My primary concern at the moment is that assist viability is too consolidated among a select group of characters. The balance of a game like UMvC3 is badly hurt when characters with poor point abilities also have poor support abilities, and such distinctions are relative to the cast as a whole. Many of the low and mid-tier characters are considered such because of both.
Another problem that stems from this is the scarcity of consistent anti-air assists that can deal with characters at normal jump height and above. Hidden Missiles, Jam Session, Log Trap, Peekaboo and Vajra are currently the only five pure AA assists (not ground-to-air GTFO ones like Rising Fang, Anti-Air Gamma Charge, and the like) that are practical and dependable within a match. Daggers of Denak lacks the tracking, Purification has sluggish startup and does not track, Seismic Hammer has the height but only covers a mediocre portion of the middle of the screen, Double Typhoon has horrible startup, etc. So it’s no wonder that players go to Dante, Strider, and Doom when you consider their other strengths.