Street Fighter Collab REM Review Review and Analysis – May 2021

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
Pros
Cons
  • 6 Stones per roll
  • More affordable Monster Exchange rates
    • Requires five 6* GFE Fodder
    • More motivation to not roll
  • Every card has multiple Evolution options
  • No truly outstanding card
  • Many cards feel outdated
  • Relatively little value at bottom rarity
Street Fighter Collab REM
6 Star base
(22.7% total)
   
  
5 Star base
(77.3% total)

Street Fighter Collab Rankings – May 2021
S
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
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
  • Orb Skin
    • Can directly purchase
  • Damage Absorb Void active
    • 12 turn CD
    • 3x TE & ATK
  • Strong personal damage
    • 45 45
  • Reasonable LS
    • High bulk
    • Auto Follow Up
  • Orb Skin
    • Cannot Monster Exchange for
  • LS requires Water & Dark every turn
    • Lacks a System to achieve this
  • LS restricted to Balance types
  • LS needs a Healing Solution

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
  • 2 Enhanced Crosses
  • Super Blind
  • LS needs all 5 colours
    • No Damage Reduction otherwise
  • Does not fulfil a meaningful niche
  • Other forms have more value

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
  • High personal damage vs Attackers
    • 37 37
  • 1 turn CD
    • Unlocks board
    • Makes 1 Water orb
  • Only truly effective vs Attackers
    • Less common typing
  • LS lacks Damage Reduction
    • Vulnerable to Gravities
  • Less ideal compared to Base or Weapon

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
  • 80% Poison Resist Poison resist
  • Void Damage Void active
    • 12 turn CD
    • 3x TE & ATK
  • 2 OE blue + orb blue + orb
  • Less ideal for other colours due to OE & ATK buff

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 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
  • Super Blind
  • 2 turn Colour Absorb Void
  • Respectable personal damage
    • 45 45 45
  • Overlaps with NY Artemis
    • Artemis does more
  • Evolved form is stronger

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 Skill Boost, and a stronger active skill. As such, if you own NY Artemis, Base Nash will have less value.

Uvo Nash

Pros
Cons
  • Strong LS
    • Sizable bulk & RCV
    • Reasonable ATK
    • Bonus combos
    • No typing restrictions
  • High personal damage with VDP
  • Self-System active
    • Generates 3 Light & Wood
    • 2 turn CD
  • No personal damage without VDP
  • Reliant on Wood & Light matches
    • Solved via active but vulnerable to Locks

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
  • 6 SB Skill Boost
  • Unique active
    • Unlock board
    • 2 columns of Wood
    • 100% Damage Reduction for 1 turn
  • Respectable LS
  • Inferior as a leader to Evolved form
    • Pixel lacks convenient orb generation

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 Skill Boost.

Weapon

Pros
Cons
  • 2 turn Colour Absorb Void
    • 10 turn CD
  • Enhanced Combos
  • 2 Team RCV
  • Less value on non-Wood teams
  • Opportunity of not using Evolved form as a leader

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
  • Valuable active
    • 4 turn CD
    • Unlocks board
    • Generates a Light L
  • Exceptionally large LS multipliers
    • Triggers with any 5 or more connected orbs
  • LS requires an active every turn
    • Cannot System with 2 Ryu
  • Personal damage is somewhat lacking
    • Cannot tap into 10c
  • Low value as a sub
  • Opportunity cost of not using other forms

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
  • Active forms an instant 3×3 Box of Dark
    • Useful for Farming/Ranking
  • Powerful LS
    • +3 combos
    • Damage Reduction when above 50% HP
    • Pairs well with Ina
  • 4 Team HP
  • Damage Reduction only works when above 50%
    • Multi hits are dangerous
  • No personal damage without VDP

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 Dark 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
  • 1 turn Void Damage Void
    • Also creates 6 Light & Dark
  • Reasonable LS
  • 1 turn Void Damage Void may not be enough
    • Insufficient for AWoC2
  • Outpaced by Fagan Rai  & Dyer
  • Does not offer much overall
    • No true home to use on

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
  • Strong LS multipliers
    • 4/400/4/43.75%/+4c
  • 5x ATK buff via active
    • Also generates L + Unlock
  • Must match 5+ Lights for full LS
  • Orb generation may be an issue
  • Minimal personal damage without VDP
  • Outpaced by his other forms

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
  • 2 Team HP
  • 2 SBR Skill Lock Resist
  • Instant 3×3 Dark Box via active
  • SBR is often not needed
    • Better to use triple Team HP cards otherwise

Ryu’s Weapon is unique as it is the only one to provide both 2 SBR Skill Lock Resist 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
  • Valuable 2 turn active
    • Board Unlock
    • 3 Water orbs
    • 1.2x ATK buff
  • Strong personal damage vs Devils
  • Opportunity cost of not using other forms
  • TPAs will often go to waste
  • Stronger Water subs exist
Chun-Li

Pros
Cons
  • 4-5 SB Skill Boost
  • Super Jammer Resist
  • Strong personal damage
    • 45 ()
  • 99 turn Water Skyfall
    • Clears all Awoken Binds
  • Skyfall buffs are more common
    • Many come via Transform with +15% for many turns
  • Opportunity cost of not using Uvo form

Chun-Li’s first evolved form is still a respectable card as she provides 4-5 Skill Boosts Skill Boost, 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
  • Full Cleric active
    • Removes all Bind/Awoken Binds
    • Removes all Unable to Match orbs
  • 4-5 SB Skill Boost
  • Potential for sizable personal damage
  • Poorly distributed stats for Water
    • Terrible HP, too much RCV
      • Water teams tend to have excessive RCV
  • Mixes 2 different Colours for Passive Damage
    • Better if it was all of one

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
  • ?
  • Does not outpace Uvo form
  • Not sure why this was made
Weapon

Pros
Cons
  • Tape Resist
  • >80%
  • 2 OE blue + orb
  • Tape is often a lower priority
  • Skyfall buffs are more common
    • Many come via Transform with +15% for many turns
  • Opportunity of not using Uvo form

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
  • 4 SB Skill Boost
    • 6 Effective via Delay
  • 4 Dark Rows Dark row
  • Active generates a Rows of Dark + 2 turn Delay
  • Modest leadership potential
  • Primarily a SB stick outside modest leadership
  • Does not counter mechanics or provide Resists
  • Minimal personal damage

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
  • 4 SB Skill Boost
  • Generates 12 Dark orbs
  • 150,000 Button five times
  • Situational use overall
  • Need to take adv of Button to truly shine

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
  • High VDP damage vs 3 types
    • ()  Dragon Killer physical killer 37
  • Makes a row of Dark
    • 6 turn CD
    • 2x ATK buff
  • Underwhelming damage without VDP
  • Hard to find a true use

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
  • 3 Rows Dark row
  • 60% Poison Resist
  • Generates 12 Dark orbs
  • 150,000 Button five times
  • Hard to take adv of all aspects
    • Button + 2 rows + awakenings
    • Still useful even with 2/3

M. Bison’s Weapon feels like his most flexible form as it provides Passive Damage via 3 Rows Dark row, 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
  • 4 SB Skill Boost
  • 4 turn CD
    • Makes column of Wood + Unlock
  • Opportunity cost of not using Uvo
  • Underwhelming personal damage
    • TPAs are not hot
  • No Effective HP without 2 Wood combos
    • Does not outpace other leaders either
  • Low practical uses
Guile

Pros
Cons
  • 6 SB Skill Boost
  • Opportunity cost of not using Uvo
  • Does not fulfil any particular niche here

 

Uvo Guile

Pros
Cons
  • Green Mikage
    • Needs 3 Wood combos to function
  • 93.75% Damage Reduction with 3 Wood combos
  • Auto Follow Up
  • 5 SB Skill Boost
  • Feast or famine
    • 16x Effective Hp or 1x
  • Damage Reduction needs 3 Wood combos
    • Hard to generate every turn
    • Active does not provide enough orbs or a Spinner for activation
  • Significantly worse personal damage compared to Mikage
  • No bonus combos

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
  • Lots of TPA TPA
  • Potential for strong personal damage
    • TPA TPA TPA TPA TPA 45 45
  • No where to take advantage of
    • TPA is not in demand for mono Wood
  • Uvo form fulfills a stronger role
 Weapon Assist

Pros
Cons
  • 80% Blind Blind Resist
  • SBR Skill Lock Resist
  • 20% Jammer Jammer Resist
  • Spawns 2 Wood orbs
  • Heavy overlap with Samurai 3
    • Sam 3 provides SB Skill Boost

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 Skill Boost instead of SBR Skill Lock Resist. 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
  • High personal damage
    • 45 45 ( / 45)
  • Fixed 4 elemental Skyfall
    • Has application in some Rankings
  • Less ideal compared to other >50% cards
    • Mixing 7c forces combos
      • Cannot swipe for full benefit
  • Other forms may hold more value

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
  • 4 SB Skill Boost
  • Strong personal damage
    • 45 45 (45)
    • High ATK
  • 3 turn Damage Absorb Void
  • 22 turn CD
    • Difficult to use multiple times
    • GH favours multiple spawns spread out
  • LS needs 9 combos to activate
    • No bonus combos from Akuma

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
  • 4 turn CD
    • Unlocks Board + spawns Dark L
    • 1.5x ATK
  • Super Blind
  • Too many L’s
    • Eats into possible awakenings
  • Does not fulfil any particular niche well

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
  • 3 turn Damage Absorb Void
  • SB Skill Boost
  • Team HP
  • Recover Bind Bind Clear awakening
  • 22 turn CD
    • Hard to use multiple times

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
  • 4 Unique Killers + 10c
  • Strong active
    • 4 turn CD
    • Unlock board + Fire L
    • 2x TE
    • +2 combos
  • LS does not keep up with today’s options
  • Needs 10c to deal meaningful damage
  • 2 SB Skill Boost

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 Skill Boost 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
  • Modest Healing Solution
    • +heart +heart +heart
  • 4 Effective Skill Boosts Skill Boost
    • 2 turn Delay
  • Strong personal damage
    • 45 45
  • Fixed 4 element Skyfall
    • Helpful for some Rankings
  • May not provide enough Healing
    • Relatively low RCV
  • Less ideal in non-Ranking due to active having less value after Floor 1

Evolved Sakura can function as a modest Healing Solution due to their three Enhanced Heart orbs +heart 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
  • Unique active
    • Row Fire & Water
    • RCV & ATK Buff
    • +3 combos
  • Super Jammer Resist
  • Passive Damage for Water & Fire
  • Lacks specialization
    • Does not fulfil any role better than other cards

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
  • Lots of Time Extends
    • (+4s)
  • Reasonable personal damage
    • 45
  • Super Poison Resist
  • Does not fulfil a meaningful role
  • Only Resists Poison, little other value
Weapon

Pros
Cons
  • 2 turn Delay
  • Team HP & RCV
  • 2 OE Enhnaced Fire Orb
  • Enhanced Heart Orb +heart
  • Inferior to RSF for Delay

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 +heart.


Base Sagat – A

Pros
Cons
  • 2 turn CD
    • Unlocks Board
    • Makes 3 fire orbs
  • Does not fulfil a meaningful role
  • Other forms are stronger
  • Active does not provide an extra effect

Sagat

Pros
Cons
  • Strong personal damage
    • TPA TPA 45 45 ()
  • Does not do much beyond a Damage Solution
  • 1 SB Skill Boost
    • Hard to incorporate into a team

Evo Sagat can hit hard but so can numerous other cards and his 1 Skill Boost Skill Boost will hinder his inclusion on teams with Transforming cards.

Uvo Sagat –

Pros
Cons
  • 4-5 SB Skill Boost
  • 3 Enhanced Fire Combos
    • Significant Passive Damage
  • Super Blind
  • 4 turn cooldown
    • Generates 6 Fire orbs
    • Unlocks board
  • Fire has a competitive sub pool

Uvo Sagat can function as a potent Fire sub due to his 4-5 Skill Boosts Skill Boost, 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
  • 6x ATK buff + column of Fire
  • Does not do much overall
  • Uvo or Weapon have more value
Weapon

Pros
Cons
  • <50%
    • A modestly rare awakening for Weapons
  • A total of 80% Resists
    • Blind Resist Jammer Resist Poison resist Poison resist
  • >50% is not as widely used
  • Better if Resists were all 1 type

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
  • Strong personal damage when >80% HP
  • Better in other forms
  • >80% has a narrow window for success
    • Smaller ATK bonus
Karin

Pros
Cons
  • 7×6 board
  • Colour Cross leader
    • Sky-high ATK multiplier
    • 4x RCV & HP
  • 2 Team HP
  • Useful active
    • TE & RCV buff
    • 5 Fire, Light, & Hearts
  • No Damage Reduction
    • Vulnerable to Gravities
  • Not everyone enjoys Crosses
  • Difficult to handle Voids

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
  • Active generates 10 Light orbs
  • Passive Damage
  • 2 Team HP
  • Does not counter any mechanics
    • No Resists
  • Lower value overall
    • No place to truly use

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
  • Cloud
  • Team HP  & RCV
  • Buffs TE & RCV
  • Inferior to other Cloud options

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
  • 4 SB Skill Boost
  • 3 turn CD
    • Generates an L of Fire
  • Modest personal damage
    • 45 45
  • Modest Passive Damage
  • Mixes 2 colours for Enhanced Combos
    • Seldom want both
      • Better with two of the same kind
  • Does not fulfil any particular niche
    • Does a bit of everything
    • Does not excel in any metric

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
  • Reasonable personal damage with VDP
    • 45 45
  • L
  • 5 turns of buffs
    • 1.5x RCV, HP, & ATK
  • 1 turn 100% Damage Reduction
  • Bulky LS for Pixel cards
  • Where to use efficiently?
    • Damage Reduction only needed in (A)WoC2
  • CD is too long to be a reliable buffer
    • 5 turn duration can be overwritten by enemies
  • Full Pixel teams are often lacking
    • Few options overall

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
  • Sizable personal damage vs Attackers
    • 45 45 (45) 37 37
  • 100% Damage Reduction + Wood Row
  • Limited uses overall
  • Damage tied to combos
    • Cannot Swipe away Attackers

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
  • Super Poison Resist
  • Double Row maker
    • Wood & Hearts
    • 7 turn CD
  • Value hinges on how many other Double Row Makers you own

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
  • Orb Skin
  • Sizable personal damage
    • 45 (45) TPA TPA
  • Respectable LS
    • Solid multipliers
  • Solely a Damage Stick
    • Provides no utility or Resists
    • Does not counter any mechanics
    • Better Damage Sticks exist
    • Also has low ATK
  • LS needs an active every turn
    • Ken does not solve this issue
  • LS needs 2 Fire combos

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
  • High personal damage vs Attackers
    • 45 45 (45) 37 37
  • Easy to trigger +6c LS
    • Needs 4 or more Fire
      • Can Nidhogg System
  • Terribly low ATK
  • Limited uses overall

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
  • Significant Passive Damage
    • Dark row Dark row Dark row Dark row
  • Unique active
    • Generates Dark orbs while preserving Light & Heart
    • 100% DEF Break
    • 2x ATK
  • Primarily a Passive Damage solution
  • Does not counter many mechanics

Vega’s Base form can function as a potent Passive Damage solution for mono Dark teams that rely on Rows Dark row 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
  • Modest personal damage when above 80%
      • 5x vs all spawns
    • Gains more relevance with VDP
  • Possible Muzan sub
  • >80% has a narrow window for success
  • Does not generate Dark orbs
    • Active has lower synergy

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
  • 4 turn CD
    • 6 elements plus Jammers
    • Locks Board
  • A niche counter to Spinners

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
  • 3 turn CD
    • Makes an L of Water
  • Potent Physical Killer
    • physical killer physical killer physical killer (45) + Killer latents
  • Only effective vs Physical

Pixel R. Mika is a potent Physical Killer due to her triple Killers, 7 Combo 45, 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
  • Respectable Machine Killing potential
    • Machine Killer Machine Killer Machine Killer + Killer latents
  • Unique orb changer
    • Up to 18 Fire orbs made on 6×5
  • Pixel Napoleon does way more damage vs Machines

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
  • 2 Million True Damage Button
    • 10 turn CD
  • 4 SB Skill Boost
  • Only truly useful as a Button
    • Cannot modify damage value

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
  • Potential for high personal damage
    • (45) + 5 unique Killers
  • 4 turn CD
    • Clears Awoken Binds
    • Generates Water & Fire orbs
  • Terribly low ATK
  • Mono type spawns are more common
    • Ruins Killer overlap
    • A worse Aten
  • No SB Skill Boost

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 Skill Boost will probably exclude him from Transforming teams.

Pixel Dhalsim

Pros
Cons
  • Leader Swap active
  • 22 turn CD
  • Relatively underwhelming additional effect
  • LS is underwhelming
    • Have to remain >50%
    • Relatively low Effective HP

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
  • 450x Button
  • 20 turn CD can be hard to work around
  • Button Farming is not for everyone

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 Multiplayer Bonus 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
  • Strong personal damage vs Balance
    • 45 (45) Balance killer Balance killer Balance killer
  • Only shines vs Balance
  • 450x Button is more unique

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
  • 99 turn Wood Skyfall
  • Jurond provides Wood Skyfalls when Transforming
    • Farmable
    • High end sub to bring
  • Pixel Form is better

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
  • 3 turn CD
    • Cuts HP by 50%
    • Row of Wood
    • Self System with 3
  • Reasonable personal damage
    • (45)
  • Passive Damage
      • Can break up Row made for 2 Wood combos
  • Can potentially be abused by Raizer or Osiris
  • Terribly low ATK stat
  • <50% Wood teams are scarce
  • Constantly cutting your HP by half is problematic
  • Need 3 for System
Pixel Blanka can form a System with 3 copies due to their 3 turn cooldown that generates a row of Wood orbs along with a 50% HP cut. This can be abused to have a continuous flow of Wood orbs along with always being able to trigger <50% awakenings.
Sadly, a Blanka System will not be that efficient overall as the constant health cutting will result in almost no HP by the end of a dungeon with no guarantee of Heart orbs to heal back up like Sabito .

As such, I feel this would only truly shine in a TA2 setting or something with no preemptives:


Alex – B

Pros
Cons
  • Modest personal damage
  • Active generates a Row of Light + 100% DEF Break
  • Few practical uses
  • Pixel form is more unique

Base Alex does not fulfil any particular niche well and their Pixel form is more unique.

Pixel Alex

Pros
Cons
  • 3,000,000 True Damage Button
  • 4 SB Skill Boost
  • 100% DEF Break
  • Cannot increase Button value
  • Only hit 1 enemy
    • Does not overcome Resolve

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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8 thoughts on “Street Fighter Collab REM Review Review and Analysis – May 2021”

  1. 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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