Anybody feel like this is what a comeback mechanic should be like? Super risky and so conditional that all new tech has to be developed for it in order for it to be even useful?
Pandora mode being so seldom used is kinda cool in a way. I mean in UMVC3 if the match ended and you never activated X-factor you kinda messed up (if you lost that is). With Pandora, it’s actually a comeback mechanic with a good deal of hype considering you barely see it. Though it is moronic that the timer continues during supers as Serris said (because that’s causing more problems for this game than just weakening Pandora mode IMO).
I don’t like it. Granted, it’s a custom ultra but it’s kinda ridic. I’m surprised that it isn’t used more in some teams, like ryu x juri, ryuu x ken etc.
Thankfully it isn’t. Making it a viable tactic would be the worst thing ever to happen to this game.
I’m not good enough to use it effectively.
If it was for free, 0 bars you just had to be low on health I’d use it and try to learn Pandora combos. But I haven’t used it at all.
Pandora requires meter? I thought the only requirement was less than 20% health. That makes it even more useless.
No wait I’m a idiot, I was thinking of something else.
What makes pandora useless for me is that my character comes in like 1/3 a screen away from where the other char was. wtf is the reason for that? I pretty much can’t use pandora on my groundbounces because my other character is too far away upon entrance.
here is a vid where I land pandora a few times on an opponent. The third clip I actually took advantage of my character appearing behind the sacrificed character.
[media=youtube]t91t__hZAtc[/media]
It’s stupid, it clashes with Cross Assault, I’ve had Pandora’s come out because I input Cross Assault.
When I get back from my vacation I want to test out some straight up anti air pandora tech. I play Dhalsim Hugo, and if someone jumps at my low life sim, I can pandora and anti air with Hugos super wich has 7 frames of startup. With pandora extender and damage boost, that is 532 dmg + hard-to-rollable mixup. Ill have to see how usefull it is.
The problem is still having your second character 3 meters behind the one you sacrificed, extending the 7 frames the enemy can fall further. Hugo´s Super may reach far enough, but also take into account that you already need 2 bars before the pandora activation to get a super. You can´t regenerate the meter in time for a <2 meter super for AA. I don´t know how mcuh time is left after his super, but I guess it´s just seconds, so your after-super mixup is gone too if you don´t use extend on your Sim, sacrificing 2 gemslots and 10% defense.
I didn´t intend to stomp your creative setup, but I´ve tried the same with my Julia/Jin team and the results were not great…
I am aware of everything you said, but I forgot that Sim was the one who needed the pandora extender hmm. I think Hugos super can reach far enough, and I even played out the ultra 2 set up for sim in sf4 in my mind: fireball->air tele when you think opponent will jump fireball->pandora if you see the jump. As I said, I am not sure how usefull it will be, but it is something fun to toy with. Also if sim needs the extender, that is a huge turn off for me.
Only useful with Akuma if you managed to do Raging Demon while in Pandora state.
…or so I think.
Oh, that fireball setup sounds good, tell me about the results. About the extend gem on sim: that´s actually not too bad because you have free gemslots on Hugo. For a nice chunk of damage try the 30% increased damage when in pandora in combination with 20% increased damage when doiing a super. Thats Hugo´s extreme damaging super increased by approximately 70%… Could make the setup extremely good for comebacks, who expects to die in one hit with 600 life?
Pandora is pretty much useless as a comeback mechanic because it runs the clock WHILE its activating. For 4 whole seconds, its the stupid animation even though it suppose to be a “zero frame” activation. If it wasn’t for that, then more people go to it.
If Pandora mode have been longer than 10 seconds, then it would have been a gamebreaker. So far, it is capable of giving a hope spot only, and not a complete table turn. It’s more like a desperation move similar to the KOF games.
I have a great Pandora setup with law and Julia also with kazuya and Nina. If you have the extend gem on and the super art and Pandora dmg Boost gem you can do some serious damage quick.
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In tourneys pandora is pretty useless unless they use gems then it can be pretty cool
I played around with Dhalsim pandora extender and Hugo with powerup during pandora. It was very good to use as an anti air and wiff punish, but no matter how you see it, the requirement of less than 25% life is too situational: If Dhalsim is at under 25% health, he most likely is in a kill combo, or he is in a situation where it is hard to use pandora to do anything else than a desperation activation. 90% of the time you don’t have the luxury of waiting for the right moment to activate pandora when you are at very low health. This results in a desperation activation, and the opponent can run away. With the extender, it is harder not to get hit by the 130% power Hugo, which really hurts, but it’s nothing but a gimmick at that point, and a good opponent will not get randomed out like that:/