Pandora : Stupid idea, or genius?

I don’t think I’d call an empty jump into random Super a “good strategy” by any stretch of the imagination. I mean if you’ve got ten seconds and you’re about to die anyway, ok, but no one should be marveling at what high level play that was or anything…

Guys I have a pandora combo on my channel that I want to post here… is there a way to download it on my hard disk or I need to take it with a camera in order to upload it to youtube?

It certainly is a good strategy, in certain situations. Especially against Sim players who love to stick out st.HK or st.MP every single time you jump. All you need is one of those jumps to be empty and slightly short of the range of his AA and your super’s gauranteed.

Doesn’t work against against players who know their spacings though. So in that sense your right, it’s not a very good idea. But with speed gems on, you could easily land right in front of him before his AA even becomes active, even though you were not at safe distance when you jumped. That’s why I appreciate speed gems, it complicates every aspect of the game including the most basic spatial reasoning. They really introduce variation to every level of the gameplay as they originally claimed gems would do, whereas the others are fairly trivial.

well then just put the url here

url? how do I find it?:stuck_out_tongue:

I think he meant the ingame “My Channel”, not a Youtube Channel ;). I think using a capture card or a camera to film the screen is the only way of getting it on Youtube.

Pandora’s worst enemy: The jump back HK.

Bullshit! . . . Jump back HP is the way to go!

This is the exact reason why Pandora’d hugo is pretty good.

Oh you’re gonna just jump back?

I really wish I had a move that caught you when you do that. Hm…

Also, pandora gives what, a 15% bonus to damage? That’s not a comeback mechanic. That’s a gem…

Finally, I’ve been trying to come up with combos that make use of Pandora with team RuPaul, and the best I can find is a combo that does like 600 damage. I can do a combo with the same amount of meter without using pandora.

In an argument against that, look at THCs in MvC. Or certain supers/specials in several other games like Dudley’s thunder bolt move or Cammy’s cl.HK in SF4 that’s unsafe on hit. These moves and mechanics aren’t entirely useless, but they’re very situational. And that’s what Pandora is. And to be honest, I have yet to see anyone make an effort to REALLY use Pandora. Most people use it on accident or just as a fancy way to forfeit (as it should be used :stuck_out_tongue: ). But actually comboing into it? Never seen anyone do it in a real match.

I think there have been a lot of opportunities in the past where ending a combo with a pandora super would have won me the round, I just need to adjust to the set ups. With the right gem setup, it is a nice way to dish out damage but I feel like there may not be point when I can use any other combos that are less risky. Unless I need to end the round quick and I know I will lose to the other guy if I don’t finish him with that one combo, whether it be because s/he has the life lead or s/he’s just more skilled. So, yeah it seems be situation based rather than a 100% go to comeback mechanic.

Pandora amd Auto Combos are like the opponent saying “shit that’s not what I wanted at all”

I can’t count how many times I’ve accidentally activated Pandora, which is really frustrating.
I always save up 3 meters for a cross assault(the health regain is really cheap), but there have been many time when I try to quick wakeup to cross assault I would activate Pandora.
Or when I try to block low then activate cross assault(after the block stun), I would activate Pandora.
Having the auto-loss is bad enough, but if you have 3 meters and you activate Pandora…you lose all the meter for the next round.

The sound of 800+ damage combos are great, but you gotta have a Pandora gem setup to make it work(even then it’s difficult to make it work).

another problem with pandora is it’s not a zero frame activation(like cross assault) and the incoming Pandora’d character appears like 3 steps behind the character that activated it(which really hampers its comboability)

IMO Pandora seemed like a pretty competent idea when the game launched. Then I actually played the game and could hardly find a practical use for it.
And I can’t believe somebody hasn’t used this yet, but my verdict on Pandora:

Spoiler

http://i2.kym-cdn.com/entries/icons/original/000/010/277/genius-meme.png

It’s not a comeback mechanic. I’m pretty sure it was meant to be seldom-used.

I once got into a match with a Julia player. I whittled her down to near-death, hit Pandora, and managed to bait an attack with a lot of recovery. I used Senretsukyaku, caught her, and her health whittled down to the point where one hit would finish her. Just before the launching kick, the death clock ran out and I died before the move could even complete. I lost because of that. Whoever decided that the timer should continue to run during cinematic moves is a goddamned moron.

It´s not even long enough to finish jins super. It end a split second before the last hit, making every pandora combo into super with jin useless without the extend gem.

If it wasn’t intended as a comeback mechanic, why else are you supposed to sacrifice a whole other character for maybe 5% more health and small damage boost? To me it sounds like a comeback mechanic because you need said mechanic when you are really against the ropes with very low health, which is probably the only time I would activate pandora. You know, IF Pandora was a viable tactic :stuck_out_tongue:

It’s not a comeback if your opponent is low on health as well, which is the only reason you’d activate it (to finish them off in a combo) so it’s not a comeback mechanic.