Explain by Mike Z from skullgirls forum:
http://skullgirls.com/forums/forums/index.php?threads/im-everyones-daddy-isaacs-race-against-time.960/page-2#post-41861
Just something Mike responded awhile back in regard to the concern of his gameplay.
“It’s cool, but the risk vs reward of doing a time travel move seems off, unless the move does a crazy amount of damage.
It’s like:
Scenario one: You lose life by being hit out of move
Scenario 2: you lose life and your opponent gains back life of you are hit out of teleport at the end of the countdown.
Scenario three: you do some damage, but still have to make sure you are in a safe place where your opponent can’t punish the start up time of the teleport (which could mean not doing specific, possibly high damaging combos for fear that it takes your opponent to the corner, where you are right next to them, and they can punish you).”- concerned GaF person
“Regarding usefulness, the attack basically has zero startup and recovery, since it doesn’t interfere with your present character at all. (All the startup and recovery happens later, if you prefer to think about it that way.)
You can stick it out anywhere there is a 1-frame hole in offense, and still be trying to block.
There may also be supers that allow you to store one up for later - i.e. the entire super is he just disappears and reappears, and now he stored up one use of a time-displaced attack whenever with no countdown afterward - or that allow you to shorten the recovery / trigger it early.
It’s not his entire gameplay, it’s just one move that he has at his disposal. ABA gets by fine with a much worse penalty, heh.” - Mike



