Tip from Fawaz and Brazilanubis3.
I'm not trying to complain, but I've seen very little Footage of Abel. Its not that I'm trying to be a fanboy, it's that he was 1 of the 5 first introduced and I've barely seen anything on him, let alone his ultra/super combo.
How many characters are going to be in the game when is is finished?
@11 The biggest problem people had with Pandora is that you don't really have enough time to open someone up so someone can just runaway and back jump all day until time runs out and you automatically lose. Perhaps more time or a speed boost and more time is necessary.
It's not hard to use because nothing really changes except you have unlimited Meter. Also the fact that you lose even if time runs out takes out the cluch moments that could be made with Pandora.
The only concessions I'd be willing to give for Pandora adjustments is making it so that if you are in PM and you kill the opponent while in a super cutscene, you'll still win; and give it maybe 2 more seconds MAX.
If it were removed totally, I would not miss PM.
If it HAS to be in, it should not be a game of "Yea, I'm gonna activate PM once I hit 25%." It should be a legitimate, risky decision to activate, something that makes you weigh your circumstances and abilities once you get that low. If you activate it, you're COMMITTED to that Hail Mary.
Leave it un-comboable.
Leave it so you do not win if you activate Pandora and round time runs out.
Leave it so that the incoming character is a bit further back from the point where PM was activated.
It should be a tool an an option that needs to be weighed per character, per team, per situation. And even then, it should not be the core of the game.
I would be fine if Pandora didn't insta-kill you, but left you at 0 percent health. I think that would make it still extremely risky, but not "Why the hell would I EVER use that?" risky.
Ok, this settles it. I need a new phone. Can't see this :-(