Are you just guessing she’ll have below average health (Capcom probably will, she is a woman after all) or is there some proof?
^ It’s an educated guess. Capcom doesn’t like female fighters having decent health. Even Makoto who’s built like a brick has below average life in SFIV, infact i don’t think there’s any females characters at all with atleast average health in SFIV.
Well game is still in development afterall so stuff like damage, life and Pandora boost values have yet to be finalised and can still be tweaked if need be.
Didn’t really need a whole thread tbh since it might be even further explained later today and we already know a decent bit about it.
But really the only thing im worried about is.
Person 1 has 25% HP
Person 2 has 80% HP.
Person 1 manages to land a basic 4 hitter onto Person 2…Person 1 Cancels into Pandora mode and continues the combo ending with a few Ex’s (or even super?) doing an easy 70-80% DMG. = CUMMMBACKKKK MEKKKKEEENNIIZZMM. I also did state be4 as well Giefs SPD already did 25% and in Pandora like 40% so its not massive but still big.
And I don’t know if I like this many systems…I feel like one mechanic will really have more priority over the others in its uses which I don’t wanna see happening.
Can we even combo into it?
Also, for reference, comboing into Super Art seems to do 40-60% damage (Lili did 60% on 'Gief mind you) and we’ve seen Cross Arts do even more off a 1 hit hit-confirm, so it’s too early to say how dominant the mechanic will be.
Yo scaling yo.
It’s definitely possible. How easy it is is a different matter though. Some characters or character combinations might not be able to.
Either way once activated it’s pretty much a round ender. The round will end shortly after, either you win or you don’t. Really don’t like this Hail Mary attitude it seems to promote though. I think such an attitude will only hurt players in the long run since they won’t be forced to play through adversity anymore. Pandora just seems like an easy way out. Easy loss and maybe easy win. Perfect for people who don’t feel like playing a round out till the end.
But how? Has it been confirmed that you can cancel into it? Also, from what I’ve seen, the buffed character starts a bit further back than the sacrificed character.
I don’t know how yet, but you’re not able to cancel into Ultras either, and you can combo into those just fine. A wall bounce seems like the best way to combo into this. Pandora doesn’t seem to have any start-up frames or recovery frames either.
I don’t think the scaling will be to insane especially since Pandora gives a nice boost. I def. think a 70% combo is more than possible especially since you have unlimited Ex’s to do crazy loops or like 3-4 boundes/strings w/e.
@D3v: Yea that was assuming you can combo into it. If you can’t its way more useless and tbh the sacrifice wouldn’t be worth it. If you can combo into it I’ll hate it ><
You think so, even with the buffed character starting further away than the sacrificed character for a sort of pseudo-pushback?
Seth’s demo had Zangief go into Pandora @ the 25 mark and his Pandora bar depleted @ the 18 mark. Lasts 7 seconds, also Pandora mode makes your character go backwards by 2 roof tiles using the Temple stage. Went from Rolento being up close to Zangief being nearly half a screen distance away. Good luck comboing into that.
This shit is so going to be like the Destroy move in Guilty Gear, neat for casuals but worthless in real matches.
Why, the only thing Pandora does is give them infinite meter and increase their dmg by 25%, it doesn’t make them quicker or have a better defense. You land a jab and you’ve won since you can proceed into Cross Rush and waste so much time. Fuck a blockstring into Ken’s DP Tag into another blockstring with a chip special on the end pretty much wins you the match.
You mean Cross Assault and hopefully that’s the case since that was previously able to be used when your lifebar was flashing. Now lets hope it’s strictly a Level 3 mechanic.
1/ She has a vagina, 2/ Seth called her a rushdown character, 1+1…
Would be closer to 70% on most characters… and if you have meter you can safely tag out to a higher health character hopefully after any spd.
I wonder, in online co-op, when you invoke it. I’m assuming control goes to your teammate right? Hmm, that makes griefing with it less effective then.
Yes whoever invokes it is dead.
[S]Oh well, better hope that whoever I get paired with in co-op sucks hard.[/S]
That means one less thing to worry about online.
Remember that you have infinite meter. A lot of characters have quickly advancing moves or projectiles.
I think so long as they keep this thing at 7 seconds it should be fine. I hope they reduce the damage a smidge, just to be safe. If they overlook some juggle limits on moves we could see quite a few one-touch-kills crop up. This mode is also going to make characters who can operate effectively with mixups alone to be pretty overpowered once they have unlimited EX meter.
I think the 7 second limit is going to make it more situational, though. This is different from X-factor, where you almost always have a time to use it throughout the match. Times where you’d want to go Sweet Rave Party may never even crop up in a proper match.
Well, Rufus and Dudley have above 1000 Health and are rushdown. The fact she’s a women in a Capcom fighter is a safe bet she’s going to have below 1000 health.
I know average health is just a way to say 1000 Health or whatever Ryu’s health is in the game. AE health average is below 1000 iirc.
@Beesuit Makoto has 1000 health in AE but won’t in AE Upper.
Is 1000 even really the average in AE? A ton of character have 950 or less
Am I the only one who thinks this mode sounds completely useless? It sounds like way too big a gamble to be a viable strategy in competition, generally speaking. Maybe it’s just me.