Shuma's very fun. At first I thought he lacked OTGs, but the ones he has are practical and inventive to continue his combos with. Horizontal motion's great for combos, vertical is a great assist, projectile motion's solid for spacing, and his cinematic super is versatile. I haven't found much use for his half circle throw besides looking awesome, but I'm sure someone will figure it out. I'm confused, though, on why it doesn't leech health, yet his normal throw does. Overall, he's not king of any particular playstyle, but he's solid and rewards creativity. And how can you hate such a handsome devil?
I'm not a fan of this Jill, but I gave her a go, and she's definitely the rushdown monster people thought she'd be. The projectile motions and her easily Tiger Kneed air special are going to lead to wild combo extensions. Her defensive tools are nonexistent, unless you count her stance change kick and the dash off it, and I'm pretty sure that dash isn't invulnerable. I doubt she'll need them if she's your point character coupled with good assists. The spray super feels like a waste, but that hardly matters when she can spend 3 to get ridiculous speed. Basically, if you like doing crazy combos and making people wonder which way to block, you'll like Jill.
I'm liking Shuma more than Jill. Both are enjoyable. Still not happy they were locked away on the disc, but at least future characters won't be.