motion in mid-combo. I heard a classic controller d-pad is way better.
Zero's strength lies in his cross-ups and ability to cause resets. He doesn't have a lot of damage output so learning how to combo an assist into his "Power-Up" Special is pretty important. I can definitely see this guy being scary.
Megaman still has the lamest and cheesiest keep away game. He's so good at a high level of play.
Yatterman-2 (Yattergirl?) is interesting just like Yatterman-1. Her damage output isn't that great and her health is pretty sucky, but she has a lot of strange and unusual set-ups and possibly unblockable set-ups if you use her Super correctly.
But yeah, as of now my favorite 3 are Roll, Jun, and T.Blade.