The Pandora Discussion Thread

That is not a comeback mechanic, the game is just designed to be high damage.

A comeback mechanic is something that gives the person with lower life an advantage. If you have lower life in hdr/st, then you are at a disadvantage

Yes, and the high damage facilitates comebacks, although not as much as the general mechanical agnosticism to how much health you have.

Ok, I just gotta jump on this and say that KOF has been repping comeback mechanics for the longest time. Free supers while low on health, more powered up supers on low health, more meters for losing characters, etc.

Also, though super bars in and of themselves aren’t comeback mechanics, giving meter for getting hit, IS a comeback mechanic which almost every game does. Also GG has the guard bar (whatever it’s called) that reduces the damage you take when you get hit.

just a little correction here
the guard bar doesn reduce the damage, it “increase the weight” making for you harder to juggle your oponent the longer goes your combo reducing how full is the bar, by the time that its emty, you cant juggle your oponent anymnore, since he would drop to the ground very quick, now if your oponent defends to much the bar its filled making it easier to juggle him, plus if its around 80% to 100% full all of your hits are counted as counter hits

what reduce the damage of your hits on the combos is the proration values assigned to them

edit

GG has some form of comeback mechanics, like the guts system, when you are at certain level of helth (around 25%) another modifier kicks in making you take less damage compared to the begining of the round

If they do end up “cutting” Pandora, I at least hope they have it as a seperate mode. The characters look awesome while they’re possessed.

Still, Pandora seemed relatively well designed at the time. It isn’t busted coughxfactorcough, but isn’t entirely useless. It can’t be comboed into for shenanigans, but it can be used to punish your opponent hard.

I just wonder how they’re going to fix the whole thing with double pandora…wait, I think I might have a solution. If one player activates pandora, and the other player does as well, the timer stops dropping for both players and you fight in an all-out pandora battle. This way you can’t cheese an opponent out of a win by simply activating your pandora at the last second so you “can’t lose” and they just die.

Someone else probably has a better solution, but that’s my thought.

Actually, I think I saw a match of this and the round ended in a draw.

Maybe they could make so that it turns into Sudden Death. Or maybe only one player can activate Pandora Mode at a time.

After watching the latest matches on the front page, I’m starting to understand more what Pandora Mode is for. While the damage in SFxT is pretty high, the sheer number of ways you can tag out to keep your characters healthy means the match can still be drawn out. So if the match gets close to time, and the opponent has the life lead from constant character switching, they’re going to run away anyway, so you might as well go all out and try to clutch a victory with infinite meter.

Crutch it out more like.

Yeah except that here in the real world, you can’t use Pandora as a crutch because it’s turbo ass.

Agreed. I’ve been meaning to go to the SFxT website and watch all the cinematic supers and see if there was a deliberate attempt to make all the supers last more than 7 seconds.

Probably, but it would have been more obvious if Zangief had Siberian Blizzard as a super. Exactly seven seconds.

Cutting Pandora would be bullshit. It’s weak enough to not get used every game and be downright retarded, but with a little finetuning could become of viable use in certain circumstances. If it gets to be a highrisk option only viable if both players are fighting a drawnout match which is coming to a close to avoid more or less luckbased timeouts, what’s not to like? Sounds like a perfect mechanic to me.

I wonder if they’ll cut Pandora mode from being it’s own mechanic and turn it into a gem. I imagine very few people would use it since it is so risky, but it would be a good way for capcom to make it optional.

It’s all ready optional the way it is. It will be silly to make it a gem because no one will use it unless it gets improved significantly

Thoughts about Pandora “buffs” that you could see in the stream?

  • Pandora can be activated while you’re performing a combo (why lying Seth?)
  • Seems to last longer
  • Gems stay active when using Pandora (they don’t activate once Pandora is on, not to spread confusion here!)

He didn’t lie, after everyone shitted on pandora laughing @ how wack it was they buffed it, it’s our fault and Seth isn’t lying when it changed later.

Seems like that. I think that is the price we have to pay complaining about Pandora not being useful.

well since it combos now…its more then just for punishing…but you still run the risk. there are alot of factors too.

but more or less…if shit looks bad…and you gotta shit bricks…then go big or…die. Generally thats what Pandora is about now. also it seems that the unsafe health margin now is around 50%-60% health now. still alot better then touch of death BS.

now it would be best to figure out what moves wall bounce to combo into Pandora…

-Ryu EX Thrust Kick
-Abel EX Should Rush
-Sagat EX Tiger Knee
-Hugo EX Clap, Ultra Throw
-King Shoulder Charge
-Marduk EX Gator Slam
-Kuma EX bear hop
-Heihachi EX palm thrust
-Lili EX spin Mid-extention

im sure there are more but those are all the ones i remember off the top of my head…help me out guys.

Maybe it works with Hugo’s Ultra Throw?

oh shit your right…damn…another no meter pandora set up lol…however i wouldnt want to give up hugo for pandora…i would rather have it the other way around…Gigas Breaker…fuck…

Indeed. Also keep in mind that you can use the +30% attack gem for pandora… I know I’ll be using that one XD