I thought I'd post my match-up chart to see what you all think.
3 - 7 vs Aquaman
7 - 3 vs. Ares
5 - 5 vs. Bane
5 - 5 vs. Batgirl
5 - 5 vs. Batman
6 - 4 vs. Black Adam
6 - 4 vs. Catwoman
6 - 4 vs. Cyborg
5 - 5 vs. Deathstroke (possible 6-4)
6 - 4 vs. Doomsday
5 - 5 vs. Flash
6 - 4 vs. Green Arrow
6 - 4 vs. Green Lantern
5 - 5 vs. Harley Quinn (possible 6-4)
5 - 5 vs. Hawkgirl
7 - 3 vs. Joker
6 - 4 vs. Killer Frost
5 - 5 vs. Lex Luthor
5 - 5 vs. Lobo
5 - 5 vs. Martian Manhunter
6 - 4 vs. Nightwing
5 - 5 vs. Raven
7 - 3 vs. Scorpion
6 - 4 vs. Shazam
4 - 6 vs. Sinestro
5 - 5 vs. Solomon Grundy
5 - 5 vs. Superman
6 - 4 vs. Zatanna
4 - 6 vs. Zod
13 winning
13 even
3 losing
Ares 7-3
Wonder Woman's air normals and mobility give Ares a lot of problems and he must pre-emptive j1 or hope that his d2 will work in order to stop her. He gets out-footsied and his d1 has whiffing issues due to WoWo being a floating character. Ares' backdash and mobility in general are terrible as well, so his options vs her pressure aren't particularly good. It's also possible to see Ares raise his hand and jump his axe on reaction, leading to him losing nearly half his life. His one saving grace is that he has a good wake-up game but I can't think of many other positives for him in the match-up.
Aquaman 3-7
Aquaman simply out-footsies and out-zones you. He can pretty much cancel everything into trident rush and you can't do much about it. Wonder Woman's b2 has more range than b12 and slightly more than Aquaman's b2, but it's far easier for him to whiff punish it than vice versa. If he sees a b2 whiff, he can punish with FTD and possibly get a combo depending on the spacing. When Aquaman whiffs a b2 you can't whiff punish it unless you're at the very edge of its range, and if you're looking for that he can throw out an unpunishable FTD. Aqua's trait also gives WoWo huge problems because he can simply activate it, block high and be safe from all of her most damaging options. This nearly makes up for the fact that his wake-ups aren't that good because his neutral game is so good that he shouldn't be knocked down very often. At mid-range you can bait FTDs by jumping and airdashing around, punishing them on whiff demigoddess but he can also simply wait and FTD you on the way down. Jumping in is a big risk because he has no issues anti-airing unless it's a max-range j3; after which nothing is guaranteed so he can just d1~trident rush and push you out. Wonder Woman can attempt to get around wake-up trait by ending combos with b3, dash f3 and going for cross-up f3/b2 but the f3 is reactable since it never hits in front. Also, AM has no problems punishing whiffed lasso grab so backdashing on wake-up is an effective option for him. WoWo must commit to b2~lasso if she wants to keep her oki going or settle for b23 and basically let him out of pressure. In SS you still don't have a way to open him up and his footsies outclass yours by a mile. It's possible to space shield bashes so they're safe but Aqua still out-chips you because of the ridiculous meter gain on trident rush.
Bane 5-5
Wonder Woman is free to Bane on wake-up but her options at neutral are't too bad. On a read she can parry double punch and punish him heavily. The same applies to the guessing game for punishing VU/MB VU. d12 can stop Bane from trying to dash up and armor through things because although his dash is good, it's still very reactable. Demigoddess is also fine for catching his backdash when he's on debuff. It's tough to oki Bane but WoWo can do great damage if she does make the right reads at neutral or on a knockdown.
Batgirl 5-5
Batgirl gets out-footsie'd but between cartwheel, b1, dash and jump-in guessing game she can get in. All of these options can be dealt with and have good answers but it can difficult because of how many different things there are to look for. In order to punish the low cartwheel option, you have to block at least one of the first two hits standing so you won't always get a punish on it. The other options are an easy punish, though. Batgirl's zoning isn't that bad to deal with because bolas are slow enough that you can parry or jump them on reaction. Batarangs really aren't anything special either. After a blocked iaDG she can check you with a carthweel but the risk/reward is in your favor since you can punish all 3 options as long as you block the cartwheel properly. Wonder Woman also has a safe jump that punishes all of Batgirl's wake-ups except Flying Bat, so it's possible to get her to respect your oki.
Batman 5-5
Batman can zone WoWo effectively with bats but she can get rid of them by hitting him ground or air tiaras. When he releases them you can d3 under and go for oki. On knockdown although slide is very unsafe, it still must be respected so he isn't completely helpless. Without bats you out-footsie him and have zero problems anti-airing or getting in.
Black Adam 5-5
Demigoddess beats pretty much everything he wants to do: backdash, throw lightning, and it might trade with divekick at the worst. He can't punish it on block at all so his best option is something like pre-emptive jump back 1 which leads to nothing. You can just throw out iaDG whenever and he can't do much about it. You have better range and mix-ups and you have the tools to limit his mobility quite a bit.
Catwoman 6-4
Catwoman has trouble dealing with Wonder Woman's normals but her b3 does help her a bit. It goes under WoWo's b1 and if MB'd it will beat b2 and d2 as well. The problem with this is that she isn't always going to have meter to burn just so she can beat your normals on a read. Also, it's possible to bait it out and punish with jump back 3 or whiff punish with d1~spin. Wonder Woman has no problems anti-airing in this match-up between d2, MB b3, d3 and sometimes b2. In general you can walk back, react to what Catwoman does and punish her for it. On wake-up she's forced to guess on a 50/50 unless she has trait, which can be beat by neutral jumping or MB b3. Because WoWo always has meter to spare, she can pushblock if Catwoman does get in and it won't hurt her game at all. On Wonder Woman's wake-up, CW is always forced to guess 33/33/33 instead of her preferred 50/50 because of spin. Her b3 goes under that but if it's blocked then she's in WoWo's face at negative frames.
Cyborg 6-4
Walking in and parrying fireballs on reaction make it not that difficult to get in as long as you don't overextend yourself. Cyborg can't contend with Wonder Woman's normals either. On wake-up Cyborg fares okay because of power fist and grapple. If you have a life lead and sit on it in SS, it's very difficult for Cyborg to actually come back as his offense isn't very good.
Deathstroke 5-5 (possible 6-4)
Deathstroke can handle WoWo's footsies well enough with d2, MB f3, LGS etc. He can also punish lasso grab and demigoddess unless it's perfect so you can't be too greedy with those. On wake-up you can beat spin by d3'ing under for a full combo, but sword flip will beat that so although they're unsafe, you still have to respect them somewhat. Cross-ups don't work particularly well because of his option selecting wake-ups. When you block a j3 or f3 from DS, backdashing will give you a full combo punish on both b1u2, b22 and b23 with MB tiara, b113. In order to catch the backdash he has to read it with a j3 which you can also anti-air with d2. Deathstroke's zoning works well enough in the match-up as you must respect the wall he puts up with LGS and f3. Deathstroke has problems anti-airing j3 unless it's with sword flip or pre-emptive j1. The former only leads to about 6% damage and the latter is done on a read and can be baited with jumping forward and airdashing backward. When DS knocks WoWo down, he has safe jumps that punish her wake-ups and force her to block; however it also puts him in a guessing game where all of his mix-up options can be punished. Undecided on whether it's 5-5 or 6-4 because of risk/reward.
Doomsday 6-4
Risk/reward is everything in this match-up. Wonder Woman can parry venom in both stances and punish DD heavily. SS parry specifically will beat a lot of his options since his only low is sweep. ES will whiff at certain distances as well, giving a full combo punish. On wake-up Doomsday does have the option of waking up with up venom, even though the damage isn't great. Doomsday has to bait parries with forward dashes and neutral jumps in order to win, and the risk/reward is usually not in his favor.
Flash 5-5
Both characters are pretty even in footsies. Even though Wonder Woman's b2 has more range than any of his normals, he can whiff punish it with torpedo and it's the same with lasso grab. Pushblocking is always an option you'll have so you fare better than the more meter-dependent characters. When you knock him down, it's possible to beat all of his wake-ups with a safe jump, but if you go for any other kind of oki you have to respect his options and the same goes for him. Both characters have top tier corner games and corner carry so it's very easy for both characters to get steamrolled once they get hit.
Green Arrow 6-4
Arrow makes WoWo play his game and his projectiles are very effective at controlling the pace of the match. When he has an ice arrow loaded you must respect it as he can react to a lot of what you do. Without that, his zoning is only annoying at best and you can punish unsafe arrow loads on a read with demigoddess. If you're patient you shouldn't have too many problems. Wonder Woman has problems anti-airing GA or punishing his dash so it can be hard for him to get in if he needs to. The problem is worse in SS as his chip is even worse and he has to deal with the wall of d1, shield bash and j2, which he can't easily anti-air. His wake-up game is okay between fully-invincibly slide and savage blast needing to be punished on a read. d1~arrow can be interrupted by d1 for a full combo and to beat it he needs to do d1~savage blast which puts the risk/reward in WoWo's favor. In general WoWo just gets more damage for guessing correctly and GA's can't keep up.
Green Lantern 6-4
GL's zoning is good but not that good because almost all of it can be parried or punished in some way. Air rockets that aren't done low to the ground are punishable by demigoddess, ground rockets are parry bait, and it's not that difficult to walk in if need be. Once Wonder Woman is in, even though b1 is really good, GL's options on block aren't very good. b13 puts you at negative frames, b13~trait is punishable on reaction by d1~spin, and b13~minigun puts you in a bad situation since her b1 will beat any button you press. MB minigun is your best option, but you don't have infinite meter and the chip is negligible anyway. You can do b13~lift, but that's obviously very risky. You could argue that you just shouldn't do b1 if it's going to be blocked, but then you aren't taking up space and it becomes much easier to get in. On wake-up WoWo has to respect lift so he's not completely screwed. Once Wonder Woman has a life lead and sits on it in shield it becomes very difficult for GL since most of his b1 options lose to parry. It punishes b1 on block, interrupts b13, b12, b1~minigun and b13~rocket depending on the spacing. Your dash is terrible so it's not hard to check it with d1~shield bash and sword's d2 is even better than lasso's. This is all in addition to the fact that your chip is now non-existent.
Harley Quinn 5-5 (possible 6-4)
Harley's zoning is effective in this match-up, but it's not very scary. The damage is low and unlike Sinestro or Zod, you don't get punished for being too patient. Harley can't contend with Wonder Woman's normals and her j2 isn't that hard to anti-air. On wake-up you have to respect wake-up tantrum so you can't get a 50/50 on her. Harley's pressure isn't anything special and there isn't much of a reason for her to hit you outside of the ocassional gunshot. I feel like WoWo can just walk her down and win but I don't feel strongly enough to say it's definitely in her favor. 5-5 or possible 6-4.
Hawkgirl 5-5
HG can punish the holes in some of Wonder Woman's commonly used strings like 33 and b2~lasso with WE. Wonder Woman has good options for flight between demigoddess, straight tiara, her jump normals and d2. Wake-up mace charge can be stuffed, but not by both 50/50 options so it's still a guessing game. At neutral, mace charge and WE 3 can be punished by jump back 3 so while Hawkgirl has to be a little careful about her pressure, it still works the same as usual. It comes down to reads from both sides as both characters can punish each other very well.
Joker 7-3
Joker's best attribute in most match-ups is his ability to jump because of how strong his air normals are. Wonder Woman has no problem shutting that down with her d2, and even if she does she's able to backdash 323, so he's forced to use less optimal strings. 212 can only be cancelled on the first or second hit and only the first can combo into a launching special (MB RLG). The second only combos into flower. b13 is an option to catch backdashes but the damage is negligible, or he can try to chase it with his own forward dash which is also risky. WoWo beats him at neutral and his zoning is nothing special. On wake-up he has flower which, although not fully invincible, cannot be stuffed by her 50/50 options. That being said, it can be d3'd under and the damage is so low that there isn't much to be afraid of. If Joker does corner her or hit her near a background bounce she's very susceptible to his mix-ups. The problem is him actually hitting her in the first place though.
Killer Frost 6-4
Frost has a lot of trouble dealing Wonder Woman's mobility. Her best options depending on the spacing are anti-airing with daggers, pre-emptive j1 or going for a trip guard with slide that loses to j3. WoWo can pretty much walk her way in and feint with jumps/airdashes to force Frost to commit to a punish. If she decides not to make reads then she cannot win. KF gets out-footsied and has a lot of problems getting damage if Wonder Woman has a life lead. Her dashes and jump are very reactable and throwing out slide will only get you so far. If WoWo does happen to block a slide, d3 will beat d1, parry and go under MB f3 for a full combo. To beat this she must delay her MB f3 which can be beaten by backdashing, d12 etc. The post-slide guessing is generally in WoWo's favor making it even harder for her to get damage. Wake-up slide must be respected so oki is risky; however you can safe jump it. Parry is also a good option and combined with wake-up slide, they're the only things keeping this from being 7-3.
Lex Luthor 5-5
This match-up is all about who gets started first. Once either character gets momentum it can very easily lead to losing your entire life bar or just be put in a bad situation. Once Lex gets his trait, mines etc. set up it's very difficult to approach but if he doesn't then he's in trouble. d12 is fast enough to break armor so trait doesn't make everything completely safe. Mid-range tiaras can beat out a lot of his gadgets on start-up and MB tiara can break his armor on a read.
Lobo 5-5
Lobo's zoning works well in this match-up along with his stand 3 to keep her from jumping in. Instant airdashes will beat stand 3, so he can't keep her out forever. Both characters have good mid-range options and can play footsies well. On a knockdown both characters have wake-ups that need to be respected as even though hook charge isn't fully invincible, it can't be stuffed consistently by b2 or 33. Both characters can play their game in this match-up and do great damage.
Martian Manhunter 5-5 (4-6 on some stages)
Martian has good zoning but because it's all pre-emptive, he has to make reads on where you're going to be on the screen. Dashing in recklessly is a bad idea because of the zoning in conjunction with trait normals, but if you walk in and vary your dash timings and demigoddess useage you'll get in. On a read you can MB b3 through some of his trait normals and punish them on whiff with parry into a combo. Once he's knocked down, d3 will go under push but lose to low grab so WoWo still has to guess what he's going to do. After a blocked teleport, Martian can be checked with b1 if he stands still, b23 will beat backdashing and walking back will cause MB b3 to whiff and be punished.
Nightwing 6-4
IMO, lasso beats both stances but staff does much better than escrima. In escrima Wonder Woman can spam demigoddess without a care as the only thing NW can do is check with b2. He gets out-footsied and wing dings can also be punished by demigoddess or dashing under. On wake-up d3 will beat all of his options so you can force him to respect your 50/50s a bit easier. Escrima has more trouble with airdashes than staff so it's more abuseable here as well. SS vs escrima is a bit more even because of how annoying wing dings can be, but parry and j2 are still very good here.
In staff, Nightwing can play footsies better and has more solid wake-ups. Flying Grayson and Staff Spin can be stuffed but the timing is different for both. Again, airdashes are good here but you can't be too predictable with them. Staff's backdash is very bad so it's not as viable as it is for most characters when dealing with Wonder Woman's pressure. His zoning is okay but not a big deal as you can jump around, airdash and demigoddess to change up your air movement. In SS, you can jump over staff pounds and punish with shield toss and parry repeated d1s. What it comes down to is Nightwing being out-damaged, losing the meter game and generally doing what Wonder Woman does but worse.
Raven 5-5
Raven gets out-footsie'd but her zoning works fairly well in the match-up. Shadow ravens can be parried and soul crush won't reach when Wonder Woman's at the peak of her jump, but she can punish this on the way down. WoWo has to respect pillar into soul crush and it isn't hard for her to get trait out safely. Having easy access to trait means that she'll have meter for pushblock which she needs because she's free on knockdown. Raven dictates the pace of the match-up but once she's down she can lose in a few bad guesses.
Scorpion 3-7
As usual, risk/reward is very bad for Scorpion but even moreso here because of how much better Wonder Woman's damage is. Scorpion can't contend with her normals, will never win a clash and has to nickel-and-dime Wonder Woman to win. WoWo can punish MB teleport and punish his other unsafe options heavily. His wake-up game is solid with takedown, teleport and flip kick, though. This might only be 4-6 but I'm not sure due to lack of match-up experience.
Shazam 6-4
Shazam has problems dealing with WoWo's mobility and footsies. b2 is good but risky as usual. Wake-up teleports must be respected but can be punished on a read. When Wonder Woman has a life lead it can be difficult for Shazam to approach because his options are unsafe or reactable.
Sinestro 4-6
Sinestro gets trait out practically for free in this match-up. He can contend with Wonder Woman at mid-range with b12 and his d2 is good at anti-airing her. It's hard to get in patiently because it's giving him chances to charge trait and make things even harder. Wake-up arachnid has to be respected so even once you knock him down, you aren't guaranteed pressure.
Solomon Grundy 5-5
WoWo has a few throw-immune moves: b2, lasso grab, straight tiara and b1 but these can be punished by WCC if read correctly. Grundy doesn't have problems anti-airing with d2 and his wake-up game is very good between WCC and cleaver. When Grundy does make a good read with WCC it can lead to massive damage and he can be hard to approach when he has a life lead.
Superman 5-5
Superman has to be mindful of his zoning patterns due to demigoddess, but it can still be effective. Both characters have strong mid-range games and do a lot of damage if they get a hit. Both also have solid wake-up games. On a read d3 can go under f2 but Superman can whiff punish it with b1. WoWo can anti-air airdashes with j2 and Superman can do the same with j1 or sometimes d2. b2 has more range than his normals, but once Superman is in f2 range he's at advantage because it's faster than your go-to buttons: b1 and b2. Both characters also have strong corner games and can counter the other fairly well.
Zatanna 6-4
Parry makes it easier to deal with Zatanna's zoning as she must respect a demigoddess after. A blocked puppet master gives you two free dashes so you're pretty much in at that point. Zat can't compete in footsies and must rely on her zoning, which isn't as effective as usual. Her wake-up is very good though, with multi kicks and teleports.
Zod 4-6
Wonder Woman has options for dealing with iaZBs with parry and dashing under, but it's still very difficult to get in. Trait basically puts you on a timer and if you fail to get in before then, you're forced to eat pressure/chip/mix-ups/pushback/interactables. If Zod does decide to go for mix-ups WoWo can afford to spend meter pushblocking, so it's not quite as bad. Once she does get in, she can win in a few correct guesses because Zod's wake-ups aren't fully invincible.
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