Damn, I’m sorry I missed this thread. TS, Thongboy, and Viscant had some brilliant tidbits posted here. I hope anyone who read their posts realizes that what they were saying can be applied to any game or character, really.
And actually, anyone who ever questioned weather they should play a top tier character or a mid/low tier character should take a good look at this thread.
If you take 3rd Strike for example, you can look at just about any character and see that pretty much all of them have at least something. The trick is to examine that “one thing” and then start looking for ways to use that “one thing” in practical setups, then start looking for ways to lead into those setups. Which is where practice and experience and execution come in to play.
A really obvious example would be an overhead with only a few frames of recovery. Clearly this is a very useful tool, but how do you use it?
You must find situations where you know you have a high chance or guaranteed chance of landing it, the most obvious being after a knock down. So then you start looking for easy/practical/reliable ways to get a knockdown that allows you enough time to plant the overhead so that if it lands, you get damage.
Point in fact: Dudley. Dudley has a wonderful overhead and can get huge damage off of it.
And then that can be applied to other characters. Like Viscant said, take a look at what is already known as good. We know for a fact that Dudley’s overhead is good because it’s fast and it’s an overhead and it’s confirmable into his SA’s. Now apply that to another character like Ibuki. Ibuki’s toward+MK overhead move is very difficult to punish, and is actually not punishable by a lot of the cast members (after being blocked/parried), and it has the added benefit of being able to combo into other moves after it hits and also is confirmable into her SA.3. Therefor, logically, this is abusable or a “one thing”. And like Dudley, the only question then is how and when to use it. Of course Dudley’s is better is because it’s much faster and his SA’s are much better, etc.
However, some things aren’t really as obvious as others. In a game like Guilty Gear, you can take a look at a mid/low tier character like Chipp in order to find that “one thing” and say “well, he had good cross-up potential, but how do you guarantee a crossup?”. Well, the answer here is that Chipp could combo you for moderate damage any time he gets an opening, but at the sacrifice of a knockdown. OR he can knock you down early in the combo, sacrificing guaranteed damage for a good cross-up setup. Which means he sacrifices guaranteed moderate damage for potentially high damage.
The point of bringing that up is that it’s not exactly intuitive to go for lesser damage. But, in this case Chipp’s “one thing” requires him to go for lesser damage in order to get a good setup, and in the end he’s rewarded because that “one thing” happens to be really good (low risk, medium chance of success, large reward). And actually, the same could probably be applied to Anji as well.
And then the example of Chipp could also be applied to Ibuki. Ibuki can jump up and hit you for large stun and damage after launching you with close HK, which would seem like the best option due to the large stun and damage. However, another option is to reset you and then hit you as you land, forcing you to guess which direction you’re going to attack from, also forcing you to guess weather you’re going to throw or attack. This is just like Chipp because she is sacrificing guaranteed damage for potentially even higher damage.
That also applies to Ibuki’s overhead because Ibuki’s overhead happens to have a pretty slow startup. So, you have to look for situations where you know you can land it without it getting interrupted. Therefor, it’s sometimes a good idea to sacrifice what you know will do good damage in stun for something not-so-good, in order to create an opening in which to use the overhead.
 What it basically all comes down to is examining the character to find that “one thing”, then finding ways to set up opportunities to use that “one thing”, then practicing and perfecting the setups and executions.