Lookit, background animation! Look, Blaze's Kikou-sho obviously isn't complete! (Her hair and belt stay in spot after the attack, as opposed to how well Axel's clothing and hair rest after Grand UPPA). More enemy variety and animation, our new "Snake Scarf" girl actually gets an in-game frame, and the backgrounds have a nice, solid detail to them with all the linework, that helps the more flat, colorful characters pop. And the bits of lighting look more like 2D highlights, rather than style-dimishing gradients that so many 2D studios are plugin-in to their games.
This looks "Floaty" in the same vein that something like Battle Circuit looks floaty. Part of the point is to get the enemies moving through the air for your control, rather than going for knockdowns. Axel doing 3 moves in the air looks NICE, I wonder if this means he'll be able to jump after an upper, for an "Aerial Rave"?
Lizardcube is impressing me with their balance of beautiful animation paired with work they actually seem able to finish. They seem to have good heads for the entire project they're working on, rather than just over-doing things at the get-go, and needing to reduce their ambition as time goes on. Golgoth Studios seemed really guilty of this. We've also seen a lot of that from LabZero and the devs of Battle Chef Brigade. I think a lot of people (and even the artist themselves) underestimate the complexity of High-Definition 2D. I hope they're able to maintain this quality all the way to the end.
This is a great reason why I'm not worried that we haven't seen more characters and such yet. This stuff takes time.