Her ground dash is like the propulsion mechanism for "cars" in The Jetsons'.
Ah, I get it now!
Figured I'd throw it out there since you were talking about locking down your opponent.
I like to lock my opponent down from afar, though. Basically, this is my way of thinking about fighting games:
If I play rushdown, then I am always hoping my opponent has an error in judgment. He didn't tech a throw, he thought I was going low when I was going high, etc. I don't like relying on my opponent to win. I know that's not how most people think of rushdown, but it's how I do. Whenever I hit someone in rushdown I think "Sigh, I am winning because he is not good at blocking".
Instead, I like strategies that guarantee I win so long as
I make smart decisions. Where, even with perfect play, my opponent is still dead. That's why I like Dormammu; in theory, so long as I use good judgment with Purification, Dark Spells, etc., I
will win. Every time I lose, it's my fault for having poor judgment in the situation and not maximizing my skill usage. This is why I prefer projectile characters in every other game as well; there are no melee characters who play like this (well, except for Ghost Rider). They are always about mix-ups and pressure, which actually demotivate me sometimes.
Unfortunately, Marvel makes me compromise because there are no good zoning characters who are viable on point. That's why I play Firebrand. I would rather play Sentinel, Ghost Rider, or Dormammu on point, since they fit my playstyle more. In Skullgirls, I like Painwheel because she is basically a mini-Sentinel with her playstyle, and has very good space control (especially with her movement). I like Peacock for the same reason. I
should like Parasoul, but I just find her movement too uncomfortable to use. Squigly could be good for me, but I won't know until I sit down and test her.
Why was the change to unibeam not included in his final changes? You guys had something down about increasing hitstun so he use them in combos ala MvC2.
I do not recall this change, and I do not think I have eliminated any Iron Man suggestions that were in aside from the minimum air dash height change, which GB and Dahbomb are both opposed to.
First of all, Tatsu was hurt because it was soft knockdown now it isn't. Soft knockdown on Tatsu was way too fucking good.
Secondly, Tatsu is a great assist outside of its combo utility. It has projectile negation, it locks down, it comes out fast and sets up for combo confirms. So it being not being an excellent combo extender on top of this is not a big deal, in fact it is still functional as such for numerous teams (like a Spencer team).
If certain assists have trouble with combo extensions then you need to look at those assists selectively. Improve their minimum hit stun, give them more lock down (like say Unibeam) or give them soft knockdown property. I don't think this is necessary, we have already given many characters better assists including better OTG assists.
I don't think any of this negates the point I made, which is a good one. I don't disagree with anything you said here, though.