SFxT LA Fight Night review

Exactly. We’re getting a comeback mechanic, yes, but we’re getting a completely useless comeback mechanic that only casuals will use because it looks flashy and gives them the illusion that it’ll be easier for them to win.

We should be thankful that it’s useless.

Whoever i read that likened it to instant kills in GG is spot on imo, useless flash that rarely gets seen in competitive play. And even then there’s no dizzy in this game so you can’t even really set it up.

Pretty much, but who knows? Someone might find a really obscure and situational use for it, which could be pretty awesome.

Considering we should be getting the lesser of two evils with Pandora (ABSOLUTELY USELESS)

Hey, at least it serves as a somewhat alright plot device. (TvTropes is going to have fun with the SFxT page :lol:)

EDIT: Crap, they’re faster than I thought.

the only thing that i want about pandora is the posibility to use it at the begining of a match on a 4 player game, killing my partner, basically i want it for trolling online material :wink2:

Actually Pandora kills whoever activates it.

I’m guessing they’ll want us to figure out how to make Pandora use full in our own way.

Part of me does. I don’t like the idea of wasted subsystems or mechanics that only serve as noob-traps. On the other hand, I don’t see how they could make Pandora worth the current risks without making it ridiculously strong.

The only real use I could see for it is as a true desperation mechanic if you’re struggling for a life lead when there’s only a few seconds left on the clock.

Speaking of which: If I activate Pandora with 3 ticks on the clock, and have a life lead when the game clock reaches 0. Who wins the round?

If there’s going to be a useless mechanic, then let it be the comeback mechanic.

Consider it as something like CvS2 where anything outside of A, K and occasionally C groove were almost worthless at high level play, except in this case, you’re not stuck to a groove and have the useful options at the same time as well.

LOL. Some of the stuff there are my edits.

I’d rather not have any “comeback mechanic” at all. That way the developers could focus on what really matters (gameplay, gasp balance, netcode, whatever).

But no, we’re getting weird gimmicks like 4 characters on the screen at the same time, Pandora, and Gems. Yuck. I mean… I guess Capcom’s biggest fear is that the game doesn’t sell well by itself.

Well, sure, I’d rather we didn’t get a comeback mechanic either, but if we’re getting one might as well not be part of high level play.

But yeah, Capcom seems to be feeling the casual backlash regarding content, so they’re filling the game with novelty modes. Not that I mind, though, since the game itself seems to be tight.

i totally agree with this

i thought that N was ok, not great like the top 3 groovees, but not terrible like P nd maybe S

its quite understandable if you take in consideration that this game doesnt have the nostalgia factor of sf4 or the pull of marvel in its name like mvc3, plus considering that neither ssf4 and mvc3 got sales comparable to sf4 perhaps they see that they need to invest a lot on the novelty features of the game to attract the “casual” market into the game

I wouldn’t ever use it to get the life lead since i am going to die anyway.

Only if you’re buktooth… but yeah N was weird. super popular in the beginning, then became popular again towards the end, at least in japan