Canary has a move which allows her to move forward while avoiding projectiles.
It doesn't avoid projectiles. You're better off jumping and creeping if you want to do that. Any projectile it "avoids" is only by happenstance. Don't believe me? Try cartwheeling to avoid WoWo's projectiles. See how "viable" that is. Oh, and btw, Canary vs WoWo is a hard 4-6 in WoWo's favor. Why? Because may have "advancing normals" but her reach is still quite short in neutral/mid-range where she gets absolutely ANNIHILATED by a patient WoWo.
"Viability" isn't something that's determined by the character. It's determined by the player. We're given the ingredients to make the meal edible. It's not the other way around. WoWo (imo) is a mid-range dominant, space-controlling, defensive character. Other characters have advancing normals? Good for them. I main Canary. I would LOVE to have ANYTHING in mid-range that isn't CC lvl 2 or 3. That's all I got. Meanwhile WoWo over here has......
- B2 that's safe, unseeable, and controls a good amount of space in front of her. You can combo off of it and intimidate with it. And now you're + on block if you go b23. Yes, you have a gap between the 2 and 3. But other than armored reversals and parries, that's not gonna matter in mid-range. And if it's blocked, the opponent is pushed back into Shield Toss range.
- a shoulder charge that hits if if the opponent is even THINKING about pressing forward or using those "advancing normals". It's fast as crap and can be meter burned to be safe.
- a shield toss that can be thrown forward and upward, can be combo'd out of, and if you mb, you can pull the opponent closer into mid range if it's blocked. It's not for full-screen projectile wars (because it doesn't go full screen, duh). It's a space eater and an advancing deterrent. Good chip too. And if by some miracle you get Athena trait, it EATS opposing projectiles.
- a jumping 3 that controls a lot of space below and in front. Once it's out, it's not gonna lose to anything. And like her other whip attacks, her hurtbox is placed far away from where the whip hits. Jump back 3, is a get out of jail card for me.
- you're simply not gonna be able to jump anywhere near WoWo's D2. It's just not gonna happen.
This is simply a different character from inj1. Plain and simple. Controlling neutral is where it's at. Don't tell me about how "viable" she is when I'm BC and unless I have lvl 3 CC on deck, I'm pretty much DOA trying to get in striking range vs her.