Tip from Rafael2487, brazilanubis3 and USAtlas.
The Captain America/Virgil team at the end of the first video is awesome. The Ghost Rider fight though... not so much...
@4
Pandora is just a comeback mechanic that rides the short bus. I feel the same way about that mode where both tag partners are on the screen and they alternate back and forth hitting their opponent. I don't see the purpose yet. Just feels like the dev team went, "Eh, why the hell not?"
I hope I'm misinterpreting something when people seem almost disappointed that a comeback mechanic is underwhelming.
PM is a lone mechanic that just presents a seemingly simple choice when you get to low health: stick it out normally, or go for Hail Mary? As of now, it looks like sticking it out is the safer choice in most situations. I LIKE IT like that. I really do not want a(nother) game that revolves around one lone mechanic that is intended to fundamentally break characters, especially not one that can easily just become a "gimme" when you get to 25% health. The risk and thinking that goes into the question of activating PM should remain, but it should not be all powerful. Reward activating it in the right situations, but those situations should not be seen every game. Err on the side of caution. If PM goes unused at all ,I think we'll be fine.
Re: Cross Assault - Cross Assault is simply an option of what to do with your super meter among many things, and is also heavily reliant on a player having knowledge of how to control it and having a team composition that can dish out pain/set-ups. I really don't expect to see anything much out of it at this time, seeing as how most nobody has had time to sit with the game and practice it. The potential is there, though.
Captain America is really good now. That projectile invincibility, double jump, and otg shield make him so much better.
In the first video at 04:31, Seth mentioned a robot. Hope this means we either get Mechagief as an alt costume or Jack 6/7 or both.
Oh wait he was talking about Yoshi. Nevermind my fail post above.
SFxT looks really fun, and I can't wait to play it. But, I feel the art direction is really bad.
@11 Are you nuts? That would break Pheonix even more. Imagine team of 3 and building 5 meters then activating DP, you have two meters to start,get an easy kill one character ad you can go into DP 2 times in a game? She would be God Tier literally. If thats the case i'd rather play againts Vanilla Pheonix.
@#7
They don't like getting punished for using it & want it like the Ultra system when you get the hell beat out of you get rewarded for it, This is why it's a good comeback system because it's a gamble do you wanna fight you hardest & hope you win or pop Pandora for one last rush that will kill you if failed at it.
ahh Vergil and ironfist health is soooo low,that captain team was beast,it was kind of annoying to see those two ghostriders just jump at each other but good videos
defiantly cant wait to get this game and train
I think you guys are not understanding the most important thing about pandora mode, INFINITE SUPER METER. This game has FADC which means that everyone has a custom combo. I'm sure everyone here has seen those flashy training room combos where ryu does an infinite loop of low forward canceled into fireball then fadc to repeat. Now it's actually applicable. What balances PM though is it can't be comboed into unlike genei jin.
Rare footage of Filipino Champ not wearing a tank top.
Do Nemesis player not know how to do the command grabs or what? That's a huge part of his game to break the opponents defence.
1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag 1-2-3-Tag
SFxT Hype Level: 0
@17: You're right that PM cannot be combo'd into, which is good.
But, there are no FADCs in SFxT. In order to FADC, you'd need Focus Attacks, which are not in SFxT. Ergo, no FADCs.
The closest two ways you get to SF4 FADCs in SFxT are tag cancels, which is a moot point since you kill your partner to go into PM; and dash canceling each character's "chargable" special, which is also a moot point since one doesn't need the infinite meter of PM do potentially do that, if it can be done at all, which is unlikely.
In addition to infinite meter, PM also breaks the juggle system for the activated character, making it super-easy to keep the victim airborne with anything.
The whole balancing factor, though, is that you only have 8 seconds to 1) open your target up and then 2) do what you need to do, both of which can and will vary by character. In addition, you have to do it in such a way that you don't screw up and got caught yourself, cause one standard tag launch combo will be enough to run out your PM timer.
This is all fine. At most they should add 2 seconds max to the PM timer, and fix it so that if a PM-character kills the opponent in the middle of a super cutscene, they get the win. Otherwise, it seems to be in the place it needs to be right now: a risky tool, not the core of the match.
@20
Dude Street fighter X Tekken is not just 1, 2, 3 TAG that's just how they're playing it. With out the tags it plays like SF4 & the Tekken characters ( if you use the 4 button control style ) play like Tekken.
There's no rule saying that's how you have to play it.
@21 You're absolutely right. there is no fadc. I had it confused with being able to continue your combo by canceling into your partner. Which makes my argument completely pointless. I wonder if you can link supers together though. can you imagine a pm ryu just juggling shinkus into you at the corner.
@20. I got to play 12 consecutive games of SF x Tekken at Los Angeles fight club and I can tell you its not just 1-2-3-tag. After about 5 games in I was able to pull off 12+ hit combos between characters and it does take skills. Many people who first get their hands on it just do the 1-2-3-tag, but the fighting is much more then just that.
haha when is next reveal video?