Espio
Kokomo
It's probably just 5-5. Her command grabs on whiff are all full punishes as is her air command grab and dive bomb is punishable on block AND whiff, it is not like Black Adam's dive kick where you can whiff into safety up close and what not. She has to go full screen away from you to be safe and you can probably check her with rifle or something if she does that, which is not where she wants to be anyway.Cheetah I don't have much experience in some say it's in Deadshot's favor but on paper I can see it possibly being bad. Cheetah can pounce in between bullets to get in and she can mix up jump-in with divebomb without much risk. She outdamages him and her mixups aren't very punishable.
Again it's still too early but these are just my own opinions of his losing match-ups. These could easily change as I used to have Black Adam as a losing MU until I played it more.
Deadshot still outfootsies her and she can get in better than other characters, but if you mix up your zoning, you can still catch her trying to get in with pounce, it's not a free way in with no consequence. Beetle can by mixing it up, Cyborg can and Deadshot's zoning can cover additional angles they cannot so I'm sure he has that covered too.
All her strings and sweep all start with lows or mids and the overheads come out very slowly or as the last hit or two such as 3,3, 2. She has overheads in the middle of strings, but they're all unsafe on block (-10 on the end of 3,3,2 so punishable by pretty much the entire roster) or Back 1, 2, which has such a giant gap in it that you can interrupt with a normal.
Her forward 3 is reactable in comparison to her lows so the only way she can reliably open you up with her mix ups is to take a risk on command grab. She gets good damage, but if you're right, you can definitely make her hurt.
If you want to play the match up or go to the lab and lab everything, we can do that tonight even at like 9PM.