What, no posts yet for the JAGA Assassin? Sure he clearly belongs in a different game but he is interesting enough to warrant discussion.
The half giant glowing crow/half bazooka-wielding predator not only has moves that make him a cross between Samurai Showdown's Earthquake and NGBC's Marco, but he even plays like some sort of hybrid between them too.
Moves:
His normals in general are not that great, but have long range. Some highlights are:
c.C, s.C(close and far) are all cancelable.
standing lights have good recovery
c.D is a super slide, he gets some serious distance with this.
His CDs have great range (his claws extend)
If it's not a D, he can basically cancel into a special move and it'll hit.
f+C looks identical to his E but links after all sorts of stuff

+C is a low kick followed by a sliding low claw. This can not be cancelled out of.

+A/B/C fires 3 bullets, straight(A), at an angle(B) and straight up(C), Not bad and can be used as chip, in combos etc. I was hoping that certain QSs would be able to set up the

+C well in corner. No luck though.

+A. It's either a high counter or a grab with a hit box not right next to Jazu (think Anakaris.) I'm personally leaning towards the first option though. On landing he does a generic ninja smokebomb disappearing act before dropping on the opponent's head and setting them on fire (Ai's JoyJoy Balloon C dismount I think)

+C. Projectile #4. Big double claw slash that shoots off a single purple fireball. Huge hitbox on the claw slash, combos like most of this guys stuff. Personally I think this is better that the peeshooter.
du+P (no charge needed). #5 Summons an icicle to drop on opponents head. This tracks a bit better than it should and hits in all sorts of situations due to its bigger than it looks hitbox.

+k. Projectile #6 is ground based. Little orange thing (TM) travels along the ground, on hitting it send opponent up in a hurricane (Haohmaru like) This opens up the chance for more hits, but doesn't seem to combo off anything.

+P. His homage to Earthquake. Flaming buzzsaw attack activate! Like earthquake the hitbox on this thing is huge, it chips like a mofo and some characters have a terrible time trying to punish it. But unlike earthquake, startup time is close to 0. Also his only supercancel. If hit/blocked he will spin to the top of the screen before jumping a ways back to safety.
b+C when jumping and against edge of screen. Downwards buzzsaw. Not much testing on this. Chips like Kensou's air

+P, doubt it is as good though.

+k: The Worlds Fastest Anti Air. Trys to imitate Vega's (Claw) KKK flipkick and succeeds. Has stupid speed and range, not sold on it's priority though. If it does have priority then it'll blow through all but the best hop games.
Supers:

,f p/k: Both combo from a variety of situations but are basically the same thing. The punches can do a lot more damage (with right distancing this is probably the most damaging DM in the game), but the kicks don't seem to push back as bad when being blocked or juggling in the air. Both have a good amount of distance to them, but chip damage is less than you'd expect. Jennet's Many-Many Torpedos is similar but in my mind superior.
That Damn LDM:

,f+e: slams claws to ground and flame pillars grow outwards on both sides (3 times) You cry when getting hit by two and curse loudly at the game when hit by 3. Good Dream cancel from early in the kick DM (to land all 3 hits here.) He isn't invulnerable or anything, but you will usually take the first pillar if you succeed in knocking him out of the LDM (which will stop once he is hit.)
Mix-in-Match Combos (he is nearly dial-a-combo):
Jumpin, s.A, s.B, f+C,

+A/C,

,f+K,

+f+E (a good 80-90%)
C, f+C,

+C
c.C,

+A
c.C,

+C

+k, d,u+A

+k,

+k

+k,

,f+K

+k,

+f+E (you get the idea, can probably fire bullets here too)
c.A, s.B, f+C,

,f+P
and probably a millions more things...