So much stuff to respond to here, kind kicking myself for not seeing this sooner and defending some stuff.
I think TheDude aka HomieGFresh sees the tiers a little differently than Icege and myself. We actually talked about this a lot.
Hyo and Edge’s positions were never clearly established due to lack of proper play testing Icege and my parts.
When you look at Icege’s tiers, all the basically based on “free damage”. Basically, we looked at every character, factored in ability to build meter, ability to use meter, damage from normals, damage from combo’s, throws, stamina, speed, and ability to actually land a hit, and set the tier list up that way.
Roberto, with his amazing speed, 5 hitting chain before his launch (Which can be anywhere from 2-5 hits, thus leading to mix-ups in the chain making it sort of hard to block, especially considering how fast that little low slide kick thing is) had by far the easiest hit/damage ratio with meter to spare for team ups, or trapping.
Also take into consideration that you can NOT be chipped to death in this game. Just because I can chip Icege’s Roberto to 1% with my Edge doesn’t mean I can seal the deal, because he can still hit me for well over 50% with one combo, and I HAVE to land an actual hit on him to beat him.
Time over’s add a different aspect to the game, and I definately suggest putting time over’s ‘On’ instead of using infinite time, because otherwise it turns the game into a giagantic turtle fest.
Which is is already.
You’ll notice a lot of the time TheDude mentions TC (Tardy Countering). When Icege and I play, we rarely do anything tardy counterable. You CAN RC W.Diago’s jab, but it’ll net you no advantage, and you might run into the second jab. If I don’t hit with either of those two, rest assured, I am -not- finishing the combo. It’s a very tekken mindset. If you have a chain that you can end early and be safe, you always will do so if it’s blocked, as leaving yourself open to 50%+ damage is not desirable.
I’m not totally sure on TheDude’s tiering, though some of it seems solid enough to warrant proper testing with Icege whenever I get the chance. Icege needs to buy a new copy of projus off the internet or maybe I should. 
Why can’t you just get a copy like you would 3S or MvC2 Ice? Shouldn’t be too hard ne?
Anyways, here’s more or less why Diago and Wild Diago are top tier.
W. Diago is top tier because his hit/damage and hit taken/damage taken ratio is 2nd to only Roberto. He has nice stamina which lets him take just a few hits more than other people fighting Roberto, and other char’s with nice damage (Roy O.O!) One poke will launch you into his air combo, which will take from you just as much as Roberto’s air combo, except it doesn’t launch you far away from W.D, it puts you right back in range to be pressured. W.Diago’s team up super is also a last ditch effort to win. It deals way more damage than normal team up supers, and can often seal the match because people forget necessarily how much it really does do.
(I’ve noticed people tend to turtle a bit more near the end of the match, especially once they hit the hp range where you can kill them in one more successful chain)
Diago is a slightly more mobilty, less damaging version of W.D with I think three good supers instead of two. It gives him more variety and slightly more flexibility on offensive, which has Icege actually thinking he’s better than W.Diago, but fuck whatcha heard, W.D is where it’s at.
Play patiently. This game is a totally jab fest. You jab, dodge, tc jab until you hit a jab, and then you do a huge combo for damage. It’s not that deep. I haven’t experitmented enough with certain traps to be positive of their effectiveness, but I’m sure they’re important too.
-Rob out!