Quote:
Originally Posted by Skinderella
AXLE SPIN KNUCKLE
When Cammy rolls defense dice against an enemy figure, if you roll two or more shields, she instead takes no damage and you may immediately move her up to 2 spaces. If she ends this move adjacent to the attacking figure, that figure receives 1 wound.
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While I apologize for missing it till now, I'm going to be a Nay on this power here. While the number of dice is different from the Nightwing comparison, we have 2 more comparable powers.
Genius Escape and Rock Wall Defense
This is straight up better than both of them. For starters, she doesn't require rolling 2 skulls like Genius Escape. Probability-wise, you'd start to get comparable if you switched the autowound to a die roll. But still leaves the first roll easier as now she has a pool of 5 die to work with vs essentially 3 that Genius Escape folks are working with to accomplish the same effect.
Rock Wall Defense hits back automatically but allow for movement, is limited to melee, and requires 4 shields.
Also, both of them only work on normal attacks. We are very selective about who gets counters on Special Attacks. Not seeing a reason why Cammy should be one of them, even with Street Fighter characters heavily preferring specials. If anything that more justifies it as she's a 140 pointer in a faction that leans specials over the autowounds that are borderline required here.
Statistically speaking, you'd actually depower her by simply making the power:
Quote:
AXLE SPIN KNUCKLE
When Cammy rolls defense dice against an enemy figure, you may instead roll one die. If you roll a skull, she instead takes no damage and you may immediately move her up to 2 spaces. If she ends this move adjacent to the attacking figure, that figure receives 1 wound.
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Which hopefully captures what I'm getting at here more succinctly.