Dude, Where’s my Character? 2009 Edition!
Of the various articles I’ve posted, Dude, Where’s my Character? has always been my favorite. Every now and then (although it appears to be annually), I’ll write an article that brings underrated or forgotten characters to the forefront of attention. Although a lot of characters get the shaft for good reason, some are simply forgotten when they otherwise shouldn’t have been.
So, let’s cut to the chase:
:::Balrog::: - Matching all 3 symbols with Visions of Destiny means John Herr isn’t the only one to abuse the card. I’m actually extremely surprised we haven’t seen much Balrog abuse going on. With Communing with the Ancients to act as Float, Algol’s support for draw, and Balrog’s own punches (Crazy Buffalo is crazy), he ought to truly be used more.
::Blanka:: - OK, all that momentum generation must be saying SOMETHING…isn’t it? The guy’s every bit as beastly and aggro as he should be. Although Powerful attacks are far and few and multiple attacks don’t particularly exist in its symbols, again, surely there’s a use for such momentum generation.
::E. Honda:: - Remember Your Mind is Known to Me? Remember how it never saw play? Ladies and gentlemen…Honda. Honda plays YMiKtM. He plays it very well. Why? Because while committed, it’s a +1 mid block that can be used over and over again. Free Will and Tag Along recur it, while Free Will and A Samurai’s Life bounce it to the hand. Being able to see your opponent’s hand on an otherwise routine basis and block it with a massive 6/30 stat distribution, again, shouldn’t be ignored. Talk about a sleeper, a character that works best while committed?
::Felicia:: - I understand people have tried time and time again to get 6-check Felicia to the top, but something tells me there’s a better way to do it. The first ability printed on her character is one of the best in the game hands down. Add your entire card pool to your momentum. That means she generates momentum faster than any card evar, and what’s more, she has the symbols to pull off amazement. Whether it be Combosauce or just Feline abuse, this girl needs to start seeing more play, and not just running jank like Excitable so that you have 6s.
*Hsien-Ko* - Remember Harrier Bee? Remember how everybody wanted it errata’d, but it never once saw play, so nobody cared? Of course it never saw play; it’s a 2 check no block that needs to be in the momentum face-up. That’s where Hsien-Ko comes into play. Every attack must be added to her momentum. Unless Harrier Bee’s first enhance gets negated, it will always be in the momentum. With Harrier Bee in play, the opponent must discard 2 cards per copy, per attack. 18 might not be much health, but it kinda makes winning that much harder when you’re losing 2-8 cards per attack.
**Morrigan** - I miss Morrigan. A lot. She’s so utterly broken, but ever since she lost reliable card draw and Contemplation, she just kinda died. However, she is still very much legal, and very much amazing. Between Hilde’s support and Donovan’s support, the girl has more than enough room to draw, but what’s more, in case people forgot, her reduction goes into negatives! Fun stuff is fun.
*Karin* - Karin has two amazing things going for her: built-in Spike negation and the ability to end an entire turn with one reversal: Mujin Kyaku. While Mujin is pretty statistically inferior, it doesn’t matter when an opponent’s entire turn is coming to an end. With an amazing symbol spread, the girl has plenty of options to run with, and a signature attack to really piss-off an opponent. Off Fire, Reunited can nab Mujin each and every turn.
:.:Mai:.: - I still retain my opinion that Mai is better than Sakura, even though they’re somewhat hard to compare seeing as how they only share 1 symbol. Anyways, Mai is stupid, and she shouldn’t have fallen off the radar. With just one momentum, she has access to her entire discard pile. Whether it’s an attack you need to seal the game or a deadly action, Mai can tutor it. What’s more, she’s gonna gain vitality as soon as she starts playing stuff, making her extremely annoying to take down.
.:::Taki:::. – Taki is an aggro superstar. While Ivy is busy attracting all the attention, Taki is actually working (lol). Her ability to draw when she deals damage means she supercedes her handsize by a large margin, especially when you incorporate her abuse with Wind Dance and Natural Leader, and the obvious Shooting Capoera. To all Ivy players, please, do not fret, there are other alternatives. By other alternatives, I mean Taki.
My argument of Taki being better than Ivy:
I figured I might as well address why I think Taki is better than Ivy, and who knows, maybe some people will find it helpful.
1. They both have All and Void, and let’s face it, who wants to run Life Ivy? Lol. They also have a 6 handsize and similar vitality, meaning the two have a LOT in common. I mean, they both draw at the cost of a foundation and both have ways of playing attacks easily. Eh? :3
2. While Ivy is pressured to run weenies (which almost always trigger her R) or run big attacks (which have no promise on triggering her R), Taki’s static works any time you deal any amount of damage, INCLUDING if you have no ready foundations (or any foundations at all). As such, Taki can run any attack line-up she wishes, while Ivy is busy worrying about her attacks dealing a certain amount of damage
3. Taki has Air, and really, that’s a HUGE advantage over Ivy. While Ivy does have Void-only access to Shooting Capoera (which Taki has as well), Taki not only has Capoera, but Wind Dance, which, sorry guys, Wind Dance is amazing. In Taki, a Wind Dance line-up could include such things as Hurricane Punishment, Low Reaper, Omni-Directional Cluster Bomb and Oratorio Halcyon, while being backed by Communing with the Ancients. Like I said, having Air is an immense advantage Taki has over Ivy.
4. Taki’s enhance is more reliable than Ivy’s foundations. Taki’s enhance is built-in, and works well with Natural Leader, White Gi, or Lord of the Makai. Ivy must rely on either foundations, or Switching Weapon Styles, which of course is subject to KFT. Taki’s enhance discards up to 3 cards very easily, while Ivy must either peg down 1 attack at a time, or rely on her action, which also clogs her card pool.
5. Taki’s main attraction, her draw ability, cannot be touched by Tag Along, as opposed to Ivy, who can be. This is a HUGE advantage Taki has over Ivy because, while Taki loves her enhance, it is but a bonus, and generally isn’t too phased by Tag Along (if they even have one). Ivy, on the other hand, is almost ALL reliance on her R, and unless she KFTs (which 2 foundations might be necessary for passing checks), her turn could be ruined, and as Ivy must string weenies, that’s saying a lot.
So, really, Taki is better. Try Taki with pokes, try Taki with regular attacks, and then build Ivy and tell me your results. If Ivy works better for you, then buena suerte, but I promise you Taki is better in every way.
::Talim:: - Talim’s attacks are not blocked. Period. In all three symbols, she has a wide array of mid attacks to be giving a heaping +3 speed to, and needless to say, she tears up with Wind Dance like none other. I’ve built pure Air and pure Good Talim, and maybe one day Fire, and as I’ve mentioned often, I have yet to have an attack be blocked. What’s more, her R is great for this recent flux of Hilde decks and damage boosts.
**Elena** - Elena makes tremendous use of Siegfreid’s support. By using Hualin’s Shop in conjunction with Needs no Ally, giving attacks Multiple: 1 becomes a breeze, and boy does that sure have its uses. Also, under most circumstances Elena will be giving every attack she plays +1 speed and +2 damage, making her aggro capabilities hard to rival. Oh yeah, and uh, Wind Dance =D.
::Ukyo:: - Ukyo was an OK character pre-set 12. He could uber reduce attacks, which was nifty, but otherwise, he had nothing going for him. Then came along a man named Lu Chen who gave him the means to clog both players card pools, and all of a sudden, Ukyo became amazing. With Master’s Challenge and Warrior Poet, Ukyo clogs both players card pools, and by both players, I mean just your opponent’s, because with his F, your entire card pool is gone. What’s more, don’t ever expect to take damage on your opponent’s turn. Block attack 1, use E Commit on attack 2, R with Arrogant and Insolent, Block 3, use E on Attack 4. Or, Block 1, use E Commit on 2, Block Soul Burner on 3, E on 4. He’s a beast, and if anybody has extra Ukyos I need one >_>
*Gen* - So yeah, I notoriously trashed Gen in the past, because I’d had him built when he FIRST came out, y’know, like when he tutor’d Clones? Well, during that time, I just didn’t like him; he wasn’t NEARLY as good as people had boasted he was. A lot’s happened since then, and now, I think he’s perhaps THE counter-meta character. Off either dual or tri-symbol, Gen’s amazing stat distribution and ability to tutor such cards as Atoning for His Wicked Deeds and the newly-reprinted Cursed Blood means he has a lot of options for countering the common meta. What’s more, access to both The Ways of Punishment AND Feline Spike mean the guy can kill in various ways.
**Sogetsu** - The new **Ukyo** of this block. He is the premier character to be using Aquakinesis. With all the card draw in his symbols, the guy is the closest this block has to **Ukyo**. Two symbols in common and the ability to both draw and discard? Can’t be a coincidence. How to abuse him? Various ways. Personally, I’d want to use Void because of all of its Draw, as well as The Ways of Punishment and White Gi. Order has Lord of the Makai abuse, which works well with his F, and Water is simply amazing, and of course, has Feline. Either way, Sogetsu’s support was designed very intelligently for his character, and the guy’s aggressive prowess rivals that of Seong Mi-Na, whom is similar to Sogetsu in many ways. I’d like to think that people will eventually realize this and build Sogetsu.
Anyways, hope you guys enjoy!