C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
".... the Cambridge ladies do not care, above
Cambridge if sometimes in its box of
sky lavender and cornerless, the
moon rattles like a fragment of angry candy"
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ASCETIC
PERSONALITY = PACIFISTIC
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 2
ATTACK = 3
DEFENSE = 4
POINTS = 90
LEVITATION
Dhalsim is considered to have height advantage over any figure without the Aerial Advantage, Flying, or Levitation special power whose base is no more than 2 levels above his base. Dhalsim does not take falling damage and may ignore all effects from terrain tiles he moves onto or occupies.
YOGA FIRE SPECIAL ATTACK
Range 3. Attack 3.
Figures without the Lava Resistant special power roll one fewer defense die against this special attack. If Dhalsim inflicts one or more wounds with this special attack, roll one unblockable attack die for Burn Damage. Continue rolling for Burn Damage until you do not roll a skull.
Army Test 1 Unit Sum-up:
Damage: Normal Attack: 0. Special Attack:
- 2 wounds to Luke Cage.
- Burn Damage: 2 wounds to Luke Cage. Power Usage: Yoga Fire Special Attack:
- Subtracted 3 defense dice.
- Rolled 4 dice for Burn Damage.
Map: Conflict Chernobyl (no Glyphs).
Units: Army 1: Dhalsim (90), Robot (210), Booster Gold (290) (590)VS Army 2: Luke Cage (190), Iron Fist (260), Speedball (150) (600)
Spoiler Alert!
First Round: Army 1’s OMs: 3 on Robot and 1 on Booster Gold. Army 2’s OMs: 3 on Luke and 1 on Fist.
Initiative goes to Army 1. Round Sum-up: Luke takes 1 wound and Dhalsim takes 2 wounds.
Spoiler Alert!
ARMY ONE: Robot moves out carrying Dhalsim.
ARMY TWO: Speedball and Luke move out.
ARMY ONE: Robot fails to wound Speedball; Dhalsim does no damage to Speedball.
ARMY TWO: Fist moves out; Luke moves over and puts 1 wound on Dhalsim.
ARMY ONE: Robot fails to wound Luke; Dhalsim puts 1 wound on Luke.
ARMY TWO: Fist moves over and fails to wound Robot; Luke puts 1 wound on Dhalsim.
Second Round: Army 1’s OMs: 3 on Robot and 1 on Booster Gold. Army 2’s OMs: 3 on Luke and on Fist.
Initiative goes to Army 1. Round Sum-up: Dhalsim and Luke fall; Robot takes 2 wounds and Fist takes 1 wound.
Spoiler Alert!
ARMY ONE: Robot fails to wound Fist; Dhalsim puts 3 wounds on Luke with his SA.
ARMY TWO: Fist puts 2 wounds on Robot; Luke finishes off Dhalsim.
ARMY ONE: Robot fails again to wound Fist; Booster Gold moves out and finishes off Luke.
ARMY TWO: OM lost.
ARMY ONE: Robot fails to wound Fist; Booster Gold moves up and puts 1 wound on Fist.
ARMY TWO: OM lost.
Third Round: Army 1’s OMs: 3 on Robot and 1 on Booster Gold. Army 2’s OMs: 3 on Fist and 1 on Speedball.
Initiative goes to Army 1. Round Sum-up: Robot falls; Fist takes 3 wounds and heals 1.
Spoiler Alert!
ARMY ONE: Robot puts 1 wound on Fist; Booster Gold puts 2 wounds on Fist.
ARMY TWO: Fist finishes off Robot and heals 1 with Focused Chi.
ARMY ONE: OM lost.
ARMY TWO: Fist fails to wound Booster Gold;
ARMY ONE: Booster Gold fails to do damage.
ARMY TWO: Speedball moves up and fails to do damage.
Fourth Round: Army 1’s OMs: all on Booster Gold. Army 2’s OMs: 2 on both Fist and Speedball.
Initiative goes to Army 1. Round Sum-up: Booster Gold falls; Fist heals 1 wound.
Spoiler Alert!
ARMY ONE: Booster Gold fails to wound Fist.
ARMY TWO: Fist puts 3 wounds on Booster Gold and heals 1 wound.
ARMY ONE: Booster Gold fails to wound Speedball.
ARMY TWO: Speedball finishes off Booster.
Army 2 wins with 3 life Iron Fist and unwounded Speedball.
Army Test 2 Unit Sum-up:
Damage: Normal Attack: 0. Special Attack:
- 1 wound to Frank.
- Burn Damage: 1 wound to Frank. Power Usage: Yoga Fire Special Attack:
- Subtracted 3 defense dice.
- Rolled 2 dice for Burn Damage.
Map: Conflict Chernobyl (no Glyphs).
Units: Army 1: Dhalsim (90), Ms. Marvel (350), Meteorite (210) (650)VS Army 2: Frankenstein (320), Living Mummy (200), Werewolf x1 (130) (650)
Spoiler Alert!
First Round: Army 1’s OMs: 3 on Ms. Marvel and 1 on Meteorite. Army 2’s OMs: 3 on Frank and 1 on Mummy.
Initiative goes to Army 1. Round Sum-up: Meteorite takes 2 wounds and Frank takes 1 wound.
Spoiler Alert!
ARMY ONE: AAC: Meteorite moves out.
ARMY TWO: Mummy moves out.
ARMY ONE: AAC: Dhalsim moves out.
ARMY TWO: Frank moves out.
ARMY ONE: Ms. Marvel moves out and puts 1 wound on Frank.
ARMY TWO: Frank moves up and puts 2 wounds on Meteorite.
Second Round: Army 1’s OMs: 3 on Ms. Marvel and on 1 Meteorite. Army 2’s OMs: 3 on Frank and 1 on Mummy.
Initiative goes to Army 1. Round Sum-up: Meteorite falls; Frank takes 3 wounds and Ms. Marvel takes 2 wounds.
Spoiler Alert!
ARMY ONE: Meteorite removes an OM from Frank and fails to wound him; Ms. Marvel puts 1 wound on Frank.
ARMY TWO: OM removed.
ARMY ONE: Dhalsim moves over and puts 2 wounds on Frank with his SA.
ARMY TWO: Frank finishes off Meteorite; Mummy moves over and fails to his Prehensile Bandages roll.
ARMY ONE: Dhalsim fails to wound Frank; Ms. Marvel fails to roll a skull.
ARMY TWO: Mummy moves up and puts 2 wounds on Ms. Marvel.
Third Round: Army 1’s OMs: 3 on Ms. Marvel and 1 on Dhalsim. Army 2’s OMs: 2 on both Frank and Mummy.
Initiative goes to Army 1. Round Sum-up: Ms. Marvel and Dhalsim falls.
Spoiler Alert!
ARMY ONE: Dhalsim fails again to wound Frank; Ms. Marvel fails to wound Mummy.
ARMY TWO: Frank puts 1 wound on Dhalsim; Mummy rolls 5 skulls out of 5 dice and finishes off Ms. Marvel.
ARMY ONE: OM lost.
ARMY TWO: Frank finishes off Dhalsim.
Army 2 wins with 3 life Frankenstein, unwounded Living Mummy, and unwounded Werewolf (Luck was on Army 2's side by a lot).
Army Test 3 Unit Sum-up:
Damage: Normal Attack: 0. Special Attack:
- 2 wounds to Hit-Girl.
- Burn Damage: 1 wound to Hit-Girl. Power Usage: Yoga Fire Special Attack:
- Subtracted 1 defense dice.
- Rolled 1 dice for Burn Damage.
Map: Conflict Chernobyl (no Glyphs).
Units: Army 1: Dhalsim (90), Iron Patriot (290), Doctor Light (190), Zombie (120) (690)VS Army 2: Scarlet Spider (245; Kaine Parker), Hit-Girl (135), Nite Owl (130), Robin (80; Damian Wayne), Oracle (110) (700)
Spoiler Alert!
First Round: Army 1’s OMs: 2 on Iron Patriot, 1 on Zombie, and 1 on Dr. Light. Army 2’s OMs: 2 on Scarlet Spider, 1 on Oracle, and 1 on Hit-Girl.
Initiative goes to Army 2 (Zombie's and Dr. Light's OMs moved to Dhalsim). Round Sum-up: Hit-Girl and Dhalsim fall.
Spoiler Alert!
ARMY TWO: Scarlet Spider and Nite Owl move out.
ARMY ONE: Dhalsim moves out.
ARMY TWO: Hit-Girl and Damian move out.
ARMY ONE: Dhalsim moves up and takes out Hit-Girl.
ARMY TWO: Scarlet Spider moves up and puts 3 wounds on Dhalsim; Nite Owl moves up and finishes off Dhalsim.
ARMY ONE: Iron Patriot moves out and fails to do damage.
Second Round: Army 1’s OMs: 2 on Iron Patriot, 1 on Zombie, and 1 on Dr. Light. Army 2’s OMs: 3 on Scarlet Spider and 1 on Oracle.
Initiative goes to Army 1 (Dr. Light and Zombie move). Round Sum-up: Scarlet Spider falls; Dr. Light takes 1 wound.
Spoiler Alert!
ARMY ONE: Zombie drops the Amulet and moves up.
ARMY TWO: Zombie moves up and puts 1 wound on Scarlet Spider with Walking Dead. Scarlet Spider fails to do damage; Damian moves up and fails to roll a skull.
ARMY ONE: Iron Patriot picks up the Amulet and puts 3 wounds on Scarlet Spider; Dr. Light moves up and fails to do damage.
ARMY TWO: Scarlet Spider puts 1 wound on Dr. Light; Nite Owl moves over and fails to wound Dr. Light.
ARMY ONE: Iron Patriot moves over and puts 1 wound on Scarlet Spider; Zombie finishes off Scarlet Spider (Scarlet Spider's OM moved to Nite Owl).
ARMY TWO: Nite Owl fails to wound Dr. Light.
Third Round: Army 1’s OMs: 3 on Iron Patriot and 1 on Dr. Light. Army 2’s OMs: 3 on Nite Owl and 1 on Oracle.
Initiative goes to Army 2. Round Sum-up: Nite Owl falls; Dr. Light takes 2 wounds, Iron Patriot takes 2 wounds, and Damian takes 2 wounds.
Spoiler Alert!
ARMY TWO: Nite Owl puts 1 wound on Dr. Light.
ARMY ONE: Iron Patriot moves over and puts 1 wound on Damian; Zombie puts 3 wounds on Nite Owl.
ARMY TWO: Nite Owl puts 1 wound on Dr. Light.
ARMY ONE: Iron Patriot fails to wound Damian; (using the Amulet) Zombie finishes off Nite Owl (OM moved to Damian).
ARMY TWO: Damian moves over and puts 2 wounds on Iron Patriot.
ARMY ONE: Iron Patriot puts 1 wound on Damian; Zombie fails to finish Damian.
Fourth Round: Army 1’s OMs: 3 on Iron Patriot and 1 on Zombie. Army 2’s OMs: 2 on both Damian and Oracle.
Initiative goes to Army 2. Round Sum-up: Damian and Oracle fall; Iron Patriot takes 2 wounds.
Spoiler Alert!
ARMY TWO: Damian puts 2 wounds on Iron Patriot.
ARMY ONE: Iron Patriot finishes off Damian (Damian's OM moved to Oracle); Dr. Light moves over and puts 1 wound on Oracle.
ARMY TWO: Oracle moves out.
ARMY ONE: Iron Patriot moves over and picks up the Amulet, then puts 2 wounds on Oracle; Dr. Light moves up and finishes off Oracle.
Army 1 wins with 1 life Iron Patriot, 2 life Dr. Light, and unwounded Zombie.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: With Yoga Fire being a really solid special attack, Dhalsim could maybe use a 10 or 20 point bump, even though they did lose 2 out of 3 games (though, that's mostly due to luck being against him). Yoga Fire also kind of make his normal attack not very useful, 'cause the -1 defense plus burn damage will most of time out class his normal attack.
GENERAL THOUGHTS ON THE TESTED UNIT: Dhalsim makes a nice filler unit. Overall, I like the design, though I do worry that his normal attack won't be used much as is.
The normal attack of 4 (most of the time) isn't bad either so I'm not sure you could do to make it a more attractive option. When running with the Avengers, Enchantress, Star Lord, or a few other normal attack boosting allies it could still see some use. Otherwise, I agree with your assessment that the SA of 3 with a -1 to def. would be my go to move unless I were facing a Lava Resistant figure or maybe the Bee Keepers.
Army Test 1 Map: Can’t See the Jungle (no glyphs) Armies:
Dhalsim, Captain America (C3G) Falcon, Bucky, Speedy (Mia Dearden) (610 Points) vs.
Batman (vI), Robin (Tim Drake), Alfred Pennyworth, Echo, Silk Spectre (610 points)
Spoiler Alert!
Overview of Dhalsim’s performance:
Wounds inflicted through normal attacks: 1 on Batman, 1 on Echo.
Levitation used universally.
Yoga Fire used once to no effect.
Notes on deployment - Batman and Robin, as well as Falcon, are hiding behind the ruin on the separate parts of the central island. Captain America takes the forward and solitary position just to the west of that island. Bucky and Dhalsim deploy to the south, as do Echo and Silk Spectre, while Speedy deploys to the centre and far west while Alfred deploys to the centre and far east.
Round One
Batman claims the initiative, Bat-Grappling across to the other side of the island to strike Falcon, but Sam's Redwing Distraction saves him. Robin also Grapples across to attack Falcon, but his strike has just as little affect.
Captain America charges into the water, striking Batman for two wounds.
Batman attempts to strike Captain America, but fails to wound. Robin strikes Falcon, but fails to wound.
Falcon attempts to strike Batman, but fails to wound.
Echo advances
Speedy moves up and shoots Batman, but takes a wound from Evasive Strike.
Speedy does not take a wound from Delicate Health
Round Two
Captain America strikes Batman from the water, but is rewarded with a Batarang to the face.
Batman Grapples to the shore, striking Steve from height but failing to wound. Robin Grapples to the shore as well and, with a 4 skull attack, inflicts two wounds on Rogers with his Batarang.
Falcon flies to strike Robin, but fails to do so.
Batman Grapples to take out Speedy, and Robin Grapples to attempt to hit Falcon from height, but fails to wound. With the fall of Speedy, the Captain's army looses its third turn.
Echo moves up, mimicking Captain America's attack.
Round Three
Captain America moves up to hit Batman from low gronund, taking a wound from Evasive Strike. Bucky also moves to punch Bruce, inflicting a wound on the Bat.
Batman strikes Captain America, finishing him off and neutralising his next turn, before Robin, again in vain, attempts to strike Falcon.
Batman turns around to strike Bucky, and while he only manages one skull, he still inflicts a wound on Steve's grieving friend. Robin continues with his futile assault on Sam Wilson.
Dhalsim moves up, striking Batman from range and finishing him off.
Echo moves up, and Robin still tries in vain to hurt Falcon.
Round Four
Dhalsim claims the initiative, striking Echo from range for a wound.
Echo moves up, striking Dhalsim for three wounds, as Robin's persistence finally pays off as he inflicts a wound on Falcon.
Dhalsim tries to use Yoga Fire, but it fails to penetrate Echo’s defences.
Echo strikes Dhalsim killing him, as Echo inflicts another wound on Falcon.
Falcon takes a leaving engagement swipe in order to swoop in and kill Echo.
Round Five
Falcon claims the initiative and swoops in to hit Robin, but blanks.
Silk Spectre advances.
Falcon strikes again, inflicting two wounds on the Boy Wonder.
Silk Spectre advances and Robin strikes Falcon to no avail.
Falcon, again, fails to roll a skull.
Silk Spectre advances as Robin’s strike does nothing.
Round Six
Falcon claims the initiative and kills Robin.
Laurie moves to strike Bucky, inflicting a wound.
Falcon moves to strike Silk Spectre inflicting a wound.
Silk Spectre makes a Whirlwind Assault, but only inflicts a wound on Bucky.
Falcon inflicts two more wounds on Silk Spectre.
Silk Spectre kills Bucky.
Round Seven
Alfred Pennyworth claims the initiative and Extracts Silk Spectre, healing a wound, before advancing slightly, still making sure to remain adjacent to her.
Falcon advances.
Alfred heals Silk Spectre’s remaining wounds.
Falcon flies forward and kills Alfred.
Laurie fails to hurt Sam.
Sam inflicts two wounds on Silk Spectre.
Round Eight
Silk Spectre claims the initiative and strikes Falcon, but fails to hurt him.
Falcon strikes Silk Spectre for no wounds.
Silk Spectre’s attack fails.
Falcon’s attack fails.
Silk Spectre’s attack fails.
Falcon inflicts a wound.
Round Nine
Falcon claims the initiative and kills Silk Spectre.
Captain America’s team victorious, Falcon with 3 wounds.
Overview: Well, it was certainly a close one! Dhalsim didn't do much this game, but what he did do was certainly valuable.
And here's the final!
Spoiler Alert!
- Theme Test -Tentative Pass - I don't know the character, but I have looked him up and seen some gameplay videos of Street Fighter II and V on YouTube as research, and, while this guy is really close and there's certainly nothing wrong, I can't help but feel that he's just missing one little thing. - Mirror Test -Pass - Bonding Test -Pass - no present synergies except for uber minor human ones, nor do I suspect there ever will be. - Synergies Test - Pass - see above. - Power Check -Pass - He’s nothing devastating, but he’s a good brawler for 90 points. I don't know where else to put this, so since Power Check also talks about a power's stipulations, I'm just wondering if it's worth keeping the Aerial Advantage immunity in Levitation, since I'm having a hard time imagining someone with Aerial Advantage but no Flying - then again, you probably know something I don't that makes it vital to keep in , I just thought I'd mention it. - Fun Test - Pass - Levitation and Yoga Fire are fun for his cost, but seeing the character in action on YouTube, I do think he could use a touch more to make him more interesting. - Fun Competitive Test - Pass - No issues. - Drafting Test - Pass - As I said, if I have 90 points left and could use a cheap back-up brawler, he's a good filler. - Usage Test - Pass - Yoga Fire has it’s uses, more than I expected, though I’d wonder about upping its range one to make it more useful. - Strategy Test - Pass - The decision whether to Yoga Fire or to attack normally, his bonuses against non-fliers and his Levitation bonuses on difficult terrain make him fairly tactical, but, as with Fun and Theme, he could use a touch more for the character.
Name Of The Playtest Unit: Dhalsim
Army Test 2 Map: If You Can't Take The Heat... (no glyphs) Armies:
Dhalsim, Robot, Fire, Red Robin (610 Points) vs.
Luke Cage, Firestar, Swordsman, Spider-Girl (610 Points)
Spoiler Alert!
Overview of Dhalsim’s performance:
Wounds inflicted through normal attacks: 1 Spider-Girl.
Levitation used universally, especially to avoid lava damage.
Yoga Fire used 4 times, once for no wounds, once for a single regular wound on Firestar, once for a single regular wound and a wound of burn damage on Swordsman.
Note: Red Robin starts with the Bat-Shurikens - this has no impact on anything throughout the entire game, but the test sheet would be incomplete if I didn’t mention something like this.
Round One
Luke Cage claims the initiative and commands Firestar forwards to the 2 space level 4 Lava Field perch to the south-east before advancing up to the level three Lava Field to the east.
Robot flies up to the level 4 lava-field perch to the north-west, carrying Dhalsim to the same post. He opens fire on Firestar, inflicting a wound.
Firestar flies to the level 2 lava field to the north east, before firing a Microwave Beam at Robot and Dhalsim. Unfortunately, she fails to roll a skull. Luke Cage circles down into the level 1 swamp, taking cover behind a Jungle Brush.
Robot opens fire on Luke Cage, inflicting a wound. Dhalsim throws Yoga Fire at Firestar, inflicting a wound but failing to inflict Burn damage.
Firestar flies to the other end of the battlefield, into the swamp water under the canopy of a Jungle Tree, before firing a Microwave Beam at Robot and Dhalsim, rolling 3 skulls. Robot defends and Dhalsim receives a wound. Luke Cage moves up to strike Robot, inflicting two wounds.
Robot disengages from Luke Cage, taking a wound, before settling down on a level 2 swamp space next to the level 4 perch to the south. He opens fire on Firestar, but fails to wound.
No one end the round on Lava Field save Dhalsim, who Levitates to avoid damage.
Round Two
Robot claims the initiative, shooting Firestar from height, inflicting a wound. Dhalsim uses Yoga Fire on Luke Cage, failing to inflict a wound.
Luke Cage commands Firestar to the level 2 swamp to the west, before firing a Microwave Beam at Red Robin. She rolls a whole 5 skulls, inflicting 2 wounds. Luke Cage moves to the perch Dhalsim is on, striking him to inflict a wound and knock him back two spaces.
Robot flies to the level 3 Lava Field to the west, blowing Firestar away.
Swordsman moves forwards. Luke Cage moves to the swamp water to the north to attack Dhalsim, knocking him back a space but failing to wound him.
Robot moves to shoot Swordsman, remaining on his Lava Field perch, and inflicting a wound.
Swordsman moves up to Dhalsim, inflicting two wounds with his Swordplay.
Luke Cage moves to strike Robot from the swamp water, but fails to wound.
The Lava Field burns Swordsman and Robot, burning them both.
Round Three
Robot claims the initiative, striking Luke Cage for a wound, before commanding Dhalsim to use Yoga Fire on Swordsman, inflicting a wound and burning him with Yoga Fire to finish him off.
Luke Cage strikes Robot, taking him down.
Fire flies up to the level 4 perch to the south east of the map, before firing a Fireball at Luke Cage, failing to wound him.
Red Robin flies up to Luke Cage, failing to inflict a wound.
Luke Cage punches Red Robin, knocking him out.
Luke Cage takes a wound from Lava Field - while on Lava Field, Fire and Dhalsim are safe.
Round Four
Dhalsim claims the initiative and moves to strike Spider Girl while Levitating above the swamp water, inflicting a wound.
Luke Cage moves north-east.
Fire moves to the level 4 Lava Field perch to the north-west, attempting to shoot Luke Cage with a Fireball, but he absorbs it without harm.
Luke Cage moves south-east, stopping in the swamp water, taking cover under the Jungle Brush.
Fire fires a Fireball at Luke Cage, and he defends.
Spider-Girl swings up to the level 3 lava field to the east and fires her web-shooters at Dhalsim, from height advantage despite his Levitation, and taking him out. Luke Cage strikes Fire from low ground. He inflicts a wound and knocks her back, inflicting a point of knockback damage.
Spider-Girl avoids being burned.
Round Five
Fire claims the initiative and strikes Luke Cage from height, inflicting a wound.
Spider-Girl swings down, but can do nothing. Luke Cage moves up to Fire’s perch, only inflicting one wound but knocking her into molten lava! If Fire were not Lava Resistant, that would be the most awesome way for the game to end! Considering she is though, it’s merely deeply disappointing!
Fire moves back up to strike Luke Cage again, but fails to roll a skull.
Spider-Girl moves up to strike Fire from low-ground, but fails to hurt her. Luke Cage strikes Fire, knocking her out.
Luke Cage’s team victorious, Luke Cage with 3 wounds, Spider-Girl with 2 wounds.
Overview: Dhalsim did pretty damn well here - the added versatility of being able to avoid Lava Field when everyone else had to worry about it (except Fire) certainly helped him here, probably making him worth a little more than 90, but that's map specific, so it probably shouldn't figure into the final cost. He was fun and useful, but far from overpowered.
Final Thoughts On The Tested Unit:
He’s good and balanced, and at 90 points he’s a good, fun, useful filler pick. Not too much more to say, except that I feel he’s missing something based on the gameplay videos I’ve seen. Dhalsim seems to be a good defensive character, based on what I’ve seen and what people have been saying, due to how it’s difficult to close in on him because of the long range of his limbs. The 2 Range represents his limbs, but fails to represent how they’re used to maintain distance - it’s easy to close in on him, hit him, and then he’s locked in melee. Looking at Street Fighter V videos, I considered maybe suggesting a teleport power, but I didn’t see any of that in the Street Fighter II gameplay I saw, so that may have been implemented later, so you might not want to do that. Honestly, I’m thinking that he doesn’t need much, but I’d strongly recommend just giving him Engagement Strike or something along those lines - just something to represent him being difficult to close into melee with. He is so close right now -with that little addition, he’d feel much more like the character, and be an even more interesting, fun and tactical figure to play.
There's definitely use for his normal attack, even if you'd want to go special like 80% of the time.
The lack of ability to play him as a keep away character is a great criticism, though. Maybe a Yoga Teleport power that lets him warp away from figures as they move adjacent? Just a space or two, but on the right battlefield it'd be a big help.
The comment about aerial advantage without flying is spot on too. Hard to have one without the other. I'm impressed by the amount of research she did on the character for a play test. As for the engagement strike/teleport idea, maybe just have a power that stops non-fliers/leapers/pole vaulters from moving adj. to him when moving from more that 2 spaces away. So a fellow melee fighter can't close the distance on one OM, giving him a free attack (if he has an OM on his card) before they can engage.