Asuka - used as a punching bag to let partner restore health. jk
Strictly an anchor character, she needs a partner with strong neutral game to compsenate for her own. She is the definition of anchor archetype. She gets in on the opponent via partner and runs her mixups, she can’t be used on point due to her non-existant neutral game, a partner that has a strong neutral game AND provides good tag opportunities to let Asuka run her mixups on block, partners such as Juri, Sakura, Chun, Julia, Cody etc. are brilliant partners for her as they fulfill both roles. She provides a high juggle with cancans, she has an unscaled launcher from her lights, so she can string back into light to launch and partner combos off it then tag cancel back to Asuka for a nice damaging combo. She is a bit meter dependant for her tools, (ex falling rain AA, ex cancans for reversal) but she can be played meterless, she deals nice damage meterless, she can use counter as a meterless reversal, but she does even nicer damage with 1 bar, 523 damage on a raw tag punish with 1 bar.
Julia - balanced character, can be used on point, really solid neutral game and provides good tag cancel opportunties for partner and a high juggle with hk dp, can be used on anchor as well to make use of the meter (her super) and she has nice damaging post launcher combos. Just a solid character overall.
Poison - strictly point character, she doesn’t make use of meter besides dp tag cancels, she has a strong neutral game with her fireball cadcs and decent DP AA and normals, her juggle damage is average so she doesn’t really suit the anchor slot, meter doesn’t increase her damage much.
Lili - can be used on both, but is much better on anchor, she really benefits from meter and she has nice post launcher combos and oki afterwards, she can be used on point, her f+mk is one of the best normals in the game imo, it’s really good for whiff punishing and punishing boost chains, she has an amazing AA that does decent damage meterless, she needs meter to utilize her strong tools, such as her anti fireball like ex lance and divine step, and reversals with ex knee and ex feisty rabbit and her damage potential is much higher with meter. She also has an unscaled launcher which makes cross rush with her useful and tag cancel back to Lili.
Alisa - better on point imo, she can really force the opponent to approach her with her fireball game, she doesn’t deal good damage though without meter, but she provides excellent tag opportunities for her partner to come in, she can build her own meter with fireball and twitch in DES form. She has one of the better meter build in the game to me.
Sakura - can be used on either but better on point imo, bit of an assist character, she has really nice juggle damage, when she’s on point, she has one of the best sets of tag cancels with hk tatsu and hp shouken, she provides high juggle floats with her tag cancels, she has a nice enough zoning game with her fireball and shouken AAs and she has one of the best sets of normals in the game, st.lk, st.hk and cr.mk are amazing normals and she has a safe chain with st.hk. In the corner, she can do 350-400 meterless and with a bar, she can break 450. Her upclose game is pretty poor however with lk tatsu being -3 on block and 100 damage throws. Again, she can be used on either slots but she’s much better on point with her normals and tag opportunities.
Xiaoyu - assist character, better on anchor, she benefits from having meter to use for ex shooting star (anti fireball) and to play around with ex turn of fortune ( the armour move in phoenix stance), when she gets tagged in, she can avoid the neutral game which she’s below average at, she provides one of if not the best juggles in the game with phoenix talon and one of the best tag cancels on block with flower power, having Xiaoyu in your team will benefit anyone, when she gets tagged in, she can run her mixups and phoenix talon to your partner and then relaunch/ tag cancel back to Xiaoyu. Some characters gets combos that wasn’t possible otherwise thanks to Xiaoyu.