View Full Version : The Best at What They Do: Combat Reflexes
saturnflight
06/02/2010, 16:17
http://www.hcrealms.com/forum/picture.php?albumid=680&pictureid=10266
While the powers appearing on the Powers and Abilities Chart are staples of dial design, that in no way implies that they always remain the same. Most of the time, changes to powers on the PAC are mechanical, allowing them to remain conceptually the same. But Combat Reflexes actually changes from an unpopular mobility option to a defense booster. And with that change, the characters sporting the ability earned a whole new kind of admiration.
Fall in for a review of Combat Reflexes' finest!
saturnflight
06/02/2010, 16:35
Modify this character’s defense value by +2 against close combat attacks. This character can choose to be knocked back by any attack from which it takes damage. Knockback damage dealt to this character is reduced to 0.
Some of you readers may be too new to remember, but Combat Reflexes didn't always have that first sentence. Back in DC's Unleashed set (where the lime powers made their debut), Combat Reflexes was an odd power without much of an audience. It was the sort of ability you hoped you'd never have to use, as gaining any possible benefit from it was a losing strategy and mere consolation. A ranged attacker, or a melee fighter with Charge, might manage to make use of it to abandon unwanted adjacency, but that's about it.
http://media.comicvine.com/uploads/3/36872/860050-wc106.jpg
Wait... how does that help me?
When the Danger Room starter was announced, so was a revisiting of the PAC. It was this revision that swung the pendulum for Combat Reflexes back the other way. A +2 to defense in close combat was a whole new ability, and suddenly everyone was digging out their old lime-powered figures and reevaluating the ir soaring defense values. The rise of Combat Reflexes had officially begun.
http://media.comicvine.com/uploads/3/36872/729913-wc50.jpg
It did wonders for me... but can't make me look any less stupid...
Today, most melee fighters, even bricks, sport Combat Reflexes somewhere on their dial. Even folks like Hulk and Hercules, seemingly too bulky for the agile-feeling knockback option, have a couple defense-raising clicks tucked away in their defensive power progressions. Most aren't known for the ability, but the few who are constitute a feared batch of annoyance pieces.
First, for the minimalist in us all, the bystanders:
http://www.hcrealms.com/units/snB006.jpg
http://www.hcrealms.com/units/svB001.jpg
Note that Dallas Riordan has a 17 defense if she wheels that chair up next to you. Eat that, Chuckie! I guess it makes more sense with the 'knockback from any attack' part... if she could survive taking a hit... Well, at least Rick Jones makes sense!
http://t2.gstatic.com/images?q=tbn:ndoeElNvSfuYXM:http://media.comicvine.com/uploads/2/27967/708807-mockingbird_super.jpg
sn016 R Mockingbird
Team: S.H.I.E.L.D.
Range: 0 :bolt:
Points: 19
Keywords: S.H.I.E.L.D., Spy
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While the veteran gets all the attention, the rookie really streamlines her dial to just the hassle of hitting a high defense on a low cost figure. Taking knockback will just send you off to safety, another opponent, or even your other ranged combatants who can benefit from her SHIELD ability. It's easy to see how Hawkeye's helpless against her when she's close to him.
http://t1.gstatic.com/images?q=tbn:1br5XtUNacSRLM:http://sfpodcastnetwork.com/podcasts/higmwtrc/files/spoiler1.gif
lg003 V Spoiler
Team: Batman Ally
Range: 4 :bolt:
Points: 22
Keywords: Birds of Prey, Gotham City
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If this looks like a repeat of the Leap/Climb article, there's some justification in that accusation. The idea of bouncing away from a fight goes hand in hand with characters who deserve Leap/Climb, and the balance between the two powers shifts easily through a Rookie/Experienced/Veteran design. Rookie Spoiler may accentuate her hops, but the Veteran, with the protection of the Batman Ally team ability, makes her Combat Reflexes the focus of your hatred. Just try hitting that 18; you can't shoot her to bypass the bonus, and you can't outwit it. All that and you've only earned 22 points for the KO. Sorry Robin, but your girlie's just a sacrificial lamb.
http://t2.gstatic.com/images?q=tbn:VUKeGa1rWkA9cM:http://www.latinoreview.com/images/user/iron%2520man%2520spymaster.jpg
aw025 R Spymaster
Team: No Affiliation
Range: 6 :bolt:
Points: 22
Keywords: Spy
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Some will find this dial anticlimactic after Spoiler, but hear me out. Spymaster packs a 6 range to snipe from the safety of hindering terrain, where his unavoidable +2 Combat Reflexes bonus makes him a solid 17 defense. But once hit, Spymaster doesn't crumble, picking up Exploit Weakness to really bite back at the attacker who socked him. Improved attack values and the useful Spy keyword just round out this solid option for point filler.
http://t0.gstatic.com/images?q=tbn:LLIoDNP7pZ9z2M:http://media.comicvine.com/uploads/1/11136/656736-__catman__colours_by_el_andyjack.jpg
or040 R Cat-Man
Team: Batman Enemy
Range: 6 :bolt:
Points: 47
Keywords:
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What is it with the crouching pics today? Cat-Man is a bit of a jack of all trades, which usually invalidates a figure. But the truth is, Cat-Man isn't particularly good at any of those trades... with the exception of his irritating defense. 5 clicks of Combat Reflexes keep Catty from being a soft target, and the knockback option can give you creative options for borrowing or loaning attack values. If things go your way, Cat-Man might see that Regeneration click before biting the big one, giving him another round of Combat Reflexes. Not bad for a Batman impersonator.
http://t1.gstatic.com/images?q=tbn:3l5pYRBgZNTCiM:http://th04.deviantart.net/fs26/300W/f/2008/157/8/4/Abe_Sapien_by_Cortana.jpg
hb003 V Abe Sapien
Team: B.P.R.D.
Range: 6 :bolt:
Points: 50
Keywords: BPRD
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A leadership option, but a fragile one. A bit of Perplex, but not opening. A capable ranged attacker, but not a standout one. Yet through all of this, Abe is a very effective figure for the 50 points he'll cost you. I chalk that up to his defense, which in conjunction with Stealth and a wildcard ability, deter the 'disabling' attack often used on similar figures to render them useless and ignorable. 10 attack is also downright impressive on such a low-cost figure. Abe will be a lot more of a problem than he deserves to be game after game.
http://t1.gstatic.com/images?q=tbn:WJvZ9XOv-3EIsM:http://www.adherents.com/lit/comics/img/s/SpiderWoman.jpg
aw217 LE Jessica Drew
Team: Hydra
Range: 6 :bolt:
Points: 65
Keywords: Hydra
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A real kaleidoscope of powers, Jessica Drew never switches that defensive slot. Jessica opens with Charge, but can flip out of that engagement following damage to make the most of Ranged Combat Expert, Mind Control, Incapacitate, or Pulse Wave (depending on how hard that hit is). That's assuming she even takes a hit; front-loaded 17 plus Combat Reflexes' +2 makes a tough target. The finishing flourish is the HYDRA team ability, improving the chances of hitting for adjacent ranged attackers. 65 points feels like robbery for this Bendis favorite.
http://t0.gstatic.com/images?q=tbn:S_ZswkyWEUd75M:http://www.classicmarvelforever.com/images/psylocke1.gif
aw057 V Psylocke
Team: X-Men
Range: 8 :bolt:
Points: 75
Keywords: Martial Artist, Mutant, X-Men
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Whether your Psylocke Veteran is still topped by the armored sculpt or replaced with the ninja version the dial seems to indicate, this dial is feared for that first click. Capable up close, capable at range, unignorable either way. Psylocke enters battle long before anyone can touch her, thanks to an 8 range and Stealth. And when they finally get close, they had better make that attack roll, or she hits back with 3 damage going straight through any defenses they may have. Betsy is a fearsome secondary attacker, and one who has to be dealt with forcefully or she'll make you live to regret it.
http://t1.gstatic.com/images?q=tbn:sl3JI24NEjsGSM:http://www.studentsoftheworld.info/sites/misc/img/16417_nightwing.jpg
cr029 V Nightwing
Team: Batman Ally
Range: 6 :bolt:
Points: 79
Keywords: Detective, Gotham City, Martial Artist, Outsiders, Police, Teen Titans
m-boota-fistd-starburstg-starburst9101728101628916279172791626815168151KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO(Speed) Dual Membership: Nightwing can use the Outsiders and Titans team abilities and possesses the Outsiders and Titans team symbols.
(Attack) Fisticuffs: Nightwing can use Flurry.
(Defense) Acrobat: Nightwing can use Combat Reflexes, Energy Shield/Deflection, and Leap/Climb.
I'm willing to wager 75% of you thought of this guy first when you clicked 'Full Story'. Nightwing doubles up on a lot of things, not least of which is his shared defensive slot. Energy Deflection will seldom see use, but Combat Reflexes certainly will. Thankfully, this is the power Dick sticks with once he gives up on the Acrobat special. Flurry, Leap/Climb, three team abilities, and a host of supporting powers make Nightwing a number one priority, making that Combat Reflexes seem all the more significant as they deny attack after attack, giving the former Robin an escape option should any attack mange to succeed. Nightwing is a fitting conclusion to any discussion of Combat Reflexes.
Did I miss a favorite of yours? Or maybe you've got a bone to pick with one of my choices? Throw your comment into the mix! And then come back next week, when we look at Combat Reflexes' inspiration: Energy Shield/Deflection!
Mr. Cranberry
06/03/2010, 08:31
Mockingbird? Check
Spoiler? Check
Nightwing? Check
I do like Star-Lord because of his CR and Sharpshooter combo.
reklawyad
06/03/2010, 08:32
I find that the best use of it right now seems to be in the form of Batman and Catwoman. The whole Double Pounce, get up in your face and oh BTW I get to smack you for 3 then 2 and you need to hit a 19 in close added in with Batman Ally is just BRUTAL!!!
reklawyad
06/03/2010, 08:35
Not Needed
red king
06/03/2010, 08:41
I always enjoy your articles. Not one of my favorite powers, but good write up, and Rep to you!
I'd add Allen the Alien to the list. 19 DV in close combat combined with CCE and an 11 AV is a great combination.
Fantastic overview as always.
I've got a longer list of candidates for honourable mention than usual for some reason:
rookie Katana - for 37 points you get stealthed combat reflexes, blades with 9 AV, and the outsiders TA.
experienced Legacy Joker - sure, only one click of CR, but it gives him a 20 defense from hand to hand which he combines with the close range threats of poison and exploit weakness.
experienced Sinister Valkyrie - not such a stand out on her own, but worth a mention as able to apply her combat reflexes bonus to a defense value borrowed from the Defenders TA. Not a lot of Defenders/JSAers can do that on their top click. (It's another plus for Star-lord...)
Spider-Girl's combat reflexes + super senses special power deserves a nod. (Crisis' Lashina & Batgirl have CR + willpower as a nice combo, but it comes late in their dials and with lower defense values...)
Brave & Bold has Robin, Harley & Ivy, and Miracle & Oberon with notable C.R.
I'm also rather fond of E Meggan, Kraven the Spider, V Wild Child, Longshot, Allen the Alien, Man Bat Assassin, Arkham Robin, Arkham Harvey Dent (too much of a nuisance to ignore at range, more than a handful when based), & R Origins Wonder Girl. Guess I just like the nuisance factor of hard to hit characters.
carnage666
06/03/2010, 09:33
I have to admit, I like my Exp. The Joker from Legacy a whole lot more once it was changed. 18 defense + Combat Reflexas = 20 defense. Now that's insane! hehe :laugh:
jackstar7
06/03/2010, 09:52
Mister Miracle & Oberon. CR is really what they do best...
Phoenix_Icewing
06/03/2010, 10:15
Mister Miracle & Oberon. CR is really what they do best...
i do gotta agree with this, it is what they do best. But do they really do CR the best? for their points, they take up a good chunk of a team, but give you a 20 defense and exceptional mobility to tie up the enemies team while meting out small amounts of damage, two-fold. Not as playable as Nightwing, but honestly, more combat effective than a lot on the excellent list.
great job as always!
RavenProject
06/03/2010, 10:38
I'd add Allen the Alien to the list. 19 DV in close combat combined with CCE and an 11 AV is a great combination.
I agree with you completely, but it also highlights one aspect of Combat Reflexes' history which wasn't mentioned.
Adding the Defense modifier definitely brought Combat Reflexes into the limelight, but it still had one glaring weakness. Characters with Flight could still make ranged attacks against adjacent figures, or be the target of ranged attacks from adjacent figures. This diminished CR's utility against flying shooters who could avoid the power, and it made flying bricks with CR (like Allen the Alien) relatively useless.
Then came the Secret Invasion updates, and from then on the only way to shoot an adjacent character was Sharpshooter. This represented another huge step forward for Combat Reflexes, because now the power was useful against almost everyone. For grounded figures going after flying shooters this was pretty big, but for flying bricks (like Allen the Alien) this was huge. Allen's play value grew exponentially from that point on.
So yes, Allen's a great CR figure... it just took a while for him to reach that point.
-J
rorschachknew
06/03/2010, 10:45
Good article. Only thing I disagree with is your assesment of Cat-Man.
His team ability gives him huge threatening power, similar to V Hellcat. Forcing much higher point figs to attack him and maybe miss with the reflexes instead of going for a bigger target. I used him with Rookie Mon-El and borrowed the attack values to crush opposing figs. First tourny I ever won.
BigDaddyHub
06/03/2010, 11:33
Great list, here, Saturnflight. The only one I would argue for that isn't on this list is Spider-Girl. For her 77 points, she can be a nightmare because of her SP that gives her CR. Combined with the Wildcard TA, she can copy Batman and draw those enemies in close.
Project: J-ko
06/03/2010, 11:49
The one figure I first reached for when CR got it's boost was U Longshot from Mutant Mayhem. All but his last click has Combat Reflexes, and his top click of 17DV with Combat Reflexes and Prob Control makes him so very obnoxious. The 10AV helps that along too.
I was using him before because I love the character. I used him so much more when the change hit.
rollinsolo
06/03/2010, 12:17
Another masterful article.
PashaJoshua
06/03/2010, 12:27
If I roll doubles against a CR figure and do damage can the CR figure choose not to take the knockback?
Also, what is the ruling when a character is dealt damage and ends on a click with CR? Can they then choose to take knockback after the damage is dealt?
Lastly, does a special power that says can use CR work under the same rules as my second question?
Thanks
saturnflight
06/03/2010, 12:41
A.- Combat Reflexes can only choose TO take knockback, not choose not to.
B.- Knockback choice is made prior to damage dealt. Immunity to damage from hitting a wall or falling off a roof is after damage.
C.- Works the same.
thereaper
06/03/2010, 13:20
Gamora should have made the list
The Arachnid
06/03/2010, 13:43
Now if they only would make ES/D the same way, only for ranged.
Can't believe E Cheshire is not included : 16 DEF+Combat Reflexes (keeps it for 4 clics) with Poison+Stealth and Batman Enemy TA for 34 points.
A pure assassination piece, designed to get close and stay there, delivering her poison, a perfect add-on to R Cat-man
UltraSuperGuy
06/03/2010, 14:19
Kraven The Spider and Longshot deserved to be on this list, figures with CR and 15 defense is a big who cares.
sn216 LE Kraven the Spider
Team: No Affiliation
Range: 0 :bolt:
Points: 39
Keywords: Animal, Warrior
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mm085 U Longshot
Team: X-Men
Range: 6 :bolt::bolt:
Points: 66
Keywords: Exiles, X-Men
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UniqueLoginNamor
06/03/2010, 14:44
Armor wars Spidey anyone?
The7ofDiamonds
06/03/2010, 15:50
mm085 U Longshot
Team: X-Men
Range: 6 :bolt::bolt:
Points: 66
Keywords: Exiles, X-Men
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I agree.... where is Longshot on this one?
saturnflight
06/03/2010, 16:17
He does have a lot of CR, and also a lot of L/C; still, I think people talk about his Prob. Control first, and hate the CR for how well it protects his PC...
The7ofDiamonds
06/03/2010, 16:52
He does have a lot of CR, and also a lot of L/C; still, I think people talk about his Prob. Control first, and hate the CR for how well it protects his PC...
Hmm... not sure what people you speak of. But I respectfully disagree.
Mr. Pilkington
06/03/2010, 17:41
I'm on the fence about Longshot's CR paired with PC. To get the CR benefit you have to engage the enemy, but if go adjacent it can mess with LoF for PC. For me PC likes to be away from enemies.
All that being said, I love the Longshot figure. He just isn't my main choice for PC.
First, for the minimalist in us all, the bystanders:
http://www.hcrealms.com/units/snB006.jpg
http://www.hcrealms.com/units/svB001.jpg
Note that Dallas Riordan has a 17 defense if she wheels that chair up next to you. Eat that, Chuckie! I guess it makes more sense with the 'knockback from any attack' part... if she could survive taking a hit... Well, at least Rick Jones makes sense!
Did I miss a favorite of yours? Or maybe you've got a bone to pick with one of my choices? Throw your comment into the mix! And then come back next week, when we look at Combat Reflexes' inspiration: Energy Shield/Deflection!
Just a little note to help people understand why Dallas has Combat Reflexes. Before she became paralyzed, Dallas was one of the Citizen V's. In "Captain America/Citizen V 1998 Annual", Dallas was able to stand her own in hand-to-hand combat against Cap, and if that doesn't grant her the right to have Combat Reflexes (wheelchair or not), I don't know what does.
RavenProject
06/03/2010, 21:25
Just a little note to help people understand why Dallas has Combat Reflexes. Before she became paralyzed, Dallas was one of the Citizen V's. In "Captain America/Citizen V 1998 Annual", Dallas was able to stand her own in hand-to-hand combat against Cap, and if that doesn't grant her the right to have Combat Reflexes (wheelchair or not), I don't know what does.
Dallas was also (very) briefly known as Vantage, gaining superhuman agility after her ionic bond with Atlas.
-J
Kraven The Spider and Longshot deserved to be on this list, figures with CR and 15 defense is a big who cares.
sn216 LE Kraven the Spider
Team: No Affiliation
Range: 0 :bolt:
Points: 39
Keywords: Animal, Warrior
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mm085 U Longshot
Team: X-Men
Range: 6 :bolt::bolt:
Points: 66
Keywords: Exiles, X-Men
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LE Kraven is nothing without that Combat Reflexes. What a pain in the but to deal with.
Longshot's Combat Reflexes is even more of a pain b/c of his probability control.
Good choices
bettytheninja
06/03/2010, 22:55
I have to admit, I like my Exp. The Joker from Legacy a whole lot more once it was changed. 18 defense + Combat Reflexas = 20 defense. Now that's insane! hehe :laugh:
I totally agree with this. If you want to play an injustice league team, he is the best there is. Joker should be on this list for his 20 def.
Hesster56
06/04/2010, 07:05
I'd add Allen the Alien to the list. 19 DV in close combat combined with CCE and an 11 AV is a great combination.
True, but Allen only became amazing once the rules preventing ranged attacks when based took hold. When he first hit the scene, it was considered a pain in the rear to find a figure with no range whatsoever that he could base.
True, but Allen only became amazing once the rules preventing ranged attacks when based took hold. When he first hit the scene, it was considered a pain in the rear to find a figure with no range whatsoever that he could base.
I always used to try to park him diagonally adjacent to his opponent, carrying an "assistant" and moving another piece up to create a hand-holding cluster to prevent ranged attacks on Allen. What a hassle that was.
balderbrave616
06/05/2010, 23:38
The best spidey interpretation was AW Spidey who was great because of his CR.He should at least get an honorable mention.
RobertHMayfire
06/06/2010, 01:36
My picks for the Honorable Mention
cd019 R Katana
Team: Outsiders
Range: 0 :bolt:
Points: 37
Keywords: Martial Artist, Outsiders
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un033 V Cheshire
Team: No Affiliation
Range: 0 :bolt:
Points: 44
Keywords: Martial Artist, Secret Six
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Katana is a good base me if you dare and any Cheshire is mean with AP attached to her.
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