probably bullshit observations from a fighting game commentator:
-it's safe to say these screens are not from the same match; looking at the time meters, hp bars wildly fluctuate. Unless there's some melty blood like health recovery system, they can't be part of the same round even though the 'rounds won' counters are identical. This may or may not suggest the presence of Yoshika and Seiga, as an hp recovery mechanic would be perfect for Yoshika with Seiga on assist specials. Or something. Of course, we can still speculate as though they were the same match, for the sake of sanity.
-Reimu has her somersault kick; probably a 623. We may or may not be seeing the usual 236, 623, 214, 421 special moves layout.
-floaty marisa on the second screen as mentioned earlier. Hover mechanic? Flight? Who knows. Should be interesting if it's a manually engaged flight mode for mixups.
-Marisa's meter is noticeably shorter than Reimu's; this implies balance regarding usage vs quality or other such resource management
-Cosmetic differences on the decals next to their 'mana' meters may or may not just be cosmetic, what with the whole 'three' threme we have going on here.
-Reimu's meter goes slightly red when she uses that bullet in the second screen, and massively red when she uses her kick. This may be by default, or she may have used bullets before, OR she's putting Marisa in a blockstring, but there may also be a mechanic involving reversal techniques that makes them more costly when used as a reversal.
-Marisa's meter is not going red when she uses her attack on the third screen; the implication here is that, despite being flashy, is just a regular air normal or command normal. That's also a pretty silly hitbox for an air normal, though, but our game screen is also ridiculously huge. I'm pretty sure that the game is going to be centered around zoning and capitalization of openings, like Soku. It just fits touhou too well. also worth noting that it's three hit, which is somewhat silly for an air normal in general because of how long that's going to put you in blockstun. Depending on cancel mechanics, that is a move we could be seeing a lot.
-It's worth noting that Marisa's 'no' meter goes massively up when she hits Reimu in the third screen, while Reimu's 'yes' meter also rises. In addition on the third screen, Reimu's 'neither' meter also doesn't change much at all, while Marisa's does actually alter. Fits the characters; Reimu's pretty straightforward while Marisa is a known liar.
-I'm inclined to believe Marisa actually managed to block that somersault kick, as there's no fluctuation in the % next to their portraits, which certainly seems to change based on hit.
-The % meters seem to be offense/defense related. I have a funny feeling they're offense/defense bonuses; if you are getting wailed on but manage to sneak out and counter, you get a bonus, and the reverse for the guy wailing on you. It seems they rapidly revert to near 0 levels in neutral, as the two screens with Reimu on the offensive show. This, if true, may be a way to punish people for not doing a combo with a hard knockdown (or a 100% combo for people who played Soku)
-It's interesting to note that the % bars are colored according to the most prominent of the yes/no/neither, which means depending on which is most prominent you get bonuses? Interesting.
-I have a sneaking feeling that the 'neither' meter has to be the dominant one for you to use supers.
I'm inclined to believe that characters will have unique attributes in addition to movesets, size, speed, and other basics, what with how many different things there are on the screen. HP, total 'mana' (which may be just that or an ex-gauge, though likely just a mana gauge), the % counter, and our yes/no/neither meter are all viable ways to differentiate the characters. One character may have more drastic fluctuations in the yes/no/neither, another might have a really honking huge 'mana' bar, etc,
well don't fell the need to take any of the above seriously, since it's extrapolation and guessing based on three screenshots, but hey.