I really like the combo system in this game. No retardedly hard links like in Street Fighter, but not as simple as A -> B -> C -> D like in Marvel. OTGs make sense and aren't linked to certain moves, but rather how fast you can hit your opponent again once they hit the ground. And as much as I like offensive characters/fighting games, if I'm right in my predictions, Skullgirls is going to compliment aggressive playing styles EXTREMELY well. Resets seem easy and theoretically gimmicky. I was messing around earlier and found that ending the combo in that most recent video with sHK -> Jump -> jLP -> Air Dash -> Air Grab (instead of sHP -> Rekkas -> Ground Super) works as a reset, and probably isn't something you'd expect and be able to tech out of at this point. That said, it would be in your best interest to practice teching grabs in this game. Setting up stuff like that instead of optimizing damage seems more valuable in regards to the combo system for me.