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Khanage
Australia
เข้าร่วมเมื่อ 31 ม.ค. 2014
I mostly make videos about fighting games!
Some are short, and some are long, but I hope you enjoy.
If you do, consider watching more of my videos! If not, that's also fine, watch someone else.
I also don't really read comments, but I genuinely appreciate all the support you guys give me through leaving nice feedback and the time you spend watching my videos :D
Some are short, and some are long, but I hope you enjoy.
If you do, consider watching more of my videos! If not, that's also fine, watch someone else.
I also don't really read comments, but I genuinely appreciate all the support you guys give me through leaving nice feedback and the time you spend watching my videos :D
The Worst Comeback Mechanic of All Time
Fighting game comeback mechanics are a touchy subject, as they sometimes can be too strong, leading us all to a never-ending discussion of video game balancing.
Today, I wanted to cover what I consider to be the worst fighting comeback mechanic of all time: Street Fighter X Tekken's 'Pandora'. With a gimmick of sacrificing your point character to buff your anchor, Pandora sounds cool on paper, but aside from some awesome visuals, it's almost useless.
MUSIC:
Ghost Trick - Ghost Trick: Phantom Detective
VS Rival Battle (Street Fighter 1) - Street Fighter X Tekken
Pitstop 109 (Day) - Street Fighter X Tekken
Pitstop 109 (Night) - Street Fighter X Tekken
Blast Furnace (Normal) - Street Fighter X Tekken
Blast Furnace (Panic) - Street Fighter X Tekken
Mishima Estate (Upper Floor) - Street Fighter X Tekken
Mishima Estate (Middle Floor) - Street Fighter X Tekken
Store Screen - Street Fighter X Tekken
Antarctica - Street Fighter X Tekken
Today, I wanted to cover what I consider to be the worst fighting comeback mechanic of all time: Street Fighter X Tekken's 'Pandora'. With a gimmick of sacrificing your point character to buff your anchor, Pandora sounds cool on paper, but aside from some awesome visuals, it's almost useless.
MUSIC:
Ghost Trick - Ghost Trick: Phantom Detective
VS Rival Battle (Street Fighter 1) - Street Fighter X Tekken
Pitstop 109 (Day) - Street Fighter X Tekken
Pitstop 109 (Night) - Street Fighter X Tekken
Blast Furnace (Normal) - Street Fighter X Tekken
Blast Furnace (Panic) - Street Fighter X Tekken
Mishima Estate (Upper Floor) - Street Fighter X Tekken
Mishima Estate (Middle Floor) - Street Fighter X Tekken
Store Screen - Street Fighter X Tekken
Antarctica - Street Fighter X Tekken
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It was basically xfactor just hella worse
You forgot to mention baroque from tatsunoko vs capcom
You guys could change the parameters…make a Pandora only mode Imagine if Smash was played with items! plus the community also added teams to official tournaments
The game was ported to the Dreamcast and PS2. The PS2 version of the game had a redrawn artstyle and had 3D Backgrounds in their stages. It was released in 2003 and was apart of a 2 in 1 compilation it was this and 2000 called KOF 2000/2001 or KOF The Saga Continues in JP and Europe.
i think a comeback mechanic not being worth using makes it a pretty good comeback mechanic in the grand scheme of things
Super Saiyan but Goku was the one to kill Krillin and he still lost
"Oh no, i cant kill both my oponents characters in 10 seconds while losing the round" If it was as strong as youre saying, it would be another unbalanced mess as mvc3's x factor
Street Fighter X Tekken will never stop to surprise me in how RETARDED the devs of that game were, there's literally no other word for it, cuz you have to be mentally ill to waste such a good fkn concept such as that.... Also not stopping the timer while in any cutscene should be studied for any Fighter dev
3:15 Ouch.... Lion should definitely be dead.
i mean, as comeback mechanics are bad anyway. This is a better comeback mechanic than tekken rage stuff imo.
9:10 Funnily enough, another Capcom game, Megaman Battle Network 6 solved this with Beast Over, where if you use that comeback mechanic, you lose all access to other crosses (Forms you can change Megaman into for abilities.) and your HP starts plummeting to 1. It won't kill you but it will make you a one shot unless you have an Invis or Barrier/Aura chip up, so it's pretty balanced on it being gambling on a comeback mechanic and still possible to win if it's countered.
SFXT should be mocked less for its mechanics and more for its grotesque art style. JFC it's rank. My eyes can't stand the FLAMES and the SHAKING. Please be interesting instead of leaning on short cuts.
"Diego" reminds me "Travis Touchdown" from "No more heroes"
I esthetically prefer DOA5 LR ❤
12:40 Steve stance in Tekken: Focused Boxer Steve stance in SFXT: Hitting that sh!t
One thing I did think was quite cool about SFxT was that you could do EX and super moves without meter by charging regular specials. I'm not sure how practical it is to use in an actual fight but the idea is pretty cool. :)
Comeback mechanics shouldn't exist in competitive gaming.
the only comeback mechanic worse than Hell Fire from GG Xrd
when i first found out how to do a pandora i thought it was op and shit but then i died.
I can see why Pandora sounded cool on paper, was a _mistake_ in practice, but also a lesson on how *NOT* to implement comeback-based MAX modes in fighters.
Well if this video made you want to play a bit of the game too bad cus now you can't even buy XTekken in Steam anymore Thanks Capcom.
they truly messed up with this game in every aspect huh?
It looks so cool!
Why are you playing with Japanese voices? Are YOU Japanese, OP? If so, understandable. But if not...why?
Because they give the option and people like it?
It could also work like how Eliza's Form works in Skullgirls in that AFTER the main timer is drained, it just starts draining your remaining health as a second timer so you still have a chance to do other stuff, but if you try to pop it at really low health, it won't extend it more
I feel like a community patch should be made to give the game a chance to use all of it's mechanics in a more balanced way
Ironically, if activating pandora mode locked the match into having a 10 second timer, that MIGHT have effected how time outs played out. Like, if your opponent is going to run out the clock, you might as well try to go for the damage buff and time extension. Will this ever work practically? No, but it at least sounds interesting
WHAT IS THAT MELODY IN THE FIRST TWO MINUTES🔥🦅🗣
I have to say, when you said "Worst comeback mechanic of all time" I expected something... worse I mean, yeah, Pandora is useless, but I was expecting a press A to win if you took 10 hits this match type shit I mean, Pandora sucks but it's useless at worse, ignorable at best, you don't have to use it and it's as if it never existed Sure, that's not a good mechanic but it's impact in the gameplay is so small I guess I'm not really that offended by it, it looks like a funny way to flex on your opponents tho
I love this series , I think the gameplay Is great , easy to pick up but at the same time Is deep , I like the fast paced combat, very fluent and of course I love the overall design , the DOA girls , and the fan service . My favorite Is DOA 4 , I think Is a great game , too bad Itagaki left tecmo because I think the series lost some inspiration and the new people in charge became too greedy with the DLCs. Also I didn't like too much the new art direction , I prefer the more colourful style from Itagaki era.
I feel like the worst comeback mechanic is the fatal blow/rage art
is SFXTK still worth playing, i can play it on vita.
Yoooooo ghost trick ost to kick the video off, based
I never knew this mechanic existed in the game.
Here's how I would fix the system. It would still sacrifice your point character and bring in your second but in this rework I would: - Make the timer pause during supers (both the main timer and Pandora's). - Make the Pandora activation put the opponent in a forced wall bounce if they are close to the user, both when used raw or during a combo, allowing for extensions. - Allow the user to effectively "FADC" out of launchers or special moves (basically like performing a Switch Cancel but without actually switching characters). - Increase the Pandora timer from 10 seconds to 20 seconds, and also freeze the main timer until Pandora ends. When this happens, the main timer unfreezes, and the round continues like normal, and in cases where Pandora is active on the opposing side, in which the main timer unfreezes when *their* Pandora ends. - Rework the Gem system to work as follows: a. Meeting the condition for each Gem in your loadout now "charges" the Gem, rather than provide its respective attribute boost right then and there. b. Activating Pandora "activates" all charged Gems, and it is *then* that the buffs are given, and they last while Pandora is active on the user. In other words, the buffs provided by Pandora are now determined by the Gems that have been equipped and charged prior to activation. (For example, Immense Power increases damage dealt, Harmonize healing the user by a flat amount of health, etc.) c. These boosts will also be stackable, allowing for more creativity with filling your Gem loadout.
I have literally used Pandora like one time during my playtime of SFxT Even as a kid i knew it was trash
Holy shit, its so much worse than I remembered it being. The timer not stopping is pure comedy
At least the characters look cool in pandora
Max save sfxtekken.
I need them to make a horror game with the same sound aesthetic This game had a lot of grunge and dark undertones The aesthetic itself is so strong. You actually feel you're IN the stage. Its insane Great vid man
16:50 to bad the character models look so ass. the pandora design looks super cool as a concept . idk what it is with SF obsession to make characters ugly to the point that its unpleasant to look at them . heihachi looks like the hatefck child of a cartoon clown and a first born space marine in this game
What if they had just made Pandora be the only way to turn on your gems and that gave you a comeback mechanic? Turn on Pandora and you can give yourself your gems and suddenly you do a lot more damage for 10 seconds or get a lot of meter back or slightly heal your partner or something. Condensing both into 1 singular thing would've taken away from forcing the player to both use gems and giving them a completely worthless comeback mechanic.
>No Gill because too much SF, and is too big >Replace with a giant RE character Bruh
Fun fact: Alisa super animation lasts more than Pandora timer
I think it really says a lot about how bad of a “Comeback Mechanic” Pandora is when they make two different boss fights where the CPU has Pandora the entire fight, and in-universe the godlike being who is the origin of Pandora tries (but not really) to get the fighters to stop using it because it’s not meant to be used by mortals. That speaks to me as such that it was kind of a crapshoot.
I disagree that it's the worst purely because it's completely inoffensive.
This game and GTA 3 was the main reason I brought a ps2 back in the day.
It was made this way because at the time comeback mechanics were starting to annoy people with how busted vanilla x-factor was along with early Netsu in Tekken 6 and ultra combos. Yes, you can still peel off 70% life if you have a setup for your Pandora combos especially with Gem set 4, but you can't pop it like you can with X-Factor, activate it passively like Netsu, or catch someone sleeping with a wakeup ultra.
Still better than the Rage comeback mechanic! Great video again khanage ❤
I wonder why Pandora affected Heihachi differently?