Yup. Meter management is also a factor. Some setups require you to have at least one or two meters filled up first because of timing requirements.
With 2013 patch extending the timer by like 3 seconds it might be a little more lenient but IMO all it does is actually increase the setups damages a bit by squeezing in an extra move.
Not only that, but 10 seconds also means a heavy consideration must be payed to the game’s timer, for 7 seconds was a kinda grace, because now (given the usual situations when using Pandora makes sense i.e. 25 seconds or less, opponent on 50%) there could very well be the greater possibility of the game’s timer running out before your Pandora does, and if Pandora extend gem gives you up to a staggering 20 seconds you can imagine how well you’d have to factor that into your gameplay. This may or may not be an issue since the health regen nerf and character buffs means more hurt to be layed down, but the fact remains that longer Pandora time means careful consideration of the normal time.
This is why I’m still very glad they didn’t do more than add 3 seconds and hope it stays that way. Buffing the time slightly without say, freezing time on supers means you still really have to think of the optimal use for Pandora.
There’s seriously so much that has to go into those moments. I’m at 25%… do I use it to try and bully my way to a super? And if I do, will I have enough time to do so? Meter refills instead of being truly infinite, so if I do these two EX (insert move) here, how can I (considering how much time might be left) combo into a super afterward? Do I even need to do super?
Also, like JusticeSoulTuna said, I can’t count how many times I went for Pandora, even as a seemingly easy AA or chip damage that I literally read the second I was knocked down, and mistimed my punish by a couple frames at best… GG, and if its not the last round I lose all my meter in the process.
That’s without even considering character selection. That’s a whole 'nother box of canned worms. :razzy:
Great points. I ran into some similar issues when I’m thinking of Pandora, and it mainly involves Lars; he’s got about 3-4 different combos he can do in Pandora as a punish, 1 or 2 more which involve Jin doing a set up before, but the problem is alot of things; if I’m down in the corner (i.e. for the corner punish one) they could go for a hit but I might not have enough to super and super by accident, wasting my chance. they could jump, which will mess up the DP, meaning my chance was wasted especially if they have too much health. Sometimes it says reversal even if they did next to nothing, so you’ll assume you’ve got them when no punish can actually occur. So nevermind remembering what combo to do with what amount of meter, the distance, the timing AND the damage, I’ve gotta pray to god they actually did what I hope they did or I’ve just signed my own defeat. Pandora can be smart to use, but it’s really just a one chance to bust a move sort of thing most of the time, cause if you mess up, get over zealous or forget what to do, then you’re done. It’s what I like about it; it doesn’t win for me and my input and logic allows me to use it to win, makes it more satisfying.
Definitely agree, that’s also why it’s a comeback mechanic I actually like: if used properly you look (and feel) like a boss. If you mess it up, you look like a fool… and you pretty much lose on principle.
Currently I’m being berated by someone saying the whole ‘some of them didn’t run away’ bs -_- What am I a retard? I talked to him and set things straight (I guess). I don’t mind the hate, but ignorant comments are a no no =/
I read that youtube comment too. Made me LOL. Accusing other people of being dumb… and with a comment like his. He probably had no idea how silly he looked. Considering the amount of negative votes his comment got he knows now.
Btw, I used my Pandora compilation vid as a video response to the collab vid if that is OK with you Justice.
On a slight side note. It’s a weird but satisfying feeling to see a vid on the shoryuken.com front page that contains something of me. Been coming to SRK for years. Never thought that would happen. Of course the shoutouts go to JusticeSoulTuna and all the others that contributed. After all you made the video and got it on the frontpage. I’m just happy to be a part of it.
Yeah that’s ok man. And it’s all good, I’m glad we could all make it happen. I wanted to get front page not just to help out my vid but to make everyone recognize the skill and effort everyone here put into their vids =]
Saw this on the facebook post:
“some people still forget that Pandora is a setup mechanic with a 50/50 chance of succession like the video just stated out meaning that no matter how smart you think your are when running away it could happen at anytime with any character depending on the best or worst case scenario in battle look at Dhalsim and Nina in this video for example and one of them had the assist gem on them that increases the modes time limit by 10 seconds more”
This. THIS COMMENT RIGHT HERE. No stupid assumptions, no random criticisms, no ignorant remarks. Just COMMON SENSE. A statement of the mechanic’s situational usage, and recognizing how it’s effective both in combos and for frightening pressure.
Why can’t more comments be like this, seriously.
This is particularly apparent with the Cammy one where the other guy thought ‘Oh I’mma tag out to my better health character, what could he possibly do’ and BAM, raw tag punish for like 60%. Or even my somewhat scrubby Jin one where his assumption that he can just wait me out allowed him to be careless. I’ve been criticized about this video showing non-punishes or non-combos, but the point was to show the various ways in which Pandora can manage to get the kill, cause 50/50 may be right but it’s not just combos or punishes that kill in fighting games
I just went into training mode and fiddled around with Akuma and Pandora. There is a trick to his raging demon that I wanted to explore. For those of you that don’t know: you can input forward MP while quickly inputting the raging demon. You will get the start of the animation for forward MP (which is an overhead) followed by raging demon.
I couldn’t do it with the timing I learned in SSFIV. So I had to relearn the timing and the shortcuts. I got it to work in SfXTk too. The input is forward+lp+mp twice (real fast!) followed by lk+HP (real fast again). I was able to pull off 3 (three) raging demons during an extended Pandora, starting at full meter. In SSFIV this was unblockable and unjumpable. I’m assuming this applies here too. The super art damage gem doesn’t work with raging demon. ;-( But the Pandora damage gem does. Raging demon does 435 damage with the gem in Pandora. 3 of those is enough to even kill Hugo at full health. WIthout the extend gem I could only do one (starting at zero meter). Still 435 damage isn’t too bad for an unblockable unjumpable move.
I wanted to find out if I could get more raging demons out if I fiddled with the combo editor. I.e. minimum input time. Without Pandora extend gem I can get 2 raging demons starting from zero meter. Barely. With extend gem I can get 4 raging demons out. 1 pixel left of the Pandora bar. Of course the opponent has to stand still so you’ll NEVER land 4 raging demons in a match but still. It can be done. If ver. 2013 is released maybe it’ll be possible to do 5 raging demons. LOL.
DAMN this so beautiful. Great now there is this feeling that there will be more pandora ‘abusers’ lol. Anyone got any ideas for law or steve cause right now it seems both are just very situational punishes on DPs, chip, or raw-tags which i guess is its puropose. I dont know maybe i wanted more out of it with my team.
I’m going to try some things with Law/Juri myself. I’m pretty sure it should be easy to get something off of Juri’s cr.HP jc j.HP ground bounce, or from a dive kick setup.
As for Steve, I’m not sure - I’ll leave that up to the Steve players to answer.
Man i wish i had jump cancel groundbounce combos. Well i guess i could go back to Ibuki. Street fighter is the only game were i feel adequate with some characters just based on picking form here and there and knowing their movelist.
Very nice to see your video make the front page! Even better, very few hater comments!
Has anyone considered what you could do with Pandora now that rolls will be unsafe after the patch?
Imagine. You get a knock down, anticipating a roll, you back dash. Your opponent’s roll animation begins, you activate Pandora. Your partner (because of the teleportation) comes in right in front of the character, ready to punish.
Even if that’s not the case, it’s now far scarier now that you can’t just run away using rolls, they’re going to have to face that cross up or risk being punished by rolling.
That’s interesting…what could happen is if you see the roll happening, Pandora and the incoming character appears right next to them then they could even land a jumping attack before the roll ends, scary thought. This seems interesting in theory, and tbh you’d have to test if any of the positioning works. It is something to think about
Shit…just checked it out, and yeah, the second you SEE the roll, if you Pandora the incoming character will literally be within breathing space of them. Of course right now they’ve invulnerable, but come 2013 if rolls really are as unsafe as we think then it means you can hit them with a combo (and in this case Pandora combo) before they recover.
Did anybody happen to catch the stream they had of some of the top players trying out the new patch? Definitely a lot less rolling happening, but the few times players did roll, I wasn’t seeing them get entirely punished. So i’m thinking that it isn’t this huge nerf that everyone is making it sound like.
It sounds scary, but I have a feeling it’s going to require some practice and good reaction skills.