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So how do the maps and extras look? A new rulebook is good. I am really curious about the maps though. I heard they were smaller, but are they good for quick brawls?
The maps are much smaller. They are 6x16 squares, two starting areas at 3x4 squares. They are pretty fun for a quick brawl, but they negate ranged based characters pretty hard (rather, the normal advantage range has over melee). They have a nice smattering of different terrains though.
Good review, Ken is definitely awesome. Didn't realize Chun-Li was so good, but I'll have to give her another look.
Great work on both articles. It would be nice if you could do one more about the most efficient figures in the set. I know it would be difficult to put together a competitive pure SF team but I would like to try at some point.
I really wish you'd gone over some/all of the pieces in the actual set.
I'm sure it was helpful to some, but within 5 minutes of looking at the dials I realized they were all terrible with the exception of Ken and Chun-Li who are both great.
Personally, I think Blanka is a 2/5 and Ryu is a 2/5, but otherwise you're spot on.
I think the reviews are all looking at how usable these figures are in normal Heroclix games. I wish there was also the viewpoint of how they'd function in the one vs one SF rules against other SF figures. I think they were designed for use within that scope and not necessarily for Marvel/DC Heroclix.
Personaly I think that Dhalsim is worst of bunch. Basically only thing he does is phase/teleport. Thats it. My favorites from bunch are Blanka becouse of poison and Chun-Li becouse of flurry. With Guile, Ryu and Ken I am in between.
Nice review, though I thought it was a bit harsh on Ryu. I'd have rated Ryu a bit higher, potential Invuln busting damage on nearly every click for 50 points is worth at least 2-3 shields. Overall you made good points about the clix.
I'm hunting down the singles for Chun Li, Ryu and Ken so It's always good to hear thoughts on them.
Ryu, I wouldn't say is HORRIBLE... I mean, dealing out 4 damage for just 50 points isn't THAT common... but it IS very difficult to pull it off with his 4 range. I'd be generous and give him a 2.
I probably should've explained this better, but a large part of the rating is based not on how playable they are in a vacuum, but on the answer to the question--"If I've decided I want to do X, at around point cost Y, how likely am I to decide that this piece is the best one for the job?" For example, I cut Blanka some slack because even though he's not very good at any of the things he does, the things that he does complement each other well, and there's no other piece in his range that does all of them. Ryu is the opposite--he's probably more out and out playable than Blanka, but there are a ton of pieces that make him completely irrelevant.
Quote : Originally Posted by tylerdrake
So how do the maps and extras look? A new rulebook is good. I am really curious about the maps though. I heard they were smaller, but are they good for quick brawls?
They're great for one on one matches, and if you have fond memories of SF2 you might get a kick out of seeing 'top down' views of classic stages, as I did. If you tried to get more than 3-4 figures on the map, though, it would get very cluttered in a hurry.
Quote : Originally Posted by Troma99
I actually have Blanka as My MEtron Killer in Golden Age Games:
Blanka+Armor Piercing and Protected...totally worth it
I don't understand. Metron can Teleport away, so Plasticity doesn't help--why wouldn't you use the much cheaper and better defended Cheshire instead? She also starts with Poison instead of having to push to it.
Quote : Originally Posted by Manchine
What does it matter if you are based or not. Flashkick takes effect if you are based or one square away.
Because if you're based, you have to roll breakaway to use it. Even though you can choose to move 0 squares as part of it, you must move to use it and a move of 0 still requires breakaway. That's essentially giving your opponent Super-Super-Senses that stacks with any actual Super-senses they may have, and the total odds of you landing the attack becomes abysmal.
Quote : Originally Posted by irweasel
Great work on both articles. It would be nice if you could do one more about the most efficient figures in the set. I know it would be difficult to put together a competitive pure SF team but I would like to try at some point.
Quote : Originally Posted by Sentinel Mark V
It'd be awesome if we could have a review on all of the characters just for fun. But, great article and thanks for the tips!
Quote : Originally Posted by UltraDRGN
I really wish you'd gone over some/all of the pieces in the actual set.
Originally, I had planned to do reviews covering every piece from Street Fighter, but I underestimated the demands on my time and creative energy that my job ended up taking. I wrote these right before I started working in earnest, and sadly haven't been able to do anything more since (that was over a month ago). I still want to do reviews for the rest of the set, and if I find myself able to, I will.
Quote : Originally Posted by LabRat
I think the reviews are all looking at how usable these figures are in normal Heroclix games. I wish there was also the viewpoint of how they'd function in the one vs one SF rules against other SF figures. I think they were designed for use within that scope and not necessarily for Marvel/DC Heroclix.
I have actually played a decent number of one on one Street Fighter matches, and it's pretty fun that way. I haven't found it to be very strategically or tactically deep, however, especially compared to 'traditional' Heroclix. So a review along those lines would be running counter to the strength of the format--spending a few minutes mindlessly knocking heads.
I probably should've explained this better, but a large part of the rating is based not on how playable they are in a vacuum, but on the answer to the question--"If I've decided I want to do X, at around point cost Y, how likely am I to decide that this piece is the best one for the job?" For example, I cut Blanka some slack because even though he's not very good at any of the things he does, the things that he does complement each other well, and there's no other piece in his range that does all of them. Ryu is the opposite--he's probably more out and out playable than Blanka, but there are a ton of pieces that make him completely irrelevant.
They're great for one on one matches, and if you have fond memories of SF2 you might get a kick out of seeing 'top down' views of classic stages, as I did. If you tried to get more than 3-4 figures on the map, though, it would get very cluttered in a hurry.
I don't understand. Metron can Teleport away, so Plasticity doesn't help--why wouldn't you use the much cheaper and better defended Cheshire instead? She also starts with Poison instead of having to push to it.
Because if you're based, you have to roll breakaway to use it. Even though you can choose to move 0 squares as part of it, you must move to use it and a move of 0 still requires breakaway. That's essentially giving your opponent Super-Super-Senses that stacks with any actual Super-senses they may have, and the total odds of you landing the attack becomes abysmal.
Originally, I had planned to do reviews covering every piece from Street Fighter, but I underestimated the demands on my time and creative energy that my job ended up taking. I wrote these right before I started working in earnest, and sadly haven't been able to do anything more since (that was over a month ago). I still want to do reviews for the rest of the set, and if I find myself able to, I will.
I have actually played a decent number of one on one Street Fighter matches, and it's pretty fun that way. I haven't found it to be very strategically or tactically deep, however, especially compared to 'traditional' Heroclix. So a review along those lines would be running counter to the strength of the format--spending a few minutes mindlessly knocking heads.
Context My Friend I'm talking about chase Blanka
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Because if you're based, you have to roll breakaway to use it. Even though you can choose to move 0 squares as part of it, you must move to use it and a move of 0 still requires breakaway. That's essentially giving your opponent Super-Super-Senses that stacks with any actual Super-senses they may have, and the total odds of you landing the attack becomes abysmal.
Has there been a ruling on this because thats now even close how I would interperted it. Even if you fail the breakaway you still get the attack. It doesn't say you have to move to make an attack. Just that you MAY move.
I was comparing it to charge.... Dang it I think you are right. =/
I don't see why you would have to roll breakaway for Guile's SP.
Its being adjacent to a character....
Quote
To break away, roll a d6. On a result of 3 or
less, that character fails to break away and can’t
move; resolve the action immediately, including
assigning that character any action tokens
for that action. On a result of 4 or higher, that
character succeeds in breaking away from all
opposing characters adjacent to it. Regardless
of any game effects, a d6 roll of 1 automatically
results in a character failing to break away,
while a d6 roll of 6 automatically results in a
character succeeding in breaking away.
The problem is, these dials are completely overcosted because of the street fighter Team Ability (which seems to cost the equivalent of charge on every click).
If you look at these figures as 30 point dials without the team ability, they are actually a lot better.
Eh . . .
I have no sekrets, I just am.
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