So I feel that discussion here tends to slow down a lot from time to time, and I would like to provide a suggestion to help with that. Take a look at this Dustloop thread regarding Blazblue Continuum Shift: Extend (BBCSEX)
http://www.dustloop.com/forums/index.php?/topic/4368-bbcs-extend-tier-list-thread/
*explanation*
After attending IGT, I am feeling inspired enough to try finishing this now. Time for the second writeup, this time on the point heroine of IGT's champion team,
King!
Reward Assessment: B+ Rank
King is not about damage overall, but she is capable of some damaging drive cancel combos on par with some of the stronger characters. Her HD damage is where she severely lags behind, but it's not a crippling weakness by ay means. Most of her damage comes from the next category, or the threat of it at the very least.
Neutral Viability: S Rank
King has every space control tool in the book. Between standing A,C,D and crouch C for anti airs, slide for low profile anti airs, j.CD and j. B for air to air , j.D and j.CD for jumpins, she's got a lot, and this is before we get to her great projectile game. Venom Strike is very good, but its air version is what seals this deal by providing a unique angle that no other character can consistently cover, and allows her to win aerial battles especially when backing up. She even gains long range anti airs with meter thanks to EX tornado kick. Neutral is where King shines, her biggest strength by far.
Offensive Viability: B+Rank
King can keep some lengthy, if predictable, hit confirms going. The fear of her crouch to stand B chains and her ability to poke if the opponent tries to escape too early can make her a threat once she gains the advantage, and makes her throw game stronger, giving her hard knockdowns to work with for crossup attempts if necessary. (EDIT THANKS TO EX WILD WOLF) Midscreen, she can reset using standing B into Venom Strike off a B Tornado Kick, which keeps her in a very advantageous position. The predictability is what keeps this lower, as is her potential vulnerability to GC rolls if she keeps canceling into Venom Strike. Her 1-frame Neomax can be a nice one-time surprise off a crossup hop if you so desire a crazy killing method.
Defensive Viability: B+ Rank
Without meter, King has nothing to fend off a disadvantaged state aside from guessing with her buttons if she senses a chance, and although her buttons are good, that is still risky. With it, she gains some situational reversals that can help her out. Surprise Rose (both versions) help her against any errant safe jumps, and EX trap shot and tornado kick are invincible enough for the read situations. Her Neomax is a unique 1-frame option but can be too costly as a defensive measure unless it kills. Good ground-based offense can murder her, and that is what keeps her rank as such.
One chance: C+ Rank
King can definitely keep momentum going her way well with her neutral. That being said, she is always liable to get lit up in big meter situations thanks to her relatively low overall damage. Don't rely on her for comebacks.
Team Flexibility: B rank
Point: Her spot. This is where she gets to go to work, and mistakes cost far less. Also, the opponent won't have as many options to get in, augmenting her powerful neutral
Second: Viable spot to consider thanks to her useful drive cancel combos, but makes her more open for opponents to take her out with meter
Anchor: Highly suboptimal thanks to her low HD damage and how unfavorable she compares to the rest of the cast in that aspect.
Current Assessment: A Rank
How can she get this despite having lower ranks all around? Simple: Her neutral really is that good and allows the rest of her game to function well enough to make her very threatening, to the point that opponents have to potentially plan matchups around her. One of the game's elite point characters.