General notes:
+Kratos arrows can be ducked
+After being knocked to the ground, your character will not stand until you press a direction; you can lay on the ground for quite a while (I never tried to lay indefinitely, just for a short while) and will be invulnerable
+After being knocked against a wall or in the air, there is a timeframe where you are no longer in hitstun and enter a flip state; press Block to flip out sooner or press nothing to remain invulnerable and fall to the ground
+Kratos Level 1 has startup invulnerability to melee attacks and throws (maybe not projectiles)
-Throws are quite vulnerable. For example, Radec's forward throw is invulnerable while he punches then teleports behind his opponent, but once reappears to fire his shotgun he can be hit out of his throw animation.
-Supers have permanently active hitboxes. Level 3 Kratos' sword will always KO who it touches regardless of animation frame. I rolled behind Kratos' upward swing only to be touched by its hilt as he lowered the sword and was KOed while recovering from the roll. Sly's Level 1 is similar; if you walk into the hippo after he (she?) has fallen forward, you will be KOed. The green aura around Radec's Level 2 beam also KOs.
-Sly's Level 3 will KO any character visible on screen; you do not need to be inside the square frame or under the circular reticle.
Radec notes:
+Air Square, Square combos into ground Square, Square (so Neutral Square is no longer useless)
+Neutral Triangle is godlike. Jump and fire while falling to deter anyone from approaching. Great hitstun, AP gain, and lockdown on hit; hold to fire repeatedly (this does not combo)
+Flamethrower is perfect up close; recovers very fast on hit and block. Start with this before transitioning into Forward Square so you don't get blown up by rolls
+Air Shock grenade has a greater horizontal arc than ground Shock Grenade, which has greater vertical arc. I've gotten varying arcs on this attack; I'm still experimenting with whether holding Circle adjusts the arc in any way
-Down Square does not have invulnerability because that would make regular rolls worthless, but this move needs to be buffed somehow. The explosion grants practically no hitstun and absolutely no knockback. Making the grenade explode sooner or causing mild knockback would deter players from pressuring Radec after he has dropped a grenade. In the air, it's decent for mobility but Radec is vulnerable while invisible. Landings can be made safer with the grenade being present. It says, "Don't come here," whereas it needs to say, "Get out of here!"
-If Radec activates his Level 3 after one opponent has died but before they have respawned, they will not spawn during the duration of his Super cinematic. I will chock this up to a beta bug or online mishap.
PSN: Archon473, looking for some 2v2 action.