@Mike_Z
I specifically ignored the low attack comments because i preempted them by saying "mid range upback"
Midrange upback is outside low attack range, and pw specifically has one of the slowest startup dashes in the game, and the slowest cr.lk (only peacock can claim slower comboable lows)
So with pw specifically, pw has a hard time dealing with this via dash ins and staying grounded.
Midrange up back is the one i have trouble dealing with in this game. Previously i could pressure the opponent with my own jumpin as they land. Now i kinda basically cant.
So to me, close range upback and midrange upback are almost completely separate entities. One is super easy to beat if you correctly anticipate it with lows, the other has to beaten with some sort of dash jump airthrow, or trying to walk the opponent into the corner.
Once again for pw specifically, it can be VERY hard to deal with players that upback at midrange, then double jump forward and call an assist. They are above pw so she cant airthrow them easily since they are descending with an assist covering them. She cant make the jumpin wiff and then pressure them as they land since they will just upback. She has to either play super defensive like the opponent or seek to abuse airthrows. If the opponent is dead set on using that double jump plus assist strat, then pw can counter call, and thats why i stated in one of the above posts "counter call 10 times a game" because i have to counter call them alot and it feels like all im doing is countercalling and airthrowing.
Once again, low attacks do not work because they are not in the range of low attacks.
Anyways, i digress. Im NOT IN NO WAY even intimating that pw could use buffs to compensate... Hell no shes good enough. I was primarily wondering if something could be done to keep the upback intact against things like assists and and projectiles, but keep the proximity grounded for single non super jump attacks (meaning that the proximity ground doesnt occur against super jumps or double jumps, but does occur against single jumps)
To me, this is kind of a win/win happy medium. You can still midrange upback against lots of offenses, but not all of them and you still have to be mindful of your spacing with respect to the opponent options to counter pressure your jump wiff.
But at this point in time i dont see that happening since im the one suggesting it as well as all the midrange character players wanting it to stay in.
Ive adjusted my team to now have A train on it. I wish i didnt have to do that, but it is what it is. Now i can perdiodically call my a train and force my opponent to deal with my grounded mixups for a short duration. Not the best solution but at least a dynamic non boring one for myself :)