Introduction
The Street Fighter Collab will be one of the largest Collabs to be released in Puzzle and Dragons due to the sheer number of cards released. There are 8 unique 6-star cards that have 3 distinct evolutions forms along with 9 5-star monsters for a grand total of 17 different possible rolls.
Furthermore, many of these cards feature unique active skills that cannot be replicated elsewhere along with homage being paid to their abilities within the franchise.
As a whole, this an exciting event due to the numerous unique active skills and cards. Sadly, one drawback is the difficulty in acquiring any one specific card due to the sheer number of monsters available. On the bright side, all cards come with a Voice awakenings so players can enjoy hearing their iconic lines.
To potentially offset the sheer size of the Collab, all Diamond Eggs will be available for 2.5% each (total 20%) with the Orb Skin Ken at 3.5%. Furthermore, nearly all of the Diamonds have merit so there is value in rolling due to their high total rolling rates.
This article will review each monster’s strengths and weaknesses to give a better understanding of what one can expect within the Street Fighter Collab.
Just be aware that all rolls will cost 6 Magic Stones along with the Monster Exchange demanding a 5:1 trading ratio.
Finally, the JP 7 Year Anniversary Stream occurs on February 20th and may reveal something more powerful. Thankfully, this occurs during the early days of the Street Fighter Collab so it is possible to wait and see what is going to be released.
Video commentary
—video coming soon—
Overview
Street Fighter Collab REM – Feb 15, 2019 |
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6 Star base | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 Star base | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Street Fighter Collab REM Rankings – Feb 15, 2019 |
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S | ![]() ![]() |
A | ![]() ![]() ![]() ![]() ![]() ![]() |
B | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
C | ![]() ![]() |
D |
Order within each tier is random and not reflective of ranking
Icons only show base form of the 6-star cards which may not be their strongest form.
Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them
Limit Breaking
Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power but only function in solo mode.
Any card that can qualify for Limit Breaking will having their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.
You can read more about Super Awakenings HERE.
Weapon Assists
Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist is present.
This type of evolution is permanent and cannot be reversed; however, during the card’s respective event, it is possible to Monster Exchange them to reverse them back to the original form. Doing this will forfeit all pluses, skill ups, and awakenings.
6 Star base
All 6-star cards in the Street Fighter Collab come with 3 unique evolution paths with the Evolved form and Weapon Assist sharing the same active. Unfortunately, these form’s active skills have a fixed cooldown which means one cannot leave them unskilled if planning to use the Weapon Assist as a skill delay buffer.
Base Ryu – A
Active: Unlock all orbs; Create L shape of Light orbs with center at bottom row and far right column (5 turn cooldown)
Leader Skill: 1.5x all stats for Light Att.; 3x ATK on the turn a skill is used; 3x ATK and reduce damage taken by 25% when matching 5 or more connected orbs [2.25/182.25/2.25 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Balance
Weighted Stats (Limit Break): 905 (1131)
HP 4090 (5112) / ATK 1833 (2291) / RCV 390 (488)
Worth Monster Exchanging for? No
Pros |
Cons |
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Looking at Ryu’s Leader Skill multipliers, he looks like a powerful leader as he has essentially 4x effective HP, 182.25x ATK, and 2.25x RCV. Sadly, a large portion of his Leader Skill is tied to using an active skill each turn.
This becomes problematic as players need to use Light-based cards in order for each sub to benefit from the 2.25x to all stats and we lack a 1-turn Light card. As such, our options are to either use one sub who will contribute little to the team (outside of their active) or a 2-turn card like Diaochan or Rin
. Neither option is perfect as you will either have lower HP/healing/damage or only be able to sweep every other floor as Ryu only has 20.25x ATK with no active. If choosing to use double Diaochan/Rin, you will only have 4 actives for the rest of the dungeon.
On the bright side, Ryu will always be able to tap into his 43.75% Damage Reduction as it is tied to any 5-match which should always be available. This means he can stall through problematic encounters or if using a 2-turn active skill.
In regards to his active skill, he is able to spawn a Light L in the bottom corner with the orbs being along the outside edge of the board ( _l ) on a short 5 turn cooldown. This can also be used to help chain active skills if using a 2-turn card but that also means there will be less actives available for dangerous encounters.
Amusingly, if one has access to 4 Ryus, they are able to form a system as they can use his active every single turn.
Evolved Ryu
Active: Create square of Dark orbs with center at 2nd row from top and 2nd column from left (13 turn cooldown)
Leader Skill: 3x ATK and reduce damage taken by 35% when above 50% HP; 2x ATK when matching 4 or more connected Dark orbs up to 6x at 8 orbs [1/324/1 Resist 57.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Balance/Devil
Weighted Stats (Limit Break): 905 (1131)
HP 4090 (5112) / ATK 2033 (2541) / RCV 270 (338)
Worth Monster Exchanging for? No
Pros |
Cons |
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Evolved Ryu is completely different compared to his base form as he wields a new Active and Leader Skill along with a new set of awakenings. His active is able to instantly generate a 3×3 Box of Dark orbs in the top left corner. This will instantly trigger his full LS multiplier but can also be used as an inherit if one is needing Dark VDP. The instant generation makes for easy solves and tends to function best on teams with no/low combo clauses.
In regards to his Leader Skill, Evolved Ryu shares the same Damage Reduction clause as Edward in that both have to be above 50% HP. This provides him with reasonably high effective HP but sadly his other ATK multiplier somewhat requires 6 Dark orbs to function.
While Dark Ryu can activate from 4 Dark orbs, he will only experience a tiny 36x ATK which will be insufficient for most content. As such, it is better to simply wait for 6 to form a Row and trigger 144x ATK. For the most part, this should be sufficient damage to sweep most content but waiting for 8 Dark orbs results in an explosive 324x ATK.
As a whole, Dark Ryu can act as a situational leader who excels when VDP is required as he will achieve his full multiplier with only a single 3×3 match.
Weapon Assist

Ryu’s Weapon Assist shares the same active skill as his Dark/evolved form but the awakenings provided are largely wasted. Very few teams actually require an additional 2 SBR (40% resist) and the +1,000 HP is not significant enough. As such, it would simply be better to inherit your Dark Ryu around if truly wanting his active skill on different teams.
Base Chun-Li – A
Active: Create 3 Water orbs at random (2 turn cooldown)
Leader Skill: 5x ATK for Water Att.; Increase orb movement time by 2 seconds; 2.5x ATK and reduce damage taken by 25% when matching 2+ Water combos [ 1/156.25/1 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 906 (1132)
HP 2900 (3625) / ATK 2110 (2638) / RCV 583 (729)
Worth Monster Exchanging for? No
Pros |
Cons |
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Unless one is truly loves the awakenings from base Chun-Li, it is better to make her evolved form as she is a much stronger leader and sub. Main reason is here awakenings are quite specific and tend to fall flat on combo oriented teams.
Evolved Chun-Li
Active: For 99 turns, Water orbs are more likely to appear by 7%; Create 3 Water orbs at random (11 turn cooldown)
Leader Skill: 1.5x HP for Water Att.; 5x ATK when 7 or more combos; 3x ATK and reduce damage taken by 25% when matching 2+ Water combos [2.25/225/1 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 906 (1132)
HP 2900 (3625) / ATK 2260 (2825) / RCV 493 (616)
Worth Monster Exchanging for? No
Pros |
Cons |
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Chun-Li’s evolved form is far superior overall due to her stronger active, Leader Skill, and versatile awakenings. As a leader, she is able to achieve essentially 4x effective HP when matching 2 Water combos.
Requiring 6 Water orbs for full activation and Damage Reduction is usually a liability but Chun-Li’s 99 turn Water Skfyall buff can help offset this. At first glance, 99 turns of enhanced Water Skyfalls seems almost unfair, but when you factor in the small +7% chance, it may not be as unstoppable overall.
Assuming each orb type has a 100/6 = 16.67% chance of appearing, the +7% brings this up to 23.67% which is essentially 1/4. Thus, players would statistically have to clear 4*6 = 24 orbs (or 8 Combos) to theoretically have 6 new Water orbs fall into place. Of course we all know that statistics does not work this way so be prepared for un-activatable boards. Comparing Chun-Li to cards like Eschamali and Sarasvati
(provides +15% chance for their respective orbs) Chun-Li will come out ahead in longer dungeons as one can then inherit something else over top of her to use later on.
On the bright side, Chun-Li’s Leader Skill heavily favours clearing the board each turn as one has to make 7 or more combos to trigger her other component. While it is ideal to always match 2 sets of Water, failing to do so should not spell doom as the 2.25x HP paired with a small 56.25x ATK multiplier should provide enough bulk and can potentially sweep easier floors.
Weapon Assist

Chun-Li’s Weapon Assist is quite potent as she is the second Tape Resist card (other being Glavenus) while also providing a >80% ATK
. Tape Resist via a Weapon Assist is not always needed, but valuable when called upon. Furthermore, most Tape Resists tend to be unlocked via Super Awakenings which have no effect in coop.
In addition to this, the >80% awakenings translates into a 1.5x ATK increase when above 80%. This can become quite sizable for the right teams and the only major drawback is that Chun-Li’s Weapon Assist is fixed on an 11 turn cooldown.
Base M.Bison – A
Active: Change bottom row to Dark orbs; Delay enemies for 2 turns (11 turn cooldown)
Leader Skill: 2x ATK & RCV for Dark Att.; 6x ATK and reduce damage taken by 25% when matching 4 or more connected Dark orbs [1/144/4 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Devil
Weighted Stats (Limit Break): 906 (1132)
HP 3940 (4925) / ATK 2420 (3025) / RCV 85 (106)
Worth Monster Exchanging for? No
Pros |
Cons |
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The base form of M.Bison is an okay card as he can act as a modest leader but he is nothing special in this day and age. The two main issues are his lower damage output (unless matching a row) and the fact that he does not receive any Damage Reduction unless matching 4 or more Dark orbs. This can create a problematic scenario where one needs to tap into the Damage Reduction but matching less than 6 results in insufficient damage.
Furthermore, his active skill has low synergy with itself as the row generation encourages killing a floor while the delay aspect promotes stalling. As such, it would be quite rare to need both. As such, it is best to evolve him into his other form.
Evolved M.Bison
Active: Change 2nd row from bottom and bottom row to Dark orbs; Deal 1000 damage to an enemy 5 times (13 turn cooldown)
Leader Skill: 3x ATK when matching 4 or more connected Dark orbs up to 5x at 6 orbs; 3x ATK and reduce damage taken by 50% when matching 5 or more connected non Dark orbs [1/225/1 Resist 75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 906 (1132)
HP 4020 (5025) / ATK 2520 (3150) / RCV 0 (0)
Worth Monster Exchanging for? No
Pros |
Cons |
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M.Bison’s evolved form functions as a powerful leader as he will almost always have access to his 75% Damage Reduction as it will proc from any match-5 outside of Dark. As such, most given boards will have this available and small 9x ATK will enable players to stall for Dark orbs.
Due to the scaling nature of connecting Dark orbs, it is ideal to match 6 as it will result in far more damage and the massive 75% Damage Reduction enables stalling. Unfortunately, by having to connect 5+ and 6 orbs will result in a lower combo count which may prove troublesome against high Combo Shields. Thankfully, his active skill can act as a pseudo solution.
Evolved M.Bison is able to instantly create two rows of Dark orbs at the bottom of the board which will trigger the Combo Orb awakening. With dual leaders, this will yield two combo-enhanced orbs which can later be matched for +1 Combo each. Thus, using M.Bison prior to Combo Shield floor can help players hit the required number when they arrive.
As a whole, evolved M.Bison is a formidable leader who will mostly be marred by a lower combo count along with slower clear times.
Weapon Assist

M.Bison’s Weapon Assist is able to provide 40% Poison resist which is sufficient when used in conjunction with something like Kralice Rapier or King Bradley’s
Weapon Assist. While this may be tempting, the Dark Rows will often go to waste along with M.Bison having tremendous value in his evolved form. Would not recommend converting unless dupes are owned.
Base Guile – A
Active: Change far left column to Wood orbs; Deal 10000 fixed damage to all enemies (6 turn cooldown)
Leader Skill: 2x ATK when 4 or more combos up to 5x at 7 combos; 3x ATK and reduce damage taken by 25% when matching 2+ Wood combos
[1/225/1 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Devil
Weighted Stats (Limit Break): 906 (1132)
HP 3940 (4925) / ATK 2420 (3025) / RCV 85 (106)
Worth Monster Exchanging for? No
Pros |
Cons |
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Base form Guile is nothing special as a leader in this day and age as he requires 7 combos and 2 Wood matches to trigger his full Leader Skill. His multipliers are reasonable but not outstanding when one has to actually match 2 Wood combos to trigger his Damage Reduction. This can lead to problematic stalling situations along with his own personal damage being tied to TPA which means players should have 7 or more Wood orbs to deal meaningful damage with both leaders.
Ironically, his active skill will only provide full activation if another Wood orb is present which can be problematic. Of course players can pair with Diablos but stronger pairings exist.
Evolved Guile
Active: Change top row and 2nd row from top to Wood orbs; Deal 100x Wood damage to an enemy (13 turn cooldown)
Leader Skill: 2x HP for Wood Att.; 3x ATK when 5 or more combos; 4x ATK when matching 4 or more connected orbs up to 6x at 6 orbs [4/324/1]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 906 (1132)
HP 4020 (5025) / ATK 2520 (3150) / RCV 0 (0)
Worth Monster Exchanging for? No
Pros |
Cons |
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Guile’s evolved form is a significant upgrade as he becomes a 4x HP / 324x ATK leader when matching 6 or more connected orbs while being able to use any Wood-type card as a sub. The key thing here is that Guile can match any 4-6+ connected orbs to deal meaningful damage.
These types of teams are quite effective as they have enough health to tank all preemptives in the game which enables them to stall through problematic mechanics. Furthermore, Guile does not have to match 6 orbs and can still trigger 144x ATK with any 4 connected orbs. This gives him some flexibility as with enough 7 Combos/TPA, he can deal meaningful damage. This fluid playstyle will with clear times as he will be less reliant on active skills to clear content.
In regards to Guile’s defensive multipliers, 4x HP ensures he is able to stall when needed along with being able to survive all incoming preemptives. Unfortunately, flat HP has become less ideal due to the fact that we are now starting to see more Gravity + attack combos. This results death regardless of how high the HP pool and is partially the reason why HP + Damage Reduction is preferred.
Finally, Guile’s active skill instantly generates 12 Wood orbs which can either be broken up into two unique rows or can be instantly matched to trigger the Combo Orb awakening. This can be used to solve future combo shield spawns as two combo-enhanced orbs will fall down after matching the 12 orbs.
Weapon Assist

Guile’s Weapon Assist is able to provide 60% Blind Resist which is important for countering Super Blinds. While that can be valuable in some instances, I would be hesitant to convert my only copy of Guile as he is still a potent mono wood leader.
Base Akuma – S
Active: Reduce HP by 50%; Deal 100x Dark damage to an enemy; For 1 turn, only Fire, Water, Light, Dark orbs will appear (9 turn cooldown)
Leader Skill: 2.5x ATK when below 99% HP; Increase orb movement time by 2 seconds; 5x ATK and reduce damage taken by 25% when 5 or more combos [1/156.25/1 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/God
Weighted Stats (Limit Break): 906 (1132)
HP 4053 (5066) / ATK 2505 (3131) / RCV 0 (0)
Worth Monster Exchanging for? No
Pros |
Cons |
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The base form of Akuma has modest leadership potential but his multipliers are nothing special. With that being said, he has the potential to be an incredibly hard hitting sub on teams that thrive on being <50%. This is because his double <50% and two 7 Combos
(with Super Awakenings) grants him 16x personal damage. Furthermore, his God typing means he can be included on Dark Metatron
teams.
This will make him the hardest hitting card on your team and will greatly aid in sweeping content. Furthermore, his active skill has synergy with his awakenings (cuts HP by 50%) along with only allowing 4 elements to fall down.
This restricted skyfall can greatly enhance the chance of additional Skyfalls as each element has a 25% chance of appearing. While there is no guarantee of an additional Skyfall, it also prevents Hearts from falling down which helps ensure your team stays below 50% HP.
Evolved Akuma
Active: For 1 turn, void damage absorb shield effects; Reduce enemies’ HP by 35% (22 turn cooldown)
Leader Skill: 2.5x ATK & RCV for Dark Att.; 9x ATK and reduce damage taken by 50% when 9 or more combos [1/506.25/6.25 Resist 75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/God
Weighted Stats (Limit Break): 906 (1132)
HP 4020 (5025) / ATK 2520 (3150) / RCV 0 (0)
Worth Monster Exchanging for? Maybe
Akuma’s evolved form is an incredibly powerful card as it comes with a Fujin style active skill along with favourable awakenings and a potent Leader Skill.
Being able to ignore Damage Absorb has become somewhat mandatory when playing through challenging content as current leaders lack Damage Control and being able to execute at the push of a button is just easier. While the 35% Gravity is unusual, it can create an interesting combo with Diablos pairings as it will provide a 55% gravity which can bypass most resolves.
If used as a leader, Evolved Akuma will heavily rely on 7×6 pairings as he must hit 9 combos to deal damage as well as tap into his massive Damage Reduction. Thankfully, we have access to both Diablos and Gilgamesh which also means that if players own at least one of these cards, they can enjoy this play style.
Akuma is able to provide a massive 22.5x ATK, 2x RCV, and 50% Damage Reduction shield on his own which is pretty outrageous overall. Thus, pairing with Diablos provides additional bulk while Gilgamesh further improves the already impressive damage. Either way, using 7×6 ensures his Leader Skill conditions are met.
In terms of his awakenings, he solves the need for FUA while also providing high personal damage that can be further amplified via his Super Awakenings.
In addition to all of this, Evolved Akuma is able to function as a stellar sub due to his natural Fujin active and diverse and valuable awakenings.
For the most part, this will be his most desired form if only owning a single copy.
Weapon Assist

Akuma’s Weapon Assist is the first one to feature a Fujin active skill and by providing awakenings improves his value. Furthermore, the Skill Boost can be critical for farming/Ranking dungeon builds and his lengthy cooldown ensures the base active is not overwritten.
I would not convert to a Weapon Assist unless dupes are owned as his evolved form is just so powerful.
Base Sakura – A
Active: Create L shape of Fire orbs with center at bottom row and far left column; For 1 turn, 2x orb move time (5 turn cooldown)
Leader Skill: 2x HP & ATK for Fire Att.; Increase orb movement time by 2 seconds; 6x ATK when matching 5 or more connected Fire orbs [4/144/1 ]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 905 (1131)
HP 2583 (3229) / ATK 2173 (2716) / RCV 638 (798)
Worth Monster Exchanging for? No
Pros |
Cons |
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Base Sakura is another powerful card within the Street Fighter Collab as she is able to lead a potent 4x HP / 144x ATK team. While these numbers may look lowish (for ATK), one has to remember that this is the same as Beach Barbara & Julie . Furthermore, Sakura also features 4 popular Killer awakenings which tend to be the most common spawns found in difficult dungeons. This means she will often enjoy 9x personal damage which can be further augmented via L’s
but could even be played as a Row leader if that is more suitable for your Monster Box. In addition, players can easily augment their damage via high end subs and we are rarely struggling to deal damage overall.
Generally speaking, having to match 5 Fire orbs can be somewhat problematic as not all given boards will have this available. Thankfully, the 4x HP and access to Enhanced Heart Orb sticks like Mel
and Hestia
can make stalling a breeze.
With that being said, Base Sakura is also in a unique position to be used as part of a Leader swap for high end content. This is because she has a short 5-turn cooldown (to inherit Macha ). While this sounds exciting in concept for bonus experience, the team compositions are impractical for the average player.
While Sakura is similar to BJ, she faces the same drawbacks of being a 4x HP leader: the vulnerability to Gravity+hit combos. These abilities will instantly kill any team that does not have Damage Reduction. Furthermore, Beach Barbara & Julie is arguably stronger due to the fact that she can activate from most given boards where as Sakura has to wait for 5 Fire orbs while also having a smaller sub pool and less Killer awakenings.
Finally, Sakura can also be used as a swipe farming leader as her full multiplier triggers from 5+ connected fire which means a full mono board works.
Evolved Sakura
Active: Delay enemies for 1 turns; For 1 turn, only Fire, Water, Light, Heal orbs will appear (12 turn cooldown)
Leader Skill: [Fixed 5 second movetime]; 3x ATK and 1.5x HP for Fire Att.; 5x ATK and reduce damage taken by 25% when 6 or more combos [2.25/225/1 Resist 43.75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 905 (1131)
HP 2583 (3229) / ATK 2373 (2966) / RCV 518 (648)
Worth Monster Exchanging for? No
Pros |
Cons |
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Evovled Sakura has strong LS multipliers as she is able to enjoy essentially 4x effective HP along with a potent 225x multiplier. Unfortunately, this is tied behind a fixed 5 second orb movement time which cannot be improved in any way. This places pressure on the player to move efficiently which can become problematic when FUA or VDP patterns are required.
With that being said, the multipliers offered do not truly justify the movement penalty and players could easily utilize other top tier options with much greater ease.
Weapon Assist

Sakura’s Weapon Assist shares the same active as her evolved form but the awakenings transferred are not exceptionally game changing. In fact, one can almost replicate this via Slepnir’s Weapon Assist which many players now own.
As a result, I would not convert Sakura to a Weapon Assist unless duplicates are owned.
Base Sagat – A
Active: Create 3 Fire orbs at random (2 turn cooldown)
Leader Skill: 5x ATK and reduce damage taken by 50% when above 80% HP; 2x ATK when matching 2 Fire combos, up to 3x at 3 Fire combos [1/225/1 Resist 75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Physical
Weighted Stats (Limit Break): 906 (1132)
HP 4633 (5791) / ATK 2160 (2700) / RCV 33 (41)
Worth Monster Exchanging for? No
Pros |
Cons |
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Base Sagat comes with a potent 75% Damage Reduction shield when above 80% HP but unfortunately, his other activation requirement demands several Fire combos.
This orb hungry nature paired with a smaller window of opportunity will lead to inconsistent activation. While 75% Damage Reduction sounds nice, his threshold for withstanding damage is lower compared to Edward’s and is better off in his evolved form.
Evolved Sagat
Active: For 1 turn, reduce enemies’ defense by 100%; For 1 turn, increase combo count by 2 (13 turn cooldown)
Leader Skill: [No skyfall]; 5x ATK when there are 8 or fewer orbs remaining; 3x ATK and reduce damage taken by 50% when 7 or more combos [1/225/1 Resist 75%]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 906 (1132)
HP 4633 (5791) / ATK 2160 (2700) / RCV 33 (41)
Worth Monster Exchanging for? No
Pros |
Cons |
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Evolved Sagat becomes a potent leader due to his relatively gentle activation requirements and his massive 75% Damage Reduction shield under a No Skyfall clause.
Firstly, Sagat must hit 7 or more combos to proc some damage and his 75% Damage Reduction which is doable on almost any given board. Unless there is exceptionally poor orb distribution or jammer/poisons, a given board will almost always have 7 combos available.
Secondly, players must leave 8 or less orbs on the board which means either 8 Combos or 7 with one of those being a 4-match. Either way, this should always be doable which means Evolved Sagat can enjoy his full multiplier on a consistent basis and players have to only make sure their 7 combo boards have a TPA included.
75% Damage Reduction is quite amazing as it is essentially 4x HP/RCV and can enable players to survive all preemptives in solo mode. Furthermore, 225x ATK is sufficient to sweep through current content, especially when paired with his own personal damage which does reward TPA matches.
With that being said, the largest hurdle I can foresee for Evolved Sagat is forming FUA and VDP boards as they may prevent 7 combos from being achieved. Thankfully, this can be offset by his +2 combo count base active skill.
Weapon Assist

Sagat’s Weapon Assist provides the same resistances as the Rainbow Event Medal Trojan Horse but it is the presence of a <50%
awakening makes it a viable option. This awakening translates into 2x personal damage for the owning card and naturally fits best on teams that thrive when under 50% HP. With that being said, this is can be a potentially high price to pay as his evolved form is a potent leader.
Base Karin – B
Active: Create cross of Light orbs with center at 2nd row from bottom and 2nd column from left; For 1 turn, increase combo count by 1 (7 turn cooldown)
Leader Skill: 4x ATK and 1.5x HP for Light Att.; Increase orb movement time by 2 seconds; 3x ATK for each cross of 5 Light orbs [2.25/1296/1]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 905 (1131)
HP 2035 (2544) / ATK 2095 (2619) / RCV 848 (1060)
Worth Monster Exchanging for? No
Pros |
Cons |
Karin is the final 6-star card in the Street Fighter Collab and functions as a Light Colour Cross leader. While her ATK multiplier can spike up to 1,296, she suffers from only 2.25x HP along with inconsistent activation.
Without a 7×6 pairing, it will be challenging to truly shine but being only able to proc off of Light is a liability, even on 7×6.
Evolved Karin
Active: Create 5 Fire, Light, Heal orbs at random; For 1 turn, 1.5x orb move time (8 turn cooldown)
Leader Skill: [Board becomes 7×6]; 2x ATK & RCV for Light Att.; 3.5x ATK for each cross of 5 Fire, Light orbs [1/7354.78/4]
Awakenings:
Super Awakenings:
Weapon Assist:
Typing: Attacker/Healer
Weighted Stats (Limit Break): 905 (1131)
HP 2035 (2544) / ATK 2295 (2869) / RCV 728 (910)
Worth Monster Exchanging for? No
Pros |
Cons |
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Evolved Karin greatly improves her viability as she now becomes a Fire and Light Colour Cross leader plus a natural 7×6 board. This greatly improves her consistency as two Crosses per turn should be reasonably feasible. Furthermore, she can pair with Kenshin to gain access to 25% Damage Reduction but will still essentially be a Glass Cannon.
The current meta heavily favours teams that can either farm content efficiently or high effective HP to play through challenging content and Karin does not fulfill either category.
As a sub, she will act as bulkier FUA card due to her two Team HP
awakenings along with her active being the first one to possess a triple 5-orb generation. This can help fix poor boards for Fire or Light teams while also guaranteeing enough Hearts for a FUA.
Weapon Assist

At this point in time, Cloud Resist is still reasonably rare as a Weapon Assist (only 2 others exist) along with providing Team HP and RCV. These utility options provide additional benefit
5 Star base
The 5-star cards have around 918 weighted stats at level 110. As such, it may be harder to justify using them as sub unless they bring something wonderful to the table.
Cammy – B
Active: For 1 turn, reduce damage taken by 100%; Change 2nd row from top to Wood orbs (14 turn cooldown)
Leader Skill: 2x ATK & RCV for Attacker type; Increase orb movement time by 2 seconds; 2.5x ATK when 4 or more combos up to 4.5x at 6 combos [1/81/4]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Healer/Attacker
Pros |
Cons |
|
Cammy is the first 5-star card within the Street Fighter Collab and comes with an interesting kit as she is able to provide 100% Damage Reduction which enables teams to survive any kind of hit. This can have applications in farming set ups as teams are often lacking HP so being able to survive any hit is valuable. Furthermore, the Wood row generated can have synergy after using a full mono board changer. Post orb change, the resulting board can be 4-comboed with VDP which can be helpful.
Outside of inheritance, Cammy can be a situational Attacker Killer sub when VDP is not an issue. At this point in time, there are no triple Attacker Killer cards and her unconditional 9x damage can be beneficial. One specific place I can foresee Cammy being valuable is in future ranking dungeons on Zeus Verse
teams. This is because he requires players to be at full health and her 100% Damage Reduction will protect him from any preemptive while the unconditional 9x can be used to easily sweep floors.
Ken – B
Active: Change 2nd column from left to Fire orbs; For 1 turn, increase combo count by 1 (7 turn cooldown)
Leader Skill: 1.5x all stats for Fire Att.; 2x ATK on the turn a skill is used; 2x ATK when 4 or more combos up to 4x at 6 combos. [2.25/144/2.25]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Balance
Pros |
Cons |
|
|
Ken is the only card in the Street Fighter Collab to come with an Orb Skin and is available through an IAP bundle. This is good for collectors as large line up of monsters may make it difficult to pull any one specific card.
Regardless, Ken is a reasonable card with useful awakenings (and Super Awakenings) as he can be used on Shirou and Madoo
teams. Furthermore, his active skill can can be quickly charged while providing two reasonable benefits but can also act as a Skill Inheritance base.
As a whole, Ken could have been much stronger if he had more than 918 weighted stats at level 110.
Vega – B
Active: Lock Light, Heal orbs; Change all orbs to Dark orbs (12 turn cooldown)
Leader Skill: 3x ATK and 1.5x RCV for Dark Att.; 3x ATK when matching 5 or more connected orbs [1/81/2.25]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Attacker/Devil
Pros |
Cons |
|
Vega is the first card to possess this type of partial locking and board changing active. This can result in interesting boards and there will be a heavy emphasis on Dark orbs being present.
In essence, Vega should be used to create a Dark-heavy board as he will lock all current Light and Heal orbs and then convert the rest to Dark. While this can result in unpredictable board distributions, it can hold numerous combos available due to the three elements present.
Generally speaking, this type of active would be used in conjunction with VDP or Rows
but can also be used as a pseudo counter to Spinning orbs. This is because the Locked Heart and Light orbs can be moved over top of the rotating orbs and subsequently ignored.
Rainbow Mika – C
Active: Change all orbs to Fire, Water, Wood, Light, Dark, Heal, and Jammer orbs; Lock all orbs (5 turn cooldown)
Leader Skill: 3x ATK and 2x HP for Physical type; 2x ATK when matching 3 or more colors up to 3x at 5 colors [4/81/1]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Attacker/Devil
Pros |
Cons |
Rainbow Mika comes with a fast charging, 5-turn full board lock but occurs after a full board changer that includes all 5 colours, Hearts, and Jammers. As such, the resulting board will be mostly serviceable for Rainbow teams as one cannot concentrate any particular colour along with having no/low chance of FUA or VDP
.
As a result, Rainbow Mika will be a situational pick but her active does guarantee at least 7 Combos as all orbs spawned must have 3 or more present.
Zangief – B
Active: Change the outermost orbs of the board to Fire orbs (13 turn cooldown)
Leader Skill: 3.5x ATK when matching 2+ Fire combos; 3x ATK and reduce damage taken by 25% when matching 6 or more connected Fire orbs [1/110.25/1/43.75%]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Attacker/Physical
Pros |
Cons |
|
|
Zangief is the first card in PAD to come with an orb changer that turns all of the outside orbs into Fire. This pattern is identical to the Zhou Yu Descend boss does and can be used to generate exactly 18 Fire orbs.
If used by itself, this can be used to generate 3 Fire Rows but runs the risk of having no additional combos. As such, it may be best to pair with a full mono board changer of a different colour. This will result in a 18-12 split and works like a Double Row maker (such as Eugeo ) in terms of board distributions.
This can be rearranged into a 6 Combo, 3 Row board or 7 Combo VDP and it is the guaranteed distribution that enables for efficient farming. With that being said, we have had two double row generating actives which can essentially accomplish the same net result (both row makers are not Fire) which does somewhat diminish his uniqueness.
With that being said, one can match only 1 row per turn (assuming one is running a leader that procs from 6 matched Fire) to allow a single active to solve 3 floors. This can greatly free up team slots and may create new farming builds.
Dhalsim – B
Active: Reduce binds and awoken skill binds by 5 turns; Change Light orbs to Water orbs; Change Dark orbs to Fire orbs (7 turn cooldown)
Leader Skill: 3x ATK and 2x RCV for Water Att.; 3.5x ATK when matching 4 or more connected Fire orbs [1/110.25/4]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Balance
Pros |
Cons |
Dhalsim is another potent 5-star card within the Street Fighter Collab as he possesses a fast charging Bind and Awoken Bind clear on a surprisingly low cooldown.
Green Odin is the original 5-turn Bind/Awoken Bind clearing card and his 9-turn cooldown is somewhat the baseline for how long it should take for these types of actives to charge as the small healing/damaging component is often wasted. As such, having Dhalsim on a 7-turn cooldown enables him to charge significantly faster and will often have a stronger secondary effect.
Dhalsim’s orb changing component will produce a 4-elemental board consisting of Fire, Water, Wood, and Heal along with providing more Fire and Water. While this does restrict him from being used on Light/Dark teams, Fire and Water leader skills will thrive with Beach Barbara & Julie being able to take full advantage of their additional primary colours.
Balrog – S
Active: Deal 350x ATK Dark damage to an enemy (20 turn cooldown)
Leader Skill: 2x ATK for Dark Att.; Increase orb movement time by 2 seconds; 4x ATK and reduce damage taken by 25% when 6 or more combos [1/64/1/43.75%]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Attacker/Physical
Pros |
Cons |
|
|
Balrog will be a highly desired card due to the fact that he owns the strongest single target button in the game. The extra 50% ATK granted can make or break certain farming builds and can also allow lower ATK cards to function as button bases due to the increased damage. For example, a card with 3,500 ATK will yield 1,225,000 Dark damage (300x yields 1,050,000) which can instantly execute various spawns.
The ability to button down encounters is invaluable from a farming perspective as there is less animation compared to matching orbs and no transitional period if used in coop. As such, it has become highly advantageous to use Buttons when trying to repeatedly clear the same dungeon over and over again.
With that being said, Button farming is not for everyone as not all players abuse coop or have interest in farming dungeons over and over again. Being able to go fast is nice but it does not improve stamina efficiency so it is possible for Balrog to be underutilized for the time being. Of course, when the time does come when one needs a powerful Button card, Balrog will shine bright and is worth keeping numerous duplicates.
Blanka – B
Active: For 99 turns, Wood orbs are more likely to appear by 7%; Create 3 Wood orbs at random (11 turn cooldown)
Leader Skill: [Fixed 4 second movetime]; 2x HP & ATK for Wood Att.; 4x ATK when matching 2 Wood combos, up to 5x at 3 Wood combos [1/100/1]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Balance
Pros |
Cons |
|
Blanka is the second card to come with a 99 turn Skyfall buff. This will ensure one will always enjoy full up time of additional Wood orbs; however, a +7% chance may or may not be that amazing.
Presently speaking, current Skyfall buffers grant +15% chance (Eschamali , Sarasvati
) and while the additional orbs can help, there is always an element of chance at play. Regardless, gaining permanent Wood Skyfalls will have amazing applications for Wood-based teams such as Zela
and Sylvie
who heavily rely on multiple Wood orbs being present to succeed. With that being said, less orb hungry Wood teams such as New Year’s Artemis
, Vraska
and Raizer
may enjoy the additional orbs or combo potential.
Unfortunately, the low 7% chance may not justify using him as a sub, especially in shorter dungeons where an orb changer will provide an instant and guaranteed benefit.
Alex – C
Active: Delay enemies for 1 turns; Change bottom row to Light orbs (9 cooldown)
Leader Skill: 2x HP for Light Att.; Increase orb movement time by 3 seconds; 3.5x ATK for each cross of 5 Light orbs [4/150.06/1]
Awakenings:
Super Awakenings:
Weapon Assist: –
Typing: Physical/Attacker
Pros |
Cons |
|
Alex is the final card of the Street Figher Collab and is a situational card overall. He has a single VDP while and potentially 8.4375x personal damage when forming a 3×3 Box while also not caring about combo count.
This may grant some options but will generally be overshadowed by most other VDP cards.
In terms of his active skill, being able to generate a single row of Light and 1 turn delay may have niche applications.
Conclusion
The Street Fighter Collab is an exciting event as it offers numerous unique cards along with several valuable prizes. Due to numerous cards having actives that cannot be replicated elsewhere, there is value in acquiring these cards. With that being said future applications for these cards may arise as we move forward.
The uniqueness of these cards along with the high Diamond rates and general usefulness of each card helps justify the 6-stone cost but also inflates the Monster Exchange cost to 5:1.
Let me know what you think about the Street Figher Collab and how much you plan on rolling.
Happy Puzzling!
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Evo Guile’s leader skill doesn’t need wood orbs so he’s like a more flexible madoo. Seems good for short dungeons with no gravities since his recovery is so bad. Can’t believe they gave Guile himself 0 RCV, can’t throw the dude a bone.
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Thank you for the keen eye and it has been corrected =)
324x with any match 6 is quite potent but his healing potential will be problematic
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I guess I got lucky this time around! I got Balrog on my free roll, then rolled 3 more times and got an Akuma.
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Pulled three times and ended with two Chun Li. Happy since blue is my favorite colour and I have a Scheat.
Already turn one into the equip and out in on my lead Scheat…but I still have doubs about the second one. You leave pretty clear that the evo form is the superior one…but the base one doesn’t have any merit as a base for SI with only a 2 turn coldown? I really like that option and even has a couple of TPS so she can fit on the team…maybe?
Trying to find her potential as a sub instead of a lead.
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Main issue with base form is she is triple TPA with situational Devil Killers so she will fit on less teams overall
With that being said, if you plan to use her on TPA-oriented teams, she can fulfill that role
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Thanks for that. I am planning on using her on just regular content. For stuff that requiere actual skill ( xD) I will go for a safe bet like a Saber team. No planning on using Chun Li on extreme content…only for fun on regular clears.
Thanks for the tips.
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You are very welcome and best of luck!
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Amazing luck!
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always nice to have your insight for pad updates, i read each one of them with great interest, thanks you for the great work
are you sure base ryu active creates 2 L, fire and light and not just the light one ?
regarding base chun-li : i’m seeing quite a lot of heavy blue TPA card recently, like aquaman or mega awoken scheat. i’m not seeing a strong leader relying on TPA and not 7c, like a stronger dark athena (kirito maybe) but if such leader would appear a 2 turn +3 water orbs with TPA could make such a team less orb hungry. making chun li really important in such a scenario.
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So disappointed, I went all in and burnt 156 stones hoping for a Ryu … ended with a bunch of gief, blanka and Alex … only six stars : sagat, chun li, guile, and Akuma 😦
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Hoping to get the cute chun-li but ended up with something else. The amount of dupes were amazing. With a huge pool but only get balrog, mika and dhashim. 30 rolls and ended up with dupes. No ken 😿. First 20 rolls, all 5* (the three above). Last 10 rolls net me a m. Bison, ryu and guile and more mika, balrog and dhashim.
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Hey there, thanks for the review.
That was a lot of cards to write about, and I can imagine all the hard work 😲
Well, I Got Akuma in my free roll.😎
I believe that’s the very first time I get something relevant with my free roll.
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Rolled Akuma! Thanks for the quick guide, I was so stoked to get him. I found that his evolved form’s SA options are actually tape resist, <50% HP Enhanced, and 7 Combo Enhance (no damage void piercer) — I didn’t confirm if that was the case for his base form too.
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Thank you for the keen eye and it has been corrected =)
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Congrats on your good fortune and yes this took much longer than I expected ><
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What are the best subs for an Akuma team for attempting to clear something like AA?
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Ryu’s skill only makes one L. The light in the bottom right. It does not make a fire L.
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Thank you for the keen eye and it has been updated =)
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Your Akuma super awakenings aren’t correct, it’s tape resist not void box.
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Thank you for the keen eye, it has been changed =)
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Got balrog on my free roll! Too bad I don’t co-op but maybe I’ll find some use for him on a ranking verse swipe dungeon 🙂
My main team is Dmeta so I’m gonna roll a few times as I don’t have a lot of good assists (gogo cloud resist!)
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You may coop some time in the future =P
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Newb here – I’m assumkng co-op generally means by yourself with another device? Seems tougher to coordinate with another actual human being 😛
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Yeah I play with my two accounts on two different devices =)
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Pulled Ryu and Guile back to back, and having bought the Ken pack, I have 3 of my top 5 street fighter characters in my box. Happy days.
And now my body is now ready to roll nothing but Alex. WOO!
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At least you are starting out well!
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Free roll: Dhalsim
$.99 roll: Chun-Li (!)
A 6* from the $.99 roll? I think I’ll do 8 more rolls…
Balrog
Guile (!)
Vega
Alex
M. Bison (!)
Balrog
Blanka
Cammy
I’ll probably regret it later, but I do love Street Fighter. At least I got my waifu.
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You got pretty good cards overall!
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My Free Pull was R. Mika, Spent 6 Stones and got a Better Sagat and Lv. 10 Win netted me a Blanka
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No points to Rainbow Mika for fast anti-spinner utility?
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That is listed as her main pro =)
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Oops. I was reading the prose.
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i hate and love how my 2 accounts can have such differing luck. Pull both Akuma, Sakuya, and 2 Balrog on one account, and no Crystal, no Balrog and Ken on my other. 11 pulls all on that account using the 2 free, the .99 pull, and other stones i have built up. Blah. SMH
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At least one account is doing well!
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I would like to point out that Evo Chun Li is one of the few healer vdp option that doesn’t require SA and deal reasonable damage.
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I don’t understand why Balrog is an S tier. 3 skills boost is pretty amazing but if you dont inherit him his 350x dark attack only deals around 900k iirc. And his 20 turn cooldown is really long if I want to inherit him onto a better button base.
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In coop players have more than enough skill boosts to charge him on a base card so he will be dealing 1.5m+
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Ohhh that makes a lot of sense. Thanks Mantastic!
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You are very welcome =)
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On both my NA and JP accounts I got a Ryu and Two Sagats, what is this. Why can’t I get more diversity ;_;
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At least they are diamonds and you can pair with yourself!
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I have 3x chun-li, sagat, bison, and guile. (6 total)
which should I keep after trading 5 for akuma?
thanks
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Do you really need akuma that badly? Do you have no other potent leader or fujin style active?
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What about Kage?
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