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RemiKz
I agree with what you say there. The problem is she no longer has a flow chart of success that actually.... Works. She still needs to space to call out item drop. Her mixups aren't the conventional high/low or low/throw (though she does have weaker versions of them) but even her item drop mixups and stuff are... Kinda meh when people have played against them. They will just back away from the item charge and then you will be stuck holding a useless item drop that if charged to lvl3 does nothing AND takes forever to cooldown. Not that that some of those points can't be taken positively. But her overall strength seems lackluster...even with a big combo (what is it btw?) I don't see her being much past midtier... Big combos don't always make for top tier characters... It's control that generally makes for top tier.
And her not having a "good" flowchart is a problem when every other good character in the game does have a good flowchart.
Val = jump around and call out updo.
Painwheel = fly around and look for places to drop a bomber on 'em
Fortune = pretty much same as Val except slower and more defensive behind her own dp
.... Meh people don't like my lists so whatever, point being that everyone has some good go to stuff... Peacocks flowchart (or, go to strategy if you prefer that term) is run away, charge mp item drop... Run at opponent like steve carell holding a grenade, watch as opponent runs away if they know what's good for them, watch as item reaches lvl 3 and wiffs and now have to go back to being defensive or call out a lockdown assist if the item drop made contact...
But... Idk... It's just not "good" pwns the shit out of painwheel... But... Meh. It just seems like both her offense and defense are underwhelming now. Not particularly great at either, though neither is super weak, as well. She's like supposed to transpose between both I guess... But it still seems... I don't know... Not great i guess.
As far as using her item for oki pressure... I kinda still don't see it.. It doesn't do much in that regard from what I can tell... I've been trying to use it that way but it seems super lackluster. Also... For whatever reason, her mp item which is supposed to track close to her... Doesn't seem to track behind her well at all.. Either that or when transitioning from being in front to in back it slows down... I have people tech behind me when I'm holding item drop and the damn thing misses like 95% of the time... Of course I find that really annoying.
So yeah it isn't like I haven't tried different styles of play. She just seems lacking compared to her sde counterpart. And I don't feel that way about double who also lost stuff.
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KhaosMuffins
The problem with tiering this game 1v1 is that you are either alienating a huge percentage of the higher level players since teams make up like 99% of the high level play, or:
Forcing people to either shut up as far as the tier list goes, or play theory fighter in matchups they've never played, or actually go out and fight solo on solo matches to try and accrue matchup knowledge just to post in a tier thread.
What will happen is people will post up theory fighter.
And "that thing up there" is a list for people that don't know. If you already know, and I think you do... It isn't for you.
I honestly don't know what exactly it is you are asking for... You want 1v1 matchup knowledge, but don't want something complicated, but do want something accurate, but don't want it based on assists, but do want people to just go for it and say stuff...
It just seems all over the place. And in the end will be Inaccurate to boot. Cause deciphering what characters have problems with is based on an assortment of 4 things no matter the matchup. They need to get in, or keep out, or help with AA, or help opening another character up. It isn't rocket science.