I actually think pandora is fine the only thing i would want is if it would activate all of the gems that you have even when they have been used up. One thing that i want is that they just speed up the game.
I’d like to see pandora permanently sacrifice the character instead of killing both with timeout.
i think that’s a bit too much…
I really dont know what they can do with pandora at this point.
It shouldn’t require optimal combos to end a round in time.
When I try to think of a solution to time outs, whatever I can think of runs into problems with the Tekken Tag KO system. And I bet capcom is struggling with that too.
Let me just say that the only universal change I still want after they showed patch details is for cinematic supers to pause time until they finish, not only will this help to address the time out issue but it will also greatly buff the usefulness of Pandora greatly for a lot of the cast.
Aside from that all the other universal changes they’re making pretty much directly address all the issues I have with the game (although I personally would’ve buffed throw range over startup speed but that’s nitpicking), I’m really interested in seeing what Capcom decides to change about the characters and if there are any more universal changes being made that we don’t know about yet.
Personally, I like Pandora the way it is. Right now, it’s really a gamble; you sacrifice everything for this one potential comeback. If you don’t succeed, you die. I hope they keep it that way.
However, I wouldn’t mind seeing minor buffs. There are two main possibilities that I can see to make it better, at least in terms of combos (which I think is the best way to use it). One way is to make it give you a full 3 bars as soon as you activate it. That would help make it easier to combo with, but then that would make the Pandora meter gem pretty much worthless. The other way is to make it so that activating Pandora resets the juggle points. It doesn’t sound like a major buff, but I think it could help certain characters when it comes to Pandora set-ups.
I can’t really think of any other ways to buff it without potentially breaking it, other than perhaps making it so the new character spawns right next to the opponent instead of always mid-screen.
-Decrease grab startup.
-Make Pandora last longer.
-Make Asuka’s buffer windows last a little longer. I find myself having trouble going into hcb+p after a few of my combos.
-Get rid of that horrendous clash of colors that occur when gems activate ON TOP of my already neon costume. At least add the option to turn on and off the aesthetic effects.
-NERF VEGA.
-Increase the speed slightly.
-Decrease the loading times.
There’s more things, but that’s all I can think of off of the top of my head.
That doesn’t solve the problem, all you’ve done is make Pandora just as useless as it was before. Permanently sacrificing a character is retarded in a game where I can knock you out in under 20 seconds if I have enough control and you can’t tag out to heal. Pandora just needs a time freeze on the animation where they enter Pandora and a slight time extension on it. I’ve said it before, if you want to base your gameplay around a comeback, then use a gem setup that does so. I’d rather have a game with a shitty comeback mechanic than a game where its frustrating as shit knowing you’re never quite in control as you’d like to be because the douchebag you’re fighting has been rewarded for getting his ass kicked.
What is this best air combo with akuma ?
It’s not a true comeback, it’s more like a hail mary and then you either fumble or make the touch down. Try out the iOS SFxT, it has that same mechanic.
so to paraphrase…
you’d rather have a game with a shitty comeback mechanic than a game with a good comeback mechanic?
Off a launcher?
Probably cl.:mp:, far.:hk:, cl.:hp:, :dp:+:hp: from midscreen.
Guy…?
Make his F+MP comboable anytime, not just on counter hit.(Dudley,Tekken characters can lead to much more damage off their comboable overheads, why not Guy? The range?)
Make his air to air elbow…hit. I need something I can at least trade with Kaz j.mk…
Make Run>HK(Neck Flip) combable if 2 hits connect, it feels like it should anyways.
Make Run>HK crumple or ground bounce on counter hit. Likely it’s gonna trade on counter hit in most situations anyway, but why not.
Make Run>HK used as an anti air ground bounce. I’ve finished rounds with this and it bounces on the KO slowdown animation, but I haven’t been able to make it happen in training. The timing is tricky, and I want more uses for Run because only EX Run>HK causes a ground bounce and you pretty much have to save it for surprises or burn meter on run/stop, run/slide to make it not seem obvious.
Increase normal Hozanto damage from 80-100-120 to 100-120-140. MP and HP aren’t particularly useful, but even target combo>LP hozanto ends up at 174 damage cuz of scaling, at least get this to 200.
Increase Tatsu damage from 80-100-120-160 to 100-120-140-160 It’s highly punishable in combos, LK isn’t advisable on wake up unless you’re strapped for meter. MK is used in juggles, HK doesn’t hit on the ground at all, is an awkward anti air, and I haven’t really seen it used outside of cr.lp,cr.lp>HK Tatsu week one guy stuff personally.
I’d rather have a game with no comeback mechanic. But if there has to be one, then yeah rather it’d be one that’s riskier for my opponent that it is for me.
I’ve tried it out on that one, and its different because the 2nd character feels more like an assist character than anything. Losing a partner in the iOS version isn’t as big a deal compared to the console, because in the iOS version you can knock out the 2nd character from coming back in one decent combo.
They are doing some of the things you mentioned regarding the system itself.
No other Asuka players has complained about the buffer window, so it’s probably your execution.
Vega(Claw) is fine, there is nothing imbalanced about him. He so happens to be better in this game than he was in sf4, not broken.
This really really really scares me
You can actually fit another hk in that one
Yeah…I would say it’s too much, but then I think of Xiaoyo’s overhead groundbounce, Heichachi’s combable overhead and ground bounce B+LK, Law, Dudley’s… suddenly I don’t feel so bad.
After facing an army of neon shotos in ranked last night, carefully timing my overheads and still eating shit occasionally…it’s a fairly easy move to stuff, but has deceptive range, like Sak’s overhead in AE