No, the point is you don't have to think much playing her. Stay away. how do you get hit by horizontal MT if you follow my strategy? HG can not stop a turtle. That's our point. Her down mace throw is too slow. Once she starts the down throw react and jump over if she's trying to corner you and neutral AA MB dive kick for full combo and force her to come to you. When you have the health lead, like
m2dave said, due to her lack of her mixups can not open you up. Follow this "lame" strategy and back dash away to the next corner and do the same. My point is, when you as HG struggle against those characters as I've listed above... you can't win a tourney. So I think it's hard to place her even mid b/c of this.
Obviously the GGA camp (who are playing out of their minds) agrees if they think she is pretty free. KH thinks she's free. Defeating a character is about neutralizing their best tools. HG's can be neutralized w/o thought. It's simple in flight don't jump unless jumping over low MC throw. She can't hang with the majority of the cast on the ground. Trust me there are more ways to easily open her up other than those listed that will be exposed in the game's long term. I think her only saving grace might be the WE mid combos that you guys are working on. But those won't help her VS Supes, BA, WW, Raven, Cyborg (good cyborg's don't use that string because of how easy it can be interrupted by everyone), DS, Sinestro, Lantern, Catwoman, or Doomsday. Mid tier means you should not get blown up by this many characters, especially this many tournament worthy characters.
You all keep insisting we want he high or broken, but you are only half right. We don't want her high, just competitive. She does need something dirty though and slightly broken. Every character has this except HG.
Batman-Bats/ string launchers that start from mids, highs, and lows/ 50/50's
Supes-F2,3 breath / trait/ delayed MB eye lasers/ anti wake up/ low launcher (50/50's)
BA- Dive Kick/ b2,3 positive/ MB low lightning / Grab Range/ Super fast Dash/ Trait
WW- Air superiority (not HG)/ Anti Wake up/ positive d1 in Sword and Shield/ virtually no chip in SnS/ d1 into near 40%, b2/ 50/50 setups in SnS
Aqua- Trait/ Range / d1 to 40%/ hit or block confirm b1,2/ chip on trident rush/ 50/50's
Doomsday- Gimmicky ES and SN/ Trait/ MB shoulder/ 3,3/ Grab Range
Sinestro- Trait (Cowboy and others finally showed the string that can get your full trait against a lot of cast including HG)/ Full screen combos
GA- so much dirt that even Chris G isn't using all of it
Joker-set ups galore/ sweep range/ parry/ grab range/ crazy corner setups unescapable for some characters
Bane- armor on all but 1 special/ best anti wake up tools/ a positive 27 j1 on block/ forward dash speed/ 50/50's
HQ-trait setups/ anti wake up/ mix ups into 40%+ combos/ 50/50's/ end combos with MB play doctor/ d1 to 40% plus
DS- Fast Bullets every direction/ MB Guns/ certain guaranteed trait set ups on specific characters including HG/ Sworld flip one of the best AA/ 50/50's
Ares- Full combo resets that still work (AlucarD)/ low 6f d1 full combo/ zoning/ anti zoning/ low launcher (50/50's)
lantern- full combo 50/50 resets/ lift/ full 3/4 screen combos/ full screen machine gun/ trait cancel
NW- staff d1/ pound is plus/ New FG wake up set up/ Air Wing Dings/ hit or block confirm d1,2 escrima/ staff instant overheads that lead to full combo
Flash- Frame traps/ full combo Vortex/ dodge/ 50/50's
Batgirl- Bolo loop/ chip in electric knuckles/ anti zoning/ 50/50's
KF- Super damaging resets/ freeze parry/ 50/50's
Lobo- Block confirm grab setups/ chain mix ups/ 11 frame 3 with enormous hitbox/ low cancelled launcher (50/50)s
Grundy- armored trait grab/ 5f anti air grab/ most special moves armored/ 50/50's/ walking corpse (can cancel)
Luthor- probe/ trait/ setups/ j3/ 6f corp charge (best punish in game)
Catwoman- MB cat scratch/ j2/ startup and mid combo 50/50's/ b3/ dodge
Shazam- guranteed grab set ups/ reset/ trait damage/ j2
Raven- full screen combos/ super fast trait cool down/ full screen punish/ air teleport
Cyborg- can make every string safe/ zoning/ setups/ stupid insane corner combos and setups/ gains meter super fast/ frame traps
HG- has great d1 and sweep range, that can't fully be taken advantage of. WE opponent's in the middle of their combo on few characters and not enough strings to make it a real threat. It's harder to neutralize their dirt with the majority of the cast compared to HG's. Her MB mace throw can be avoided ( slow start up) or frame advantage negated by most characters by stand blocking it. The push back is so far that her d1 can't take advantage. Duck WE. WE delay's can be punished