Doesnt that depend on her actually getting in?
Anyone who thinks Morrigan will have problems getting in because of the air dash nerf doesn't understand Morrigan. This is the normal sequence of events for getting in with her:
1) Jump.
2) Soul Fist L.
3) Fly-cancel.
4) Air dash behind Soul Fist.
5) j.S or j.H as appropriate.
Then, whether you want to mix-up, delay into a command grab, etc. is up to the player.
Few things in this game can stop a character air dashing down-forward directly behind a projectile. Those things are characters like Sentinel and Dormammu, whose normals destroy projectiles, and hypers.
Morrigan simply stands no chance against Dormammu. Every Morrigan player knows this. It's just a terrible matchup for her. Sentinel is usually zoned, and Morrigan can beat him using that strategy.
Against hypers, it's easy: cancel flight, and block. Fly-canceling for Morrigan is one single frame. Even the fastest hypers in the game, like Shinkuu Hadoken and Ice Storm post-cinematic screen, give Morrigan enough time to cancel flight during the cinematic screen and still block the hyper.
In this sense, because Morrigan should ALWAYS be approaching in Flight mode, she's actually the safest air dasher in the game. How many characters get to protect their own advance with a fireball from 3/4s screen away?
That is my short defense of Morrigan not being
worse in Ultimate than she was in Vanilla. I honestly never block while approaching with Morrigan, because almost nothing beats the Soul Fist traveling next to her.
And Soul Fist's damage was buffed - yay!