Flame Carpet puts you in longer block stun than Trish's traps, and it hits multiple times.
Right, and Trish's traps cover wider areas, and also last longer. The hitstun on Peekabo is obviously longer than Flame Carpet's as well. Each move has its pros and cons; I'm merely saying that I think they are comparable enough that Flame Carpet wouldn't be absurdly powerful. I remember when MODOK was revealed, the internet went wild with all the crazy zoning teams that could use his barrier to make themselves unassailable, and now it's not even used because the assist applies no pressure.
Unlike Modok's barrier, it gives you a free combo on hit and is super easy to hit confirm. It stifles approaches much more than either of those.
And MODOK's barrier stops all projectiles and creates an unassailable (minus hypers) wall in front of you. What stops it from being amazing? It's the fact that you have to keep calling MODOK out over and over to keep the barrier up, which makes you predictable, and thus easy to punish. Plus, the barrier provides no real offensive momentum. Flame Carpet would be the same way.
The flames really don't seem short lived. They shut down a lot of offense, and they seem to stay out there forever.
180 frames, or 3 seconds, is how long they last. They do shut down a lot of offense, but it still requires 46 frames to complete, which is a lot of time to punish the Flame Carpet if it were an assist. Plus, since the assist has call delay, you have to remember that you won't ever get to lay the Flame Carpet where you want. This is another problem with MODOK's barrier. Is it a great assist in theory? Absolutely. In practice, MODOK takes long enough to come out and place the barrier that I'm not even where he lands anymore, because the game is so fast and mobile.
[quoet]And it hits low, OTG's like DahBomb said.[/quote]
Again, that startup time makes the usefulness of this attribute questionable. Remember when people first found out about Viper having overheads? "zomg unblockables", everyone said, but then Burning Kick turned out to have a startup time that made actually creating those unblockables really difficult. Now, very few players use low hitting or high hitting assists for unblockable setups. The fastest low hitting assist in the game, Samurai Edge, usually gets saved for OTGs into relaunches.
I'm not saying it would make a bad assist, just that I don't think its usefulness is clear. Why do most people use Chris' Gun Fire instead of his Mine assist? The mine is pretty close to Flame Carpet in concept, but you don't see people talking about how great it is all day.