Oh hey, an update! I'm a little late to the party but I'm loving this December build so far.
Kragg has a couple issues, but it seems most of them are getting looked at (things like rock+instabreak spam). One thing I noticed is that it feels clunky only being able to lift the rock from above while also not being able to shorthop on top of the rock. Overall the character excites me and I'm looking forward to digging in deeper.
Now that I've given Orcane some more time I like him a lot more. Specifically discovering how slidey his dash is and how you can pull your puddle to threaten way bigger areas with it than I thought you could originally, using things like dash towards puddle - flick back -pivot forward+smash to cover a huge area.
I personally love his fair. I like unique moves like that that don't automatically plug right in to the game but can be milked in lots of creative ways. Fair-dspecial bubbles-fair is pretty funny and does gnarly damage. There also seems to be a sweetspot that hits pretty hard. Seems to be on his back near his fin while getting pushed into the enemy? Not exactly sure, only seen it a couple times. If it is there, I really love that from a design and flavor point of view.
Overall the character is still tough for me to feel confident with due to his lack of 'reliability'; lots of low range moves that aren't even always that quick, and if they are high range, they tend to be pretty laggy. As compared to someone like Wrastor who has good 'priority' and fast, easily positionable moves.
Speaking of Wrastor, switching around his dair and his dsmairsh was, imo, exactly the kind of change he needed. Takes away some of that ease of use and reliability that made me feel Wrastor was so strong in the August build and makes him need some more precision and thought to get his kills. Also, did you slow down his nonwind speed and up his wind speed a little bit? It could just be my imagination but that's what it seemed like to me. If so that's another change I like that makes him have more refraction periods and moments of opportunity for the opponent.
Zetterburn is solid as usual. My one gripe with him is how hard it can be to avoid getting caught on fire at times. Between his long range projectile and long-lasting fire puddle on the ground, it's hard to get in or pressure him without resorting to a very campy playstyle. Sort of reminds me of Diddy hiding behind a banana and spamming peanuts. It's not nearly as big of a deal as that though since the fire deals a small amount of damage by itself and isn't really a threat unless he's also landing smash attacks.