You list gaining ground and counter calling assists as weak options when that's definitely not the case. You also forget the fact that up backing means putting yourself more into the corner, where the closer you are to there the more likely that you're going to get double snapped and have your assist killed.
Ive already eluded to this in my previous post, but i just wanted to further clarify that i very much disagree with your hypothesis that gaining ground on the double jump pattern is strong.
In the quoted post you say that upbacking moves you further to the corner. And yes, just upbacking does do this. However, upbacking then double jumping forward at apex jump height, results in moving away from the corner. In other words not only does it not move towards the corner, it gains space towards moving YOU towards the corner if you are the one defending against said tactic.
This is easily replicable in training mode. Most characters regular jump distance is around 1.5 squares of grid distance. Now the double jumps differ extrememly on distance gained, but squigly goes the furthest with a distance on her regular non dash/non super/non double jump of 2 grid squares. Her double jump pattern of jump back>double jump forward at apex jump height. Moves forward around 1.5 squares. Most other characters move forward on the double jump pattern around 1 grid square, or 1 and a quarter. Squigky has mad hops.
The point is to illustrate that "walk them into the corner" has no way of actually working unless you hit them or make them block something... Which is no longer walking them into the corner, but actually engaging them.
Walk them into the corner doesnt work against this pattern.
Going on, though you may not have played against this used in such a rote manner, i play against opponents that approach this way FROM FULL SCREEN AWAY. It isnt particularly powerful used that way, but it does serve to illustrate the problem:
This is the best and safest way to move forward in the game right now.
Look at the other options for moving forward:
Dash forward=unsafe to random unblockable ground supers and high/low mixups, and prone to being put into lockdown from an assist call. In other words there are risks associated with this form of moving forward.
Jump forward and dash jump forward=unsafe to airthrows when done semi close. To make this safer and do it outside of airthrow range, the other character has to have ALOT of space to do it with no risk of being airthrown. This means they have to backup first. When they backup you can easily gobble that space and take the safety of the tactic away from them.... Walking them into the corner. If they jump forward and then double jump back, they lose space and so, this is also a pattern that can be walked into the corner.
Special move to move forward=almost all negative on block and therefor cant be spammed. Double isnt spamming hornet bomber to get in and filia isnt using hairballs to move in. Filia does use airballs to move forward though, and in those cases she cant block and is wide open to invincible assists. So special moves equal not being able to block and most times being negative on block.
Superjump forward= can be run under much easier, cant call assists during the jump.
Wait for the opponent to move towards you=giving your opponent the initiative and having to play a purely reactive game or rely on reads to get things done. This is actually a decent way of getting close to the opponent, but it cant be forgotten that this IS NOT actually moving forward.
Those are the only ways to move forward in the game. They all have various weaknesses that are rather easy to exploit when spammed in any fashion, this means that using all of them equally or at least in ways that arent super predictable are the best way to win and be a good player. This forces dynamic play on the offensive spectrum of the game. No one option outweighs another.
And then finally we have the jump backwards>double jump forward pattern:
Needs no spacing to be a threat. Can be done from near point blank range, can be done from fullscreen. Can be "looped" over and over as an approach mechanism at meutral. Jump back, double jump forward, if opponent is close use your AA assist. If they arent, just repeat theattern upon landing until the opponent gets close, then call your assist when they get close. Pf course mixup whther you call the assist or not. And ALWAYS remember that the pattern is call AA assist on the way down, and never stickout a normal if calling an assist, or stick out a disjointed normal on the way down, but dont call an assist.
Follow this flowchart and you have a surprisingly good, extremely unskilled neutral game tactic that is easily spammable and hard if not impossible to completely stop.
Is it beatable? Of course it is. But that isnt the point and never was. The point is that this is an overly good option that got created when preblock got changed, and it can force a very unfun to play against, non dynamic , FOO neutral game strategy.
There is very little reason to keep the tactic in the game. It doesnt add anything to strategy. But it can definitely take options away as far as optimal safe strategies are concerned, at neutral.
The best counters so far are to countercall. Countercalling isnt bad. It is very obvious and boring though. Non dynamic, teaches newbs bad fundamentals, teaches better players to dumb down their games. I can see no BENEFIT of the pattern.
Is there an actual benefit that you can tell me? I ask because i might not be looking at it objectively enough. Ive asked others and no one has had an answer yet.
The closest i could come up with myself is as a challenge to get past. And that is so damned weak that i dismiss it out of hand. Want a challenge... Play better players, in my mind.