I'll rate the three main characters I use. EB Outlaw and Jax wrestler are variations I'm starting to concentrate on more.
Sonya (Covert Ops)
50/50 mixups and pressure - (5/5) One of the best if not the best mixups in the game. This is what makes her viable.
Neutral game and footsies - (3/5) Relies heavily on jumping, Dive kicks and trying to space out with her F2 which is negative on block, doesnt launch. In general she has to do unsafe stuff and get people to do unsafe stuff such as running in etc where she can catch them with DK. All in all I feel like her neutral is her weakspot.
Defensive Options - (3/5) Has a pretty good 12f leg grab that does 15% damage but extremely unsafe and the reward usually isnt worth the risk but still viable. Her Parry and EX parry are very good as well but used mostly on reads. Good pokes as well that can be used for ticked throws. Has solid defensive options.
Zoning and Anti-Zoning - (4/5) Dive kick is a good option vs players who like to spam horizontal projectiles but can be baited. Ring Toss isnt zoning anyone out and Sonya weakness is probably getting zoned out.
Damage Output (4/5) - Her bnbs usually range about 27-32% meterless which is average. Her xray can give her damage up to 50%. I would rate her a 3 but I bumped her up to a 4 because all her combos require no meter and no stamina which is a bonus point.
Total: 19/25
Erron Black (Outlaw)
50/50 mixups and pressure - (4.5/5) Top tier in mixups with his OH/Low and tick throw set ups off his 11, pokes, 211222 string etc.
Neutral game and footsies - (4/5) Very good Neutral game. Great whiff punishing tools such as his F3, F1 and 21222 string. Even on block in the neutral he can get tick throw set ups of his 2 string. Great footsie character.
Defensive Options (4/5) One of the best defensive options. Has an armored launcher that can be used in pr essure situations. Armored slide which can plow through moves in the neutral and can corner switch into pressure when he is cornered. Armored Command Grab and Armored stab that does roughly 25%. Can play defensive with caltrops as well. This character defense is very very good
Zoning and Anti-Zoning - (3/5) Can be zoned out but stil has good armored moves and a decent walk speed. His zoning with low sand grenade isnt too bad. Can bait jumps. But Id say hes average in this category.
Damage Output (4.5/5)- Gets roughly 35% combos meterless and in the 40% with 1 bar. Caltrops setups too which is damaging. This character wont be in practice mode hitting 50% but he will kill you fast in matches with caltrops and stab.
Total: 20/25
Jax (Wrestler)
50/50 mixups and pressure - (4/5) His 50/50 is kinda non existant in the neutral but really shines in the corner. His pressure game is very good and I would have given him a 5 in this category but I feel like his pressure with 1, f2, tick throw set ups etc isnt as strong as Dvorahs, KL which are a 5 in this category or a Sonya who lacks pressure but makes up for it in strong 50/50s into 50/50s. Strings can be poked out of as well so a minor flaw in his pressure but still has other options.
Neutral game and footsies - (5/5) Probably up there with Dvorah but Jax F2, F3 etc are all very strong tools in the neutral. Great footsie character and whiff punishing. Just a very solid character in the neutral.
Defensive Options- (5/5) He is up there with EB in the defensive options department. Also has an armored launcher, armored dash punch, armored command grab, armored gotcha. Has very good tools to getting out of pressure and is loaded with armored moves. Also has a good AA with his 1, f2, even his F3 catches jumps. Amazing D1D2. D1, D3 pokes as well that can be used as tick throws, and a good F3 that can be used for counter poking.
Zoning and Anti-Zoning- (4/5) He is not a zoning heavy character but his energy wave is plus on block and can be delayed to catch jumps or people running. His zoning and anti-zoning tools are still very good. Has an armored dash punch with good corner carry that zoners have to respect (Unless your playing full auto lol) It is very difficult to keep out a compentant jax.
Damage Output- (4/5) 3/5 vs females in midscreen and 5/5 vs males. 5/5 vs everyone in the corner. Can do roughly 45-50% combos with 1 bar in the corner off his low/OH or any string starter vs everyone. Midscreen bnbs meterless are lacking. Only does 15-20% BUT can do 35-40% vs males and 30% vs females with 1 bar. Still very strong. Would rate it a 5/5 if all his combos hit females the same but I knocked it down to a 4/5.
Total: 22/25
Just my 0.02