Hit the jump for more.
SouthSideNoobs returns with two new Street Fighter X Tekken v2013 tutorials for Dudley and Paul. There is a lot of ground covered here and if you plan on learning either of these characters, this is a great place to start.
Lastly, SitverGold created a combo video that features both normal and Pandora combos. There are a variety of different characters used here and some particularly interesting set ups.
Tips by SCORPYN702 and many anonymous readers.
Awesome tech, so much more to be discovered in this game. keep at it guys!
That last video was something else. And while I've already praised it in the comments section of the video I'd like to say this:
I'm pissed off. I'm pissed off with how the 'top players' still haven't used Pandora EVEN ONCE when there have been SO many situations where it would have won them the match. I'm pissed off with the amount of times where I hear the excuse 'it's situational' when EVERYTHING in a fighting game that does damage is situational, and to use it as an excuse and be lazy, not learning the mechanic, is just stupid. I'm pissed off that so many people STILL say Pandora's not viable because tech videos and online matches apparently prove nothing, all because they haven't seen it happen in a tournament. As if to say that if something hasn't happened in a tournament and/or hasn't been recorded in said tournament then it's like it never happened...I'm pissed off that the mechanic of Pandora had to be changed to make it way easier before people could pay that little bit more attention to it and yet STILL people are not utilizing what is honestly one of the most powerful and hype parts of SFxT. In so many other fighting games I see just frames, just guards, infinites, glitches, unblockable tech and a whole host of so many over the top, hard to execute maneuvers in fighting games, and yet one of the easiest ones to pull off, which requires either a set up or a good combo, is "too situational?" My god...And to think, all it'd take is one, just ONE tournament where someone kills with Pandora for the hundreds of ignorant people and stream monsters alike to finally say 'wow, Pandora's viable' as if there hasn't been enough proof. Hmph. Rant over
worst dudley beginner guide ehubs pls wait till 34 is through with his tut this guy doesnt know what dudley tools are for
last video very useful, i could imagine ryan hunter using the steve grab doing 700-800 damage pandora combo.
But do 1 agree #6 though more top players needs to use all the mechanics in this game to its max potential, too bad they scare and/or lazy to do it in tournaments.
@6 - What, exactly, were you expecting? None of the other stuff you described requires very low health to activate, AND kills off one of your teammates, AND requires beating your opponent in a set time-frame before the mechanic itself kills you. How much would you expect people to experiment with such an expensive tool to use?
Set-ups can be scoped out and countered; combos can be dropped. If either of those things happen while you're in Pandora, you have far fewer options to recover when things go south--especially if it does become more common and people get used to seeing how it's used. The risk-benefit is far worse than any other mechanic in the game by a huge margin.
So let me get this straight; because of all of the conditions the answer is to ignore it completely, and completely overlook all of its incredibly useful points simply because of all of those conditions? Perhaps you don't understand the mechanic enough (if you do, that's cool) but when the conditions ARE MET and they don't do it to win it's all because of that mentality; i.e. it's too risky, so I won't even bother learning tech for it. How does that even make sense? To ignore the mechanic in the game completely, on the ground's of the 'situational' bs is dumb, cause all it takes is KNOWING you can kill someone with it and having the right set ups. Set-ups can be countered? Combos can be dropped? Well I'll be, thanks for telling me how fighting games ALWAYS ARE ¬_¬ See, MORE excuses. What, because a combo can be dropped that's why you shouldn't learn it? Because a set up can be countered that's why you shouldn't try it? Negligence of a game's mechanic for such dumb excuses make no sense what so ever. Granted some points made about top players doing well regardless of the mechanic are true, such as #14's post about the health lead. And yet I see so many situations where the conditions are met, because not every match ends in a perfect or one sided victory does it. But oh no, because the conditions met for Pandora aren't explicit and the commentators don't talk about it then obviously it can't be viable can it...Look guys, I get it. Top players wanna win and focus on what works, and hell even if they had Pandora finishers they might not have been able to pull them off (trust me, been there, done that). But constantly I am bombarded with negativity and naysayers about the mechanic when I've seen it kill people ALL THE TIME online and in offline sessions that aren't recorded, the ONLY place I haven't seen it is in tournaments. And to be honest some online players are WAY better than tournament ones. I'm not making a value judgment as I know the conditions are different, but the point is that I cannot accept people saying it's useless still considering how much work I've done creating tech for it and the amount of times I've seen people get killed by it. It's frustrating y'know, to see this mechanic excel fantastically but all because of this tournament validation bs the general FGC won't accept it, it just makes no sense.
Y'know I sometimes wonder why I'v bothered to make all this tech and promote the mechanic when it's obviously changed nothing, and people are still ignorant about it. Despite the tens of pandora tech videos, and the several compilations of wins with pandora people STILL put it down for very unreasonable claims...It's like we're back to square one from a year ago when people were saying it's stupid and useless. And what, all because since tournament players haven't done it then it's not viable? Pfft, with that logic screw making any tech then, let's just let the 'tournament players' do everything and learn from them instead ¬_¬
@ 16, 17 and whatever else you wanna say... Will you just shut the hell up already? I really doubt people will EVER care about pandora. Sure you can make a team based on pandora but cmon. Idk why you spend about 20 min of your miserable life ranting about a game mechanic that cleary few people care about. Your words are falling on deaf ears, get over it.
People are missing the point completely. It's not to squeeze out a bit more damage in your combo, it's to do a combo to kill your opponent where you otherwise couldn't.
600+ damage without gems off a confirm that started with 1 or no bars. There is definitely a situation for it.
Lets compare to SF4. Say I'm akuma and I have no health and I land a jump in roundhouse and confirm into a heavy punch into a combo. Now I can see that if I do 2 fadcs (I have 4 bars) I can kill and win the game, but if I drop it and get hit by his mash DP I lose the round and lose my meter.
In my eyes it's better to go for the kill and guarantee the game, but what everyone here seems to be saying is na don't go for the combo and just hope you land another hit without getting chipped/timed out.
@16: Honestly, I went to the lab and tried EVERYTHING I could with my Ryu X Hwoarang main team to squeeze out damage with Pandora. The issue is that when you use it, the game doesn't count it as a tag.
In normal instances, if you tag, the combo/juggle resets in a sense, and you can do whatever starting with a refreshed juggle counter. With a Pandora activation, however, it doesn't reset. So if I do whatever > launch/tag to Ryu > cr.MK > EX Joudan (for the wall bounce) > Pandora, I can't do ANYTHING after this because juggling into EX Joudan eats up all of Ryu's "juggle counts". If I have a good amount of meter by the end of the round, I already made a TON of ways to get 500-600 damage combos if I utilize the right stuff. It's actually a bit tougher than it looks to use Pandora in a way that someone would find "worth the trouble". It's not gonna do enough damage to justify doing a plain cr.MK > EX Joudan > Pandora out of nowhere, and most of Hwo's ground bounces lead to crappy Pandora combos. I'm sorry, but I just can't justify using it for my team.
To be fair, a lot of the stuff that top players do are very situational once the game has matured.
So, give the game some time to develop but don't ever count out Pandora being used more in the future.
Pandora is a viable mechanic.
Check my comeback matches:
http://www.youtube.com/watch?v=k0N567...
Enjoy!";)
@20, ok let me give you an easy example with 2 characters I know how to use.
Ryu/Rufus. A pretty staple team when the original came out.
Off of a low forward into EX Joudan (1 bar start), the best Ryu can do is 357 damage (followup is jump HK, cr.HP xx Tatsu). If instead I go into pandora and do Rufus' super it does 458 damage (if they have around 400 HP left this is going to kill). If I instead do a better combo which is pandora into far.HK, far.HK, super I get 561 damage. This was all off a simple low forward with 1 bar and a much easier combo than the regular one as well. With 3 bars the best damage I can get is 510 in the same situation.
With a similar combo starting with a jump-on I get 439 off a regular combo while I get 630 with Pandora in the same spot.
With Rufus in the same situation of hitting with a cr.MK I get 347 off of a regular combo or 557 off a pandora combo. With a jump in its 431 normally or 613 with pandora.
Now if you still say that this is impractical, then there's something wrong. This is just a simple example with 2 characters with EX wall bounce moves. Given characters with more mechanics such as ground bounces and tag cancels you can get a whole bunch more going.
The only reason not to go for a Pandora combo that will kill while a regular bnb won't is if you want to save your meter or you're already about to win by timeover.
Unless you can give me better alternatives in those simple situations I described, I'm going to call Pandora practical and keep on using it whenever the time suits.
I'm not gonna lie this game is flipping sick!!!' Pandora is situational, most definitely not useless, I think the pros are still getting their heads around it and I'm sure in the future pandora will pop up more. as of now do your research for your teams and workout when is best to use pandora. I tend to find myself not using it much but that's due to situations when it's not needed, I tend to find when I'm loosing the other player has a healthy lead so pandora is not the best option and when I'm winning I've usually got more than 25% life so I cannot activate it. And when I should use it I tend to forget loool in that split second I think "ah man I should of done pandora" lol games still young but I've had faith in the games mechanics from the start and share the same views of the out spoken pros. I think sfxt is a very very good game balance seems nice at the moment no one seems broken and the tiers seem tight
@23: I can't justify using it for my team = MY TEAM. RyuXRufus =/= RyuXHwoarang. I can't do Pandora after Hunting Hawk, and I already got a few shenanigans I utilize after the EX Joudan that won't straight up end the match in 10 seconds. I got one more idea I'ma try out during the summer break (when I'm back at my PS3), but as of right now, it's just not worth it FOR ME.
@27, What I'm saying is that you've given up already without even trying properly. I gave you practical situations for Ryu/Rufus and I'm sure you can find practical situations for Ryu/Hwo. You're only limiting yourself. I was considering trying some stuff out in training mode, but that would just class as spoonfeeding.
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