Why f1 a mid? Her b2 overhead is not very good and it doesn't reach like her f1. Plus f1 is plus 2 which is really good in the corner. The only thing great about her b2 is in the corner. On knockdown with her whip in the corner. I can cross you up or not with her b2 and get a 48 or 52% with catclaw.
Hit boxes and frame data will surely change in inj2, so all those old set ups might not work anymore.
Her b2 was still good in inj1, it just wasn't as good as f1, so we never needed to use it. You could convert with b3 or cat dash with it mid screen, there just wasn't much reason to use it over f1 after they changed f1 to an OH early on in the game's life.
The reason i said f1 a mid is because it looks like this time around NRS isn't going for the safe/hit confirmable 50/50s into full combo. Especially not off the first hit of a string (making a lot of 50/50s push blockable) So i guess my changes were based on assuming these changes. I was just spouting stuff out for fun, though.
But lets say they continue this trend, you make f1 a mid and it is CWs main footsie tool/whiff punisher (like it was in inj1) and you can use the + frames for mind games. You make b2 the same as it was in inj1 but more unsafe, and the character has 50/50s but with a semblance of risk vs reward, unlike the free for all 50/50 fest we experienced in MKX.
CWs biggest problem in inj1, in my opinion*, is that a lot of characters could just walk backwards, forcing her to take a big risk to get in. Low whip was so negative that people who knew the MU would block it and full combo punish. Giving her walk speed and a better low whip would make her much much better, compared to her inj1 version.
Again, i have no idea how she'll play, who knows how the meta will evolve or what NRS will do to her.