As I thought Pandora is more like Juri’s FSE than Yun’s GJ. And while you can combo into FSE in some sitations (and AE2012 is adding another one via Pinwheel FADC having an extra +5) you don’t end up being 2 spaces back after you activate it like Pandora.
To be fair to Seth “Sagat got better, you can combo into Fei Long’s Ultra from his command throw (thank fuck they changed that in retrospect), Cammy can still very low spikes just not instant, Ken has a new move” Killian it’s probably something Ono and his team implemented after he said that.
Something like not letting people combo into Pandora seems like a design decision and not a new feature sprung on him after he made comments. Obviously Ono’s team realized that LMH Pandora LMH x Super would be broken as fuck and done by everyone once they had 25% health left and landed a combo.
Most likely explanation - he didn’t know about it when he made the “no comeback mechanics” statement, besides it held true for the NCR build (no Pandora there).
And yes, not being able to combo into it seems to be a design decision that you can infer simply by looking at how the start up works. It’s doesn’t seem to be designed to be cancelled into and there’s significant increase in distance once the 2nd,buffed character comes in.
Lets hope it stays that way, but i really wouldn’t be surprised if somewhere down the line someone manages to work it into a combo somehow. Things do manage to slip through the cracks more often than not and that’s what i was trying to get at originally.
It is good that they recognise combos into Pandora shouldn’t be allowed.
Rolento is supposedly pretty good at running away according to Seth in that Rolento show-off vid.
Also i think if a Pandora’d character gets you in a cinematic attack with all the fancy camera angles and what not, it’ll actually finish the attack even if the Pandora time runs out during it.
EG: Gief SPD’s you, his Pandora runs out on the way up before he gets to bomb you, you still eat it.
I saw one instance of this happening on the stream and another where a Pandora Chun connected her super but still died during the lighting legs animation because it didn’t reach the cinematic part of it in time. So if what i’m thinking turns out to be correct, you only just have to reach cinematic part before the Pandora timer runs out.
Are yall still talking about if this is the definition of a Comeback mechanism
Although it def. is seeing as you can only activate it once your HP is low to comeback, but different from the traditional so its cool. And yea im worried if you can combo into it, although Seth saying you can’t so far makes it better. And even you can, im sure only some chars can or you have to do a tight combo (Tbh I hope its not characters specific BS over again though)
Although if you can’t combo into it really I don’t see the use of it at all. Its not hard to run away or block for 6-7 game seconds in a game without assists or without tag tricks if Pandora’s active. I’d rather have them spend time on something else if it just becomes useless or if some other mechanism is preferred over this one.
Doing a full cross rush + wake up time ='s 4-5 seconds out of a Pandora’s 7 second time limit. If you have meter you can do tag combos in excess of 7 seconds rather easily, especially with Tekken characters. If you land a hit on a Pandora mode character that leads into a combo you should always win since your combo should eat up their precious timer, even the basic Cross Rush anyway can do takes long enough, just move away from them as they’re getting up, you win.
pandora is useless in its current form. i can’t think of one scenario where it would be advantageous to pop it. there’s no point.
the thing is, seth said you can’t combo into it directly, which tells me you can’t cancel into it, but you may still be able to juggle into it after a wall bounce despite the space thats created between you and your opponent when its activated. even still, maybe it’ll require proper positioning (re: corner) to even do that and won’t be possible everywhere on the playing field. if thats possible, it would give it some viable uses once you get your opponent within a <7 seconds pandora-combo damage worth of health.
truthfully, i REALLY don’t think capcom will leave it in its current form. they’ll eventually determine it doesn’t have enough practical uses and buff it later, it being a mechanic i’m sure they want being a pivotal part of the game. this means we can expect a more powerful version of it later on down the line ( :crybaby: ), just like what they did with mvc3 original x-factor vs final build x-factor. maybe they’ll increase its duration, make it air available, make it cancellable but reduce its damage boost slightly, reduce the space, who knows. i’d bet the farm they’re not going to leave it in its current form.
What wall bounce moves are even a possibility? Ryu’s EX Donkey Kick? And even than you have to have a character paired up with Ryu that has a super that can hit them when you’re at least mid screen away… something like Heihachi’s… and than if that doesn’t kill them you’re dead.
Only if Capcom are stupid, they’ve noticed the backlash from people overreacting to this form of Pandora… surely the solution than… is to make it better! And just because it’s a mechanic doesn’t mean it has to be 100% useful, look @ Guilty Gears Destroy mechanic…, Blazblue’s Astral Heats.
The question i have is, if you use Pandora in the first round, then are you even able to play the second round? It might only b useful in going for the win not for just a round. In that regard its impossible to really comeback. If you are down 1 round you must win the next round and tie it up, or you will b looking at a five seconds till u die round three with no partner. Pandora sounds like its going to cause some very stylish finishes to round threes. Imagine both opponents tied up 1 round a piece, both have less than 50% health, once 15 seconds are left everyone is going to start asking questions. Ten second of unlimited hypers and power boosts for the win? Or should I wait for my opponent to activate. Should I try a risky move and if it fails POP Pandora, or should I try and lame it out. If they pop Pandora should I pop it too I order to hopefully counter their supers with mine, or am I confident enough thqt my two players left will be able to teamwork a win. Imagine two people getting caught in a Pandora fueled beam attack, lol… Epic possibilities. And I don’t think its a comback mechanic
Well until the game is out I fail to see the situation where this mechanic will be useful…
except being in a sure win situation where you have your other character and your opponent has low health too (40%) and its an unblockable setup since you’re pretty screwed if you miss
yep I have a feeling we will see it used less often than X-Factor or Ultra
Really this is less of a comeback mechanic and will come more into play when the tables are even.
Let’s say you body your opponent, they get down to activate Pandora, you’re about to perfect them.
They activate pandora.
Unless we find 100 percent combos while in this mood, I can’t see it being too useful in a comeback situation because when your health gets low you can tag out to your other full health partner.
Supers are generally unsafe, so unless pandora mode changes frame data I don’t see spamming super doing much of anything. Even full screen fireball supers aren’t going to do much since there are so many ways around fireballs for a huge portion of the cast. The only way super spam would be effective would be if Dhalisim still had his fireball. Now that would be hella silly.
Also due to the time limit, the fact that you can’t combo into it, and the fact that everyone has blockstrings in this game, you may potentially be able to keep them in lock down while the timer runs out, all depends on the alpha counter mechanic I guess, don’t really know how that works in this game.
Where this WILL effect competitive play, as I see it, is when the tables are even, when both your heaths are low. There it could potentially have some detrimental effects, but we will have to see how it plays out. We still have no idea how safe it is.
I’m pretty sure the main use of pandora in competitive play will be for very specific situations.
Like if you just got the knock down with 10 seconds left and needed pandora damage level to kill you could activate and then hopefully oki correctly for the kill. This is pretty much the only situation that I can think of where this mechanic will be useful in competitive play.
Honestly though, I actually prefer a mechanic like this have narrow usage. It requires intelligent use and is far from being something like X FACTARD LAVAL TREE.