Introduction
The Street Fighter Collab returns to North America for a second rerun which includes new evolutions, buffs, and 3 additional cards to be rolled. Due to the 6-Magic Stone price tag, the Monster Exchange Rate are lower compared to other event as players only require five 6-star GFE as Trade Fodder.
On the other hand, the Collab as a whole is reasonably underwhelming along with the bottom rarity not providing much value outside of Buttons and a potential Pixel Blanka System.
As such, this is an easy event to potentially skip from a rolling point of view as there are no truly amazing cards and if something is appealing, Monster Exchanging may be your best course of action.
Video commentary
—video coming Monday—
Overview
Street Fighter Collab REM Pros & Cons – May 2021 |
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Pros |
Cons |
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Street Fighter Collab REM |
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6 Star base (22.7% total) |
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5 Star base (77.3% total) |
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Street Fighter Collab Rankings – May 2021 |
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A | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
B | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
C | ![]() ![]() ![]() ![]() ![]() ![]() |
D |
Order within each tier is random and not reflective of ranking
Icons show Base form
Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them
Bottom rarity quick summary
The bottom rarity should be the main motivation to roll in an event and the following chart shows all the 6-star Rankings. In total, they comprise 77.3% of the rolling pool.
Street Fighter Collab REM Bottom Rarity (5*) REM Rankings – May 2021 |
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S | |
A | |
B | ![]() ![]() ![]() ![]() |
C | ![]() ![]() ![]() ![]() ![]() ![]() |
D |
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 or in 3-player coop.
Any card that can qualify for Limit Breaking will have 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.
Monster Exchange
The Monster Exchange System has mostly eliminated the need to roll in most events as players can simply trade in for a card of their choice. This is often done during lackluster events to avoid spending Stones on poor bottom rarity cards or to snipe a specific card if luck is not on your side.
Due to the rate of new cards being released, care should be taken when considering a trade as you want to ensure you gain long term value.
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.
My approach to Collab/Seasonal rolling
Rolling any Rare Egg Machine is a gamble and it becomes a matter of maximizing your rate of returns in an event.
This translates into rolling when the bottom rarity has high value as those will be the most common cards. Furthermore, I may utilize the Monster Exchange system to acquire the higher rarity cards if they will significantly advance my progress. As such, I tend to look most closely at the bottom rarity pool to determine if it is worth rolling in.
This is just my own personal approach and everyone has different goals/motivations so take this section with a grain of salt. If you wish to read about this more in greater detail, check out my other article HERE.
6 Star base
Cody (New) – A
Pros |
Cons |
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Base Cody will most likely function as a Damage Absorb Solution due to his 12 turn cooldown that can ignore this mechanics for 1 turn. As a whole, almost every dungeon (excluding WoC2) needs a Damage Absorb Void and bringing Cody can be meaningful as he also boasts strong personal damage and an L . Furthermore, if Skill Boosts are an issue or you cannot reliably hit 10 combos, Cody can pursue SB+
via Super Awakenings.
On the other hand, their Leadership potential is only reasonable as he requires Water and Dark every turn but lacks a System/reliable orb changers to draw upon. Furthermore, only using Balance types further hinders his options.
Cody Uvo
Pros |
Cons |
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Cody’s Evolved form does not fulfil a meaningful niche/role as he lacks specialization which in turn makes him somewhat generic compared to his other forms.
Pixel Cody
Pros |
Cons |
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Pixel Cody boasts strong offensive might against Attackers who are sadly not that relevant overall. As such, if facing non-Attackers, his value drastically plummets and while this is a specialization, it does not outpace his Base or Weapon.
Weapon
Pros |
Cons |
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Cody’s Weapon is able to Void Damage Void for 1 turn which can enable teams who lack VDP a way to deal with these spawns. Generally speaking, this will probably not be needed but being an inheritable option with a 12 turn cooldown is meaningful.
Furthermore, the 80% Poison Resist is beneficial but this Weapon does have overlap with Sugara’s
if you are only interested in the active skill aspect.
Orb Skin
Base Nash – A
Pros |
Cons |
Base Nash is a reasonable card that is sadly overshadowed by NY Artemis who also provides Colour Absorb Void along with more Passive/personal Damage, more Skill Boosts
, and a stronger active skill. As such, if you own NY Artemis, Base Nash will have less value.
Uvo Nash
Pros |
Cons |
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Evolved Nash is a formidable leader due to his sizable bulk and ease of activation due to his self-System active. This active generates 3 Light and Wood orbs every turn which is required to proc his Leader Skill. As such, players will enjoy his full multipliers assuming no Locked orbs were on the board.
Generally speaking, ease of activation and bulk are two large determinants of a leader’s potential and Nash covers all of this. Furthermore, he does no Transform not has any typing restrictions which in turn lets him use any sub of his choice.
While he is weaker compared to the various Transforming leaders who can self-System (eg. ,
,
), Nash is still a powerful option that has less team building hurdles due to no Skill Boost requirements.
As a whole, this will most likely be Nash’s strongest form, especially if you lack a competent Wood leader.
Pixel Nash
Pros |
Cons |
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Pixel Nash has a respectable Leader Skill but is weaker compared to his Evolved form due to the in ability to have an accessible System for orb generation. As such, Pixel Nash may be vulnerable without 5 Wood orbs as their entire activation hinges on this.
On the other hand, if you are in need of a Shielding option and lack Susano , perhaps Pixel Nash may be of value due to his 6 Skill Boosts
.
Weapon
Pros |
Cons |
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Nash’s Weapon Assist is a powerful option for mono Wood teams as it improves their offesnive might and ability to heal back up. Furthermore, the ability to counter Colour Absorb for 2 turns on a 10 turn cooldown is meaningful as it can be quickly charged if inherited on a low cooldown card.
Of course, the main drawback is that it only truly shines for mono Wood teams as the Enhanced Combo would be otherwise wasted. Furthermore, if you have a strong Wood box but no leader, his Evolved form may be better to pursue at this point in time.
Base Ryu – A
Pros |
Cons |
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Base Ryu has fantastic Leader Skill multipliers but he requires an active skill every turn which may be problematic. This is because 2 Ryu cannot create a System due to 4 turn cooldown. As such, it may be challenging to fulfill this active skill clause.
On the other hand, their sub potential is lower as he is inferior to Ryumei and feels somewhat similar along with lacking Skill Boosts. As such, I feel it would be best to look at his other forms.
Evil Ryu
Pros |
Cons |
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Evil Ryu is able to favourably pair with the recently buffed Ina as both leaders wish to match 6 or more connected Dark orbs while remaining above 50% HP. This results in +3 combos and Auto Follow Up along with the potential for massive damage due to Row
stacking.
As a whole, Auto Follow Up plus Bonus Combos leaders are an efficient way to play the game as it helps trivialize Resolves and combo shields. Furthermore, the 75% Damage Reduction when above 50% HP is naturally easy to maintain, especially in WoC1/Arenas where opposing spawns do not hit outrageously hard.
As such, Evil Ryu will have a much tougher time in harder hitting dungeons such as WoC2, especially against multi-hits. This is because the Damage Reduction only works for each hit when above 50% so if you ever drop below, you lose the Damage Reduction and become highly vulnerable.
With that being said, Evil Ryu is a potent leader for the majority of dungeons as damage stacking is relatively easy and you can check out my AWoC1 clear for more inspiration:
Uvo Ryu
Pros |
Cons |
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Uvo Ryu has the ability to Void Damage Void for a single turn which can make these spawns easier but at the same time, does not outpace current options. Presently speaking, this type of active has merits for Rainbow teams who lack the VDP Latent or mono colour teams like Ryumei
who lack VDP damage.
With this in mind, I feel Uvo Ryu lacks an ideal place to be used on as his typing excludes him from Ryumei and Rainbow teams do not want 6 Light and Dark orbs made.
Pixel Ryu
Pros |
Cons |
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Pixel Ryu boasts strong LS multiplier but his active skill cannot by Systemed and without 5 Light orbs every turn, he becomes quite underwhelming.
While players can argue it can be fixed with low cooldown orb changers, many of these (eg.
) are better leaders themselves which in turn raises the question of why you should lead with Ryu over them. Perhaps if Ryu had a shorter cooldown with orb generation he might have been more potent as a leader.
Weapon
Pros |
Cons |
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Ryu’s Weapon is unique as it is the only one to provide both 2 SBR and Team HP
which can be helpful in niche situations. This is because most teams do not require SBR as they have to be missing this awakening from 2 cards (each provides 20% protection) which in turn lowers the possible places this can be used as a triple Team HP provides more bulk.
With that being said, when you do need SBR, this will be one of the better options due to the added bulk which is always helpful.
Chun-Li – A
Pros |
Cons |
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Chun-Li
Pros |
Cons |
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Chun-Li’s first evolved form is still a respectable card as she provides 4-5 Skill Boosts , Super Jammer Resist
, and strong personal damage if pursuing the 10 Combo
Super Awakening. Furthermore, the Water Skyfall buff can be helpful while also removing Awoken Binds.
Sadly, Clerics need to also clear Unable to Match Effects along with more cards featuring Stronger Skyfall buffs that are either Systemed or last for 15-20 turns. As such, the value of her active has drastically gone down along with her Uvo form being a potent Cleric.
Uvo Chun-Li
Pros |
Cons |
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Chun-Li’s newest evolution is a potent Cleric solution for both mono Fire and Water teams due to her ability to provide some Passive Damage (
) for both. Generally speaking, it is best to have all of your Passive Damage be the same colour as matching 2 sets of Fire and Water is probably impractical.
With that being said, Chun-Li offers a full Cleric active as she can completely clear Binds, Awoken Binds, and Unable to Match orbs on an 8 turn cooldown. This type of active is somewhat mandatory in nearly every dungeon so having a dedicated card who fulfils this role is meaningful.
Sadly, Chun-Li suffers the fate of most other Water cards: terrible HP and excessive RCV. This is problematic as most Water teams have excessive Healing capabilities (outside Royal Oak ) and not enough HP. As such, the inclusion of Chun-Li over bulkier Clerics should planned with care if you are required to meet specific HP thresholds.
With that being said, she is still a powerful Cleric and this will be her best form along with being a viable candidate for Monster Exchanging due to the lower cost and value she can bring if lacking other options.
Pixel Chun-Li
Pros |
Cons |
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Weapon
Pros |
Cons |
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Chun-Li’s Weapon is still reasonable but the value has declined due Skyfall buffs being more accessible along with the opportunity cost of not using her Uvo/Cleric form.
Base M. Bison – B
Pros |
Cons |
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What did the Water buffalo say to his male child as he left for school?
Bi-son
Either way, base M. Bison is a reasonable leader provided you have a steady flow of Dark orbs while also being immune to Poison damage. This is somewhat reminiscent of Yugi but Bison lacks Auto Follow Up or bonus combos which will hinder his overall potential as having one of these aspects is quite helpful.
With that being said, he can still function as a reasonable leader but I feel his performance will be shorter lived, even as a sub as he does not counter any mechanics nor provide Resists.
M. Bison
Pros |
Cons |
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Evolved M. Bison provides up to 750,000 Button Damage along with generating 2 Dark rows. This enables him to function well on Dark farming teams as his active can potentially solve 3 floors (Button, row 1, row 2).
Pixel M. Bison
Pros |
Cons |
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Pixel M. Bison feels like a relatively generic VDP card and while his personal damage against 3 types is helpful, he is nothing special in the grand scheme of things.
Weapon
Pros |
Cons |
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M. Bison’s Weapon feels like his most flexible form as it provides Passive Damage via 3 Rows , 60% Poison Resist, ability to generate 12 Dark orbs, and a 150,000 Button five times. This means he can solve 3 floors with a single active but even if you cannot take advantage of the Button, 2 Rows plus the bonus damage from the awakenings is meaningful.
This type of active can be used as an inherit over someone like Chuan (4 turn CD), used on turn 1, solves floor 1 and 2, then recharge the base skill to use again.
Base Guile – A
Pros |
Cons |
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Guile
Pros |
Cons |
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Uvo Guile
Pros |
Cons |
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Uvo Guile is able to function like a Green Mikage in that he requires 3 Wood combos to function. Doing so will grant a monstrous 93.75% Damage Reduction which equates to 16x Effective HP and will enable players to survive essentially any non-execute in the game. Sadly, failing to match 3 Wood combos results in no Damage Reduction which in turn means certain death.
This feast of famine nature is risky but the pay off can be tremendous with careful planning. Sadly, Guile is inferior to Mikage as he has significantly less personal damage, no bonus combos, and his active cannot even fully satisfy his activation requirements.
Pixel Guile
Pros |
Cons |
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Weapon Assist
Pros |
Cons |
Guile’s Weapon can function as a powerful solution to Blind abilities due to the 80% Resist. Sadly, this has heavy overlap with the Samurai 3 Weapons who also provide this but have a Skill Boost instead of SBR
. Generally speaking, most teams would prefer the Skill Boost as SBR is seldom an issue.
With that being said, if you feel you cannot take advantage of his Uvo’s leadership potential, this form will have more universal value.
Base Akuma – A
Pros |
Cons |
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Base Akuma was once quite valued for his 4 elemetal Skyfall active which was used in conjunction with bicolour board changer to produce high combos and Skyfalls for Ranking dungeons.
While this still can work, I feel we are seeing less opportunities to abuse this which in turn makes Base Akuma a strong damage dealer when below 50% health. He boasts 32x personal damage against any spawn but must be below 50% health and hit 7 or more combos to suceed.
This is a little awkward as most strong <50% cards can function without a combo count which facilitates Swiping or easier matches. As such, if you feel you cannot take advantage of his kit, his other forms may hold more appeal.
Akuma
Pros |
Cons |
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Akuma’s Evolved form is a powerful solution to Damage Absorb spawns assuming they are lined up back-to-back due to the 3 turn duration. This used to be more valuable when AA3 was the best dungeon to play but GungHo has begun to favour multiple Absorb spawns spread out of numerous floors which favours low cooldown solutions.
As such, Akuma has become a little awkward if this type of active is needed multiple times in a given dungeon. Of course, this could change in the future but for now, Akuma will have lower value.
Pixel Akuma
Pros |
Cons |
Pixel Akuma is a bit of an awkward card as he does not fit well in any particular team at this point in time due to too many L’s . Having 1 L is meaningful and more is okay if you are Ryumei
but sadly Pixel Akuma does not have a team to be used on.
Weapon
Pros |
Cons |
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Akuma’s Weapon will be his most universal form as it provides valuable awakenings and the 22 turn cooldown works in your favour if wishing to prevent overcharging. On the other hand, if you are trying to use the 3 turn Damage Absorb Void, you will most likely only be able to do so once in a given dungeon.
This goes against the current trend of multiple spawns over numerous floors but this may change in the future. If this does occur, Akuma’s Weapon will drastically increase in value. Regardless, the awakenings provided are meaningful and will be a strong option for many players.
Base Sakura – B
Pros |
Cons |
Base Sakura has strong personal damage with 10 combos and when her Killers line up along with a 4 turn cooldown that can Unlock the Board plus generate Fire orbs. These are valuable aspects and her Attacker typing lets her be used on Tanjiro teams. Sadly, she only comes with 2 Skill Boosts
which harms other Transforming cards and while her effect is valuable, Horus
is often a safer bet due to a lower cooldown to remove Locks and an extra Skill Boost.
Sakura
Pros |
Cons |
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Evolved Sakura can function as a modest Healing Solution due to their three Enhanced Heart orbs but they may not be sufficient for your needs as they have average/low RCV compared to other Healing Solutions.
On the other hand, she does have significantly more offensive might due to her awakenings but if her main role was to heal, she may not be enough.
On the other hand, if you are trying to abuse Bicolour boards plus 4 elemental Skyfall active, Sakura can be a viable option for Ranking Dungeons.
Uvo Sakura Kasugano
Pros |
Cons |
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Sakura’s Uvo does a bit of everything but lacks true specialization which in turn lowers her chances of being used on a given team. Perhaps if you had enough Cross awakenings and wished to remove Super-Blind Skyfalls she may have a use.
Pixel Sakura
Pros |
Cons |
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Weapon
Pros |
Cons |
Sakura’s Weapon can add some bulk and Passive Damage for mono Fire teams along with a 2 turn Delay which can add Effective Skill Boosts. Sadly, this Weapon does a little bit of several aspects but does not excel in any one particular metric which in turn means it can be passed over for stronger options. For example, RSF’s Weapon is a superior Delay option and there are stronger options for HP, RCV, or Passive Damage. As such, if you can take advantage of all these metrics it can be valuable but that may be hard to do.
With that being said, if your team needs to augment their Healing output, this Weapon can be fantastic due to the Enhanced Heart Combo .
Base Sagat – A
Pros |
Cons |
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Sagat
Pros |
Cons |
Evo Sagat can hit hard but so can numerous other cards and his 1 Skill Boost will hinder his inclusion on teams with Transforming cards.
Uvo Sagat –
Pros |
Cons |
|
Uvo Sagat can function as a potent Fire sub due to his 4-5 Skill Boosts , 3 Enhanced Fire Combos
, and Super Blind
along with a 4 turn cooldown. This enables him to inherit an active of your choice while still having a valuable base effect along with significant Passive Damage for your entire team.
All of these are meaningful aspects but at the same time, Fire has a highly competitive sub pool and while his base active is nice, it does not truly counter mechanics by providing a buff of some kind. Small nit-pick but I feel more developed Boxes may get less milage out of him.
Pixel Sagat
Pros |
Cons |
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Weapon
Pros |
Cons |
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Sagat’s Weapon is able to provide the somewhat rare <50% along with a total of 80% Resists for 3 different metrics. This can work well with Samurai 3 Weapons but it would have been better if they were all the same kind of Resist.
As a whole, this is a solid option for teams that wish to be <50% HP but if you feel his Uvo form will provide more sub value, hold off on this Weapon.
Base Karin – B
Pros |
Cons |
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Karin
Pros |
Cons |
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Karin’s Evovled form is able to function as a potent Colour Cross leader as she provides her own 7×6 board and ramps up damage based on the number of Fire and Light crosses formed. As such, the potential for outrageous multipliers is here but at the same time, she will not be that strong overall.
This is because Voids will be an issue along with no Damage Reduction which in turn leaves her vulnerable to Gravities. As a sub, she can be useful on perhaps Ryumei teams who can take advantage of the orbs she generates but at the same time, may be somewhat redundant and she does not bring many Skill Boosts.
Pixel Karin
Pros |
Cons |
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Pixel Karin provides Passive Damage, Team HP, and an active that generates 10 Light orbs but does not truly accomplish anything overall as she provides no Resists or counters to mechanics. As such, I do not foresee a situation where I would wish to run her over other options.
Weapon
Pros |
Cons |
Karin’s Weapon would have been stronger if we were not blessed with Fagan Rai or Amatsu’s Weapon
who both provide Cloud Resist and stronger other awakenings. Not saying this is bad, but if you have other options, Karin’s Weapon will hold less value.
5 Star base
Dan (New) – C
Pros |
Cons |
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Dan is sadly not the Man as his Base form is a generalist who cannot fulfill any particular niche well. As such, I feel he may have some usage for a less developed account but will be sidelined once stronger options become available.
Pixel Dan
Pros |
Cons |
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Pixel Dan can function as a reasonable Damage Solution for mono Fire teams but his overall kit is lacking as a whole. This is because his active cannot be relied upon for dealing with repeated debuffs due to the 12 turn cooldown along with Damage Reduction only being truly needed in WoC2 where he will most likely not be invited to.
As a result, I feel he will function as a more interim card but I would probably pursue his Base form due to the higher Skill Boosts and 3 turn cooldown.
Cammy – C
Pros |
Cons |
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Cammy has the capacity to deal meaningful damage against Attacker spawns but has to hit 7 combos to do so. While this is usually doable, most Killer solutions tend to only have Killers which facilitates easier matching. As such, Cammy can be a possible solution, but will require combos to truly shine.
Pixel Cammy
Pros |
Cons |
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Pixel Cammy’s main appeal will be her Double Row active that produces 6 Wood and 6 Hearts. This is often used in after a mono board changer that is not one of these two elements. This results in a 18-6-6 board which can be easily and reliably solved into any given pattern.
Naturally this has applications for Farming content quickly and efficiently but at the same time, other Double Row makers get the job done so the value of Pixel Cammy hinges on your other available options.
Ken – C
Pros |
Cons |
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Base Ken can function as a reasonable Damage Solution for mono Fire teams but he does not bring any other utility or ability to counter dangerous mechanics. As such, his value plummets if you have a card who can hit harder which should not be too difficult to find nowadays due to Ken’s low ATK stat.
On the other hand, his Leader Skill boasts solid multipliers but his success hinges on using an active skill every turn. This can be solved via Ouki but enough Fire orbs for 2 combos may be an issues. If one could System Kens it may be feasible but that is sadly not the case.
Pixel Ken
Pros |
Cons |
|
Pixel Ken is similar to Cammy in that he can deal meaningful damage against Attackers but the need to hit 7 combos prevents easy swiping.
On the other hand, his Leader Skill only needs 4 Fire orbs for +6 combos and could abuse a Nidhogg System for continuous orb generation. As a whole, I feel that that this will be most suited for Farming dungeons repeatedly but outside of this, relatively little use.
Orb Skin
Vega – C
Pros |
Cons |
|
Vega’s Base form can function as a potent Passive Damage solution for mono Dark teams that rely on Rows such as Evil Ryu
and Ina
. These two are more than capable of clearing AWoC1 and have a modest amount of flexibility when team building. As such, Vega can be utilized but players need to be mindful they are mostly just providing additional Passive Damage as they can only counter ATK buffs and generate Dark orbs on a modest cooldown.
Pixel Vega
Pros |
Cons |
|
Pixel Vega boasts reasonable damage when above 80% HP and some arguments can be made as a Muzan sub. With that being said orb changers tend to be the key to success with Muzan and Pixel Vega lacks this.
This will possibly hinder his inclusion as making Dark orbs helps ensure consistent activation and damage is potentially not an issue. As such, Pixel Vega may or may not be included but if you do enjoy Dark Rows, their Base form will be appealing.
Mika – C
Pros |
Cons |
|
|
Base R. Mika is able to produce a full Rainbow board with Jammers on a 4 turn cooldown that will also Lock the board. This can counter Spinners but only truly helps Rainbow teams and is highly situational overall.
Pixel Mika
Pros |
Cons |
|
Pixel R. Mika is a potent Physical Killer due to her triple Killers, 7 Combo , and ability to use Physical Killer latents. As such, she can be a useful addition to a given Monster Box but her value hinges on what other Physical Killer options you own.
Zangief – B
Pros |
Cons |
Zangief can be a reasonable Damage solution vs Machines in AWoC1 but is greatly eclipsed by Pixel Napoleon in terms of raw damage. This is unfortunate as I feel it will be hard to justify his usage over Napoleon.
On the other hand, their active is unique as it can produce up to 18 Fire orbs but this is somewhat like a reverse Double Row maker in that if you use this in conjunction with a mono board changer, you still yield and 12-18 board. Useful for sure but no where near as unique compared to before.
Pixel Zangief
Pros |
Cons |
|
Pixel Zangief’s main appeal will be his 2 million True Damage Button which ignores DEF values which means it can execute high DEF, low HP spawns with ease. This can greatly aid in Button Farming which saves time and effort. While the 2 million value is quite large, it cannot be increased which may put constraints on how you can use it.
Sadly, this is all he will probably be good for and while it is a unique niche, it may not be a niche that is relevant for yourself.
Dhalsim – C
Pros |
Cons |
Dhalism could have been a respectable card if he had meaningful stats as all of his offensive might is somewhat wasted on his pitiful ATK stat. Furthermore, GungHo is releasing more mono type spawns which prevents Killer overlap and Dhalism can be seen as a weaker Aten from an offensive point of view.
While his active is nice, it will not be sufficient and his lack of Skill Boosts will probably exclude him from Transforming teams.
Pixel Dhalsim
Pros |
Cons |
|
|
Pixel Dhalsim features a Leader Swap active which can be abused to gain additional Rank EXP or utilizing a 7×6 board. Furthermore, these types of actives are reasonably rare but Dhalsim is a lower quality on due to a longer cooldown and an underwhelming secondary effect compared to the Chibi GungHo options.
As such, this evolution may be valuable if you own no other Swapping options.
Balrog – B
Pros |
Cons |
|
|
Balrog features a 450x ATK Button which can be inherited on a card with a high ATK stat to deal significant amounts of damage to a single enemy. Generally speaking, this works best in multiplayer where Coop Boost and more Skill Boosts can be abused.
Of course, this type of active may not be relevant for many players as it is a more specialized/niche usage that may be hard to take advantage of.
Pixel Balrog
Pros |
Cons |
|
Pixel Balrog only truly shines against Balance spawns when hitting 7 or more combos. This prevents easy swiping unless your leaders have bonus combos but he does hit hard overall.
Of course, if you have other Balance Killer options available, his Base form and 450x Button are more unique, especially if you have an alt to self-coop with.
Blanka – B
Pros |
Cons |
|
Blanka’s active would have been more exciting a year ago but we are now flooded with more Skyfall options with Jurond being the premiere choice for Wood teams.
This is because he is both Farmable and a highly competitive sub to bring and is included in the majority of mono Wood teams. As such, there is no true reason to utilize Blanka as he is an inferior option to Jurond.
Pixel Blanka
Pros |
Cons |
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As such, I feel this would only truly shine in a TA2 setting or something with no preemptives:
Alex – B
Pros |
Cons |
|
|
Base Alex does not fulfil any particular niche well and their Pixel form is more unique.
Pixel Alex
Pros |
Cons |
|
Pixel Alex features a massive 3,000,000 True Damage Button to a single enemy and is a much more accessible option compared to Diablos or Goury
who also feature a total of 3 million damage.
Overall, this is a significant amount of Button Damage and the 12 turn cooldown is easy to work around for both solo and coop.
The main idea with this Button is to completely bypass a given floor which will greatly hasten clear times when repeatedly playing a dungeon over and over again.
Do I plan to roll? & Dream rolls
I have rolled a tiny bit in the previous event which gave me several of the bottom rarity cards which in alters which cards I would like to roll as I already have sufficient Button options on Mantastic along with a full Pixel Blanka System.
With that being said, I have no motivation to roll in this event as even the top rarity cards will not spark much joy as they would be mostly side-grades to what I have in my Monster Box.
For Mantastic, Nash would give me a strong Wood leader as I lack Nadeko
and Nautilus
whereas Fantastic can benefit from Chun-Li’s new Evo form
.
For 5-stars, I would want more Buttons, hence Alex or just something new through Dan
.
My Dream Rolls Mantastic |
|
6*
|
5*
|
My Dream Rolls Fantastic |
|
6*
|
5*
|
The above chart are the cards I would love to acquire from each rarity if I could choose one for each of my accounts. This is my own personal opinion based on my Monster Box, goals and whether or not I have dupes.
Conclusion
The Street Fighter Collab feels underwhelming this time around due to lower value at the bottom rarity along with the 6-star cards not keeping abreast with other options.
Thankfully, the 6-Magic Stone price tag means it is easier to Monster Exchange which should be your course of action if you feel any of the top cards can benefit your Box as rolling may not be so fruitful.
With that being said, let me know what you think about the Street Fighter Collab in the comments below along with your dream rolls.
Happy Puzzling!
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Monster info image comes through Tsubaki Bot in Discord.
I rolled quite a bit this event, mainly cause I love street fighter but also because I wanted Karin to try out crosses. I ended up getting 7 Cammy’s which really sucks. Thanks for the review and good luck to anyone else rolling!
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That is a distressing number of Cammys….
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Well, she IS a clone.
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Marvel is coming.
That’s confirmed (from pad database).
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How?
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How about kage?
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FYI, in base Cody it should be pierce through damage void, not damage absorb. You fixed it for his weapon assist. I wish it was damage absorb! It would be perfect for my royal oak team.
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Yeah Void Void is a bit more niche imo but it still a fast CD
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