Val's matchups are not as clear cut as most people make them out to be. Every character has gone through changes in their moves, and this affects their approach in both a real fight, and on paper. However, the point that certain normals stuff everything or are "godlike" is getting old, as well as the val is too good arguement. She has a quite a few weaknesses and that makes certain matchups worse than others. So I would like to share my input, whatever value that may hold.
Everything val has can be beaten by most of the cast in neutral and, for about half the cast, during pressure. This is no different from the ENTIRE cast. Do not deem the most mobile character as the best for that quality alone, because speed is not everything in this game.
Her normals may be disjointed and really good in neutral, but they are slow and take precise timing and spacing to be effective. For example, vals j.hk is a really large disjointed normal that is good for a lot things, however you can grab her out of it, or just knock it out of startup frames because it is not fast. It is a utility move, but its not the best move. J.hp is really safe on block, and is obviously a staple in val combos because of its unique carry. However, it is hard to use as a confirm in midair because of its knockback. It is a great normal, but has a drawback(s). This kind of normal is not given solely to valentine. Parasouls j.hp, bella's j.mp, fortune's j.hk, filia's j.hp maybe, squiggly's j.hp, big band's j.hk, painwheel's j.hp, double's j.hp. These normals all have decent to massively sized hit boxes that come out at moderate to above average speeds. However, their flaws vary dependent upon these factors. Parasouls j.hp is safe on block if the opponent is on the ground but if her opponent blocks it in midair, she can be punished. This is probably true for vals j.hp as well. Bella's j.mp will either waste an otg or disallow a confirm if her opponent is hit in midair. Fortunes j. hk is fast and large but requires certain moves to convert off of (i think M axe kick, not too sure). Filia's j.hp has a pretty large hit box for its massive speed, but its hurtboxes are also quite large and its combo potential requires a grounded opponent or to be in the corner. Squiggly's j.hp is a huge normal that is decently fast but can be grabbed, hit or even reacted to with supers but is a great convert tool as well. Big band's jhk is a large fast hitting attack that is pretty safe and has bait potential as well. Painwheel's J.hk is a very large move that albeit slower than these other moves, has armor and can be canceled into thresher or of it connects leads to a full combo anywhere. double's j.hp is probably her best air normal mainly because of its mixup potential, decent hitbox, can fastfall, but is tight to convert off of at certain hights. These are all good to great normals that have really good uses, and make these characters seem good when using them. But as with vals moves, their are flaws, its just that no has taken the time to see what val can do besides fish for hits with assists and all around outplay people with her speed.
Be it that that wall of text explained stuff only a few people would entertain. Pretty much im saying this in regards to vals normals: get over it.
Now with the matchups (disclaimer: these decisions are trying to not take my preferences into consideration, but you may see some biased opinions, or see honest findings, i dunno ;)
VS Parasoul : This matchup is pretty dependent upon the styles of both players really, the both have moderate to good air normals that beat each other out, almost like a chess match. Val j.hk will beat paras j.lp, j.mp, and j.mk, but it can be beaten by paras j.lk and j.hp as well as well timed j.hk. But vals j.mp and j.mk will beat out paras j.lk and j.hp. Its pretty dependent upon the reads players make. I believe however, that vals speed and easy bait with her various safejumps gives her an edge over paras dp, pillar. Vals supers, however limited in use, are still better than parasouls which seem to be used only for combos, and blockstring pressure.
Decision: 6-4 in vals favor.
VS Bella : This matchup is actually hard to acertain. While bella's air to air seems to be really good against val, its hard for bella to ever get a confirm off of val unless its a punish. Her air normals beat val, but generally do not convert into combos (ie. swatting val away with j.mp). Val also has to limit her pressure and respect bella dp. diamond dynamo, and her various command grabs. These limit vals pressure, movement and ability to land a hit on bella. This means that it is hard for both players in the matchup to confirm. This matchup has come a long way since SDE, and it has changed for the better in my opinion
Decision: 5-5
VS Fortune : The way I see it, fortune's only real concern in this matchup is that her air to air combo confirming is harder that vals. Fortune has a great dp, even with the headless nerf that can be used as a unique movement and pressure tool, in conjunction with her linear air dash this creates pressure that val struggles to handle, val is above average in low/throw mixups, but in regards to crossups, air grab resets, and left right mixups fortune is at the top of the food chain. Fortunes resets destroy val in that she has no meterless reversal and her only normal to get out of fortunes fast pressure reliable is s.hk, or looking for gaps in pressure with s.lp. Head off is also really harsh for val, in that one of her best mobility tools, her run, is hampered heavily, the head is pretty much in control of the ground and this is given in return for loss of invincibility on her dp headless. this matchup is heavily dependent upon who connects on the ground first, and fortunes cr.lk outranges all comboable normals val has on the ground
Decision: 4-6 Fortunes favor
VS Filia : This matchup is weird in that even with access to a meterless dp, filia has to be wary of vals crossups and crossunders, and even baiting of updo. Her air normals are pretty decent against val being able to snipe incoming normals with j.hp or s.hp, or even just roll through val with j.mp. Honestly, besides her double jump, val has one major, not thought about, tool over filia, and that is vals movement routes. In order for filia to get diagonal or downward angles in her pressure she has to resort to j.mp or on block fastfalls with j.mk and j.hp. Vals unique (no longer) air dash keeps her pressure variable and able to turn on a dime, sometimes setting filia on edge, and possibly forcing bad decisions (ex: updo on block, random gregor, etc). They each have moves that stop each other from playing lame, although filia has a slight advantage with ringlets, she still has to look out for bypass if she resorts to braindead lame. Filia's supers all have reversal capabilities while also being good outside of combos and heavy reads, giving her the edge.
Decision: 45-55 filias favor, closer to 5-5 but not quite (meterless reversal was my reasoning)
VS Squigly : This matchup is no longer new enough not to discuss in my opinion. She shares with val a great low throw mixup, but adds highs as well with seria cancel f.hp. She also shares a double jump and a lot of good air and ground normals. However, squigly has a few things over val that may have a bearing in their matchup: Squigly's hitbox is thinner than the entire cast, she has her j.lk that can convert from almost any hit, and a divekick special move. These really mess with val, because they limit her movement tremendously. How? Her j.lk while not massive, is decently sized but super fast and is horizontal, think safer parasoul j.lk. This move stuffs val incoming from various angles and will be fast enough to knock val out of startup of many of her moves, all but her lights and j.mp. As if this was not threatening enough, her divekick adds a very heavy mixup to the mix of having to be really careful when you jump. Squigly has a dp. However, this is only really useful with charge, and that is hard to get against vals pressure. But if she does get a charge val has to be worried about being to far away if squigly has even 1 bar (sbo is such a great super for conversions, and so is level 2 sing daisy pusher). Now this may sound terrible in a vacuum, but with squigly's lackluster horizontal movement speed, this matchup is decided by who gets the hit, and that is easier for val from every range but up close (if squigly has no charge).
Decision: 6-4 vals favor (no charge), 4-6 squigly's favor (with charge). They are different enough to garner two different decisions, ok
VS Big Band : This matchup is extremely deceptive, because the obvious reaction to the matchup is = extremely mobile character with fast move (vals j.mp) + slow, much slower character = bad matchup for the slow character. And you'd be right, but not as hard as most people believe. Big Band has been known for having a great long range dp, long range specials with armor, great damaging supers, and safe to decent on block aerial specials. These are really good against a character who makes reads based on their opponents movements. Val has to generally commit to moves to get confirms. This means taking a lot of risks within neutral to bait certain moves and to place her opponents where she wants them. Big band is essentially a slow val, with a dp, and greater high risk/reward (weird comparison, i know but think about it, he has decent corner carry). This matchup is determined by how well each player has a feel for the others moves. This is probably the most knowledge based matchup val has (braindead fails miserably here).
Decision: 5-5, but is heavily player dependent (i meant it!)
VS Painwheel: Do not listen to me, i hate this matchup ( but I will probably agree with
@Elda Taluda decision on this matchup, bc he is one of the few great painwheels i have been blessed (cursed) to play
VS Double : This matchup is hard for double, but that is more of a problem with double's neutral vs against val. Double has a hard time dealing with pressure with her fastest air normal and ground normals having absurdly small range (s.lp and j.lp) and are hard to convert off of or help move her opponent away. J.hp is too slow unless the val is read to be not commiting to a jump to be viable. Double, however, has luger, car (completely invincible reversal), j.hk, and hornet bomber to help out against vals neutral prowess.
Decision: 6-4 vals favor.
VS Fukua: I personally hate this matchup in any form but Fukua VS Fukua, but val has it easier than all of the cast, she is the closest to a bad matchup that fukua has besides peacock (who still outzones Fukua). Her air mobility helps her evade shadows, fireballs and generally keeps her out of divekicks range, but the pressure between these tools and her command grabs are a but much for val to handle on the ground
Decision: 4-6 Fukua's favor will probably change post hate period, or after nerfs that might come