Pandora tech finding thread (ver 2013)

Somewhat. I recommend reading Vulcan’s first post but for a brief rundown you can do set ups: http://www.youtube.com/watch?v=aztnIcdOmJg

Off of counter hit crumple: http://www.youtube.com/watch?v=hOi8x1fCC7U

And putting yourself in the corner: http://www.youtube.com/watch?v=WnqHLmt3i_w

But yeah, look through the playlist for ideas, and read Vulcan’s post.

i meant like what checklist do u guys have when u wanna p-dora up. i never seem to be in a position to do it

Ah right. I mentioned this earlier but basically when there’s about 25-20 seconds left, and your other character is at least 40-30% in health, and when there’s definitely NO other options. So you might as well. Especially if your opponent is in a position to chip you out or go for a mix up. Also, depending on your characters’ Pandora punishes and combos you have to consider how much health your opponent has as well. If they have too much then it’s pointless, but the best time to Pandora against them is if they’re down to 50% or less. It’s tricky even then, but as long as you’re in that situation then you know when it’d make sense to Pandora

It’s kinda’ like learning to use the force basically. You have to know its there. :razzy:

In all seriousness, I think part of it for me is developing that mindset that it is an option - a viable option. It’s super-situational, sure, but you know its there. One thing about it too, is that if you’re using it in a longer set against someone and you go for it once or twice, now they know its there, too, and now they have to think about it. I think one of the reasons me and Don have been getting a lot of Pandora stuff happening as of late is because we’ve essentially scared each other into thinking about it, if that makes sense.

Once I started thinking of it as an actual option and thinking of places it can be useful (thanks to this thread! - shameless plug -), it started to be more applicable during actual matches.

Once I tried it during the OTS last week in my last match, last round elimination moment and almost hit it (I was like 1-2 frames slow in execution!), I knew I was getting more comfortable with it.

This is a great point, mainly because I believe that this is a serious game changer that SO many have overlooked. Alpha counter is under utilized but even that doesn’t have as big of an impact. Pandora involves mind games, and being aware that if you make one mistake and the person’s smart enough to Pandora at the right time, you could lose anywhere from 50%-80% just like that. No one’s thought about it at all, but honestly this is the thing I want ALL SFxT players to actually think about, cause when the chips are down it’s time to turn the tables with the only thing that makes sense. Pandora tech is a dimension of its own and it’s a shame that no one (until lately, hehe) has even bothered to hit the lab to think of what they can do with it, and I’m sure if more and more people pick this up I honestly think matches can be more hype, somewhat. The fear of Pandora happening could be a whole new element to this game that when you think about no one really considers. Until it happens to you, hehehe.

Whoa, so many informative stuff here. Great thread! Personally I hate the below 25% health activation rule (makes me panicked into switching instead of pandora), but you guys make it like no deal at all! Awesome.
I’d like to contribute my pandora combos too if I may?
[media=youtube]dDh9f2PTyhQ[/media]

Ah, I remember seeing this video a while back. Nice to see the guy who made this comment on this thread. I’ve added it to the playlist =]

A couple more videos and I think I just might make a collab guys :wink:

I was just looking at the nina part and it seems like a good part of pandora is just to use resets with the correct gems. Characters like ibuki could benefit from that.

Can Pandora last up to 27 seconds?

I was browsing through this thread and watched some Pandora videos when I started wondering how long Pandora can be in an ideal situation. Mainly because I activated Pandora last night with 20 seconds on the clock but my opponent hit me with a x-art. I didn’t kill him and my clock ran out. Not my Pandora bar though. I still had a sliver left. That got me wondering.

I figured out Pandora can last up to 28 seconds. Theoretically at least. Here is how that would work.

3 seconds for the Pandora animation (source: Sf X Tk Bradyguide)
7 seconds for Pandora (source: Sf X Tk Bradyguide)
10 seconds for the Pandora extend gem (source: own observation)

Then some actions stop the Pandora bar from draining.

  • 1 second (65 frames to be exact for Cammy - differs per character) for the freeze animation of super art. (source: Sf X Tk Bradyguide)
  • 1 second (63 frames to be exact if Cammy performs this) if your opponent uses cross art. (source: Sf X Tk Bradyguide)
  • 1 to 2 seconds if your opponent uses cross assault. (only 1 cross assault or cross art can be used during Pandora. There isn’t enough time to get enough cross gauge to perform both. No matter what gems you use. (source: own observation)
  • 3 seconds if your opponent uses Pandora. (source: Sf X Tk Bradyguide)
  • Another 1 second if you opponent uses super art during Pandora. (source: Sf X Tk Bradyguide)

So theoretically it would be possible to have Pandora last 3+7+10+1+2+3+1 = 27 seconds. So if you want to be absolutely positively sure the round timer doesn’t run out before your Pandora bar runs out you have to activate when there are 28 seconds left in the round. Granted, this is only in the most extreme circumstance that is likely to be only theoretically possible. Still: made me think for a bit. :slight_smile:

BTW: Jin has 63 frames of freeze animation for his super art. Somewhat longer, but not that much longer. The Bradyguide doesn’t specify how many frames his whole super art is. Probably because they’re still counting frames LOL.

Good info to know! That’s something I need to be more mindful of - how much time I actually have to make it worth it. There’s that sweetspot of time on the clock where you activate it and you’re not worried about the round clock running out, but not so early that you end up giving up time you had available. I generally starting thinking about Pandora options at about 35 seconds left.

And yeah, Jin’s super art is one of the few I feel really does need to either be shortened or it freezes the clock for a couple of seconds in there somewhere. :razzy:

Freakin Dawgtanian man. This was some crazy shit, first of all I THOUGHT I could outlast him, but he had Pandora extend =< Also, in that second round I should have seen that coming. Man, I’m on blast

[media=youtube]dZ9vLkmr968[/media]

I think I may have stumbled across something scary. And it involves Jin. Details to follow

Here it is. I don’t know why I never realized this, but the Pandora extend gem goes on the character sacrificed NOT the character who will be in Pandora, meaning Pandora extend gives Jin around 14 seconds, so THIS CRAZY SHIT HAPPENS.

[media=youtube]Z5LYnNULv2M[/media]

I’m using Immense Power Lv3 (the pandora power gem) and Immense Power Lv2 (the super power gem) as well, so yeah

I’m really enjoying the Pandora vids. It inspires me to find new Pandora tech.

I just figured out a Pandora only combo with Cammy. EX hooligan into EX Cannon strike to cr. HP into super art. The ex bar fills up just fast enough to pull off the super art. As a matter of fact I use the ex bar for timing purposes. If I press the three kicks just before 2 bars are full the super comes out. Press it later and the super can be blocked.

It also has the benefit of crossing up. The spacing is tight and it won’t work in the corner but it does work. Without gems it does 475 damage which isn’t a whole lot. But with gems it can do a lot more. I got to 674 damage with gems. I mainly think this combo is viable because it can cross up. And since most people block or run away you need a move that can cross up. EX hooligan has the added benefit of also dealing with jumpers as I’ve demonstrated in the first 10 seconds of my compilation vid.

I’ll see if I can post a video as proof.

The video for the combo I mentioned above can be found here:
[media=youtube]1kiMDi3J6bg[/media]

Nasty. And the scary thing is people will never be expecting that to cross up. If they try to run away and/or down back then that EX hooligan will give chase quite nicely. Good stuff man

I tried it in a match without practice and… Didn’t go so well lol! XD. I’m going to have to plan a bit better for it, that’s pretty evil.

JEBAITED

[media=youtube]u2E5BoditMA[/media]

So my post in the other thread was right… 754 damage. O_____O