Kung_Fu_Man: It would be possible to use built-in anims over the Warzard one's if they exist, but as you said, there'll have to be a standard (with stand/crouch/walk/jump/gethit anims). Has a relatively common one been established that doesn't conflict with too many other chars?
OrochiWeapon2000: *Blushes*

Noted, it'll be made to work only after Valdoll's finished giving the order. Just to mention that there are other times when he can gesture w/o the dragons doing anything, e.g. just after turning around. These are intentional... it's part of his Warzard gameplay. It could be adjusted so you can hold down the button until they respond, though.
SpaikMax: That'd be lovely, though he's a bit tricky to work with. Since Capcom designed him to have only one pallette, there are quite a few shared pixels in odd places. He probably won't receive new moves or anything, but some measures will be taken to balance him a bit.
missfairy: Yeah, his moves are made to be spammed. Perfect for Mugen's default routines.

In Warzard, a good tactic is to repeatedly superjump behind him and throw (he can't teleport away from instant throws). Without a Versus-esque superjump or a good forward dodge, most characters stand little chance.
Cybaster: Thankies! He should be able to do it in theory (unless that instance of him cancelling into Destruction Rain in Warzard was an animation glitch/imagined), but the AI rarely seemed to take advantage of stuns/dizzies (and always too late to land either DR or Souls Soliton). One thing I haven't tested for yet is whether you can mash out of the frozen state. Might need to double-check the base freeze time as well. In any case, boths moves will probably be supers, so you'll know when to be extra careful around those dragons.