Mii Fighter Arguments are Ultimately Arbitrary

Out of all of the new characters introduced in Super Smash Bros. for Nintendo 3DS & Wii U (aka Smash 4), the Mii Fighters are among the most contentious in its competitive scene. Based off of Nintendo’s official user avatars, Mii Fighters can look like anyone, wear unique costumes, be any size (within certain limits), and have access to a full range of special attacks, more than any other characters by default. Ever since they were introduced, there has been an on-going debate as to what extent Miis should have access to their full range of customization (size, visual design, attacks). Recently, EVO 2016 announced its Smash 4 ruleset to include only 1111 guest-sized Miis, locking them into a specific size and a specific set of special moves that many Mii players deem unfair.

However, I’ve noticed a tendency on both sides to try and pass off some often small, minor detail as a deciding point that completely negates the opposing side’s concerns, when in fact many of these points have holes to them.

In my opinion, trying to build some watertight argument about Mii Fighters is ultimately futile because they’re mostly arbitrary. In showing this arbitrariness below, however, my goal is to actually direct the whole discussion towards the subject of the characters’ emotional resonance. The decision to #FreeMiis or not is ultimately about a base of players who want to play the character they want, and the discussion should go towards an emotional compromise.

Keep in mind that I am neither for nor against full Mii Fighters, so I have no hat in this race. Also, I’m coming from the perspective that, as far as we know, Mii Fighters do not have any extremely unfair advantage against the rest of the cast.

1) The “Menu” Argument

Aside from DLC, all characters in Smash 4 can get custom moves just like the Miis. Previous tournaments have tried custom moves for the entir ecast, but the general trend has been away from that direction. This is the reason why many tournaments that allow Miis require a single moveset and default to 1111.

Mii players point out that, even in a Customs Off environment, you can select Miis with non-1111 special moves. Thus, the argument goes that, if the UI deems it correct, then so it should be. The fact that customized Miis are also available in non-Customs online tournaments supports this idea.

The problem with this particular argument is that the Smash Community has never based its decisions on what the menu or standards tell them is correct. For Glory is played with 2 stocks/5 minutes, and Online Tournaments impose a 3-minute time limit on matches with “amount of damage done” being the criteria for a tiebreaker. Actual tournaments on the other hand go either 2 stocks/6 minutes or 3 stocks/8 minutes (that’s a debate I won’t go into), and handle tiebreakers differently.

Along these lines, the menu argument can be turned against the Mii Fighters just as much, because they by default do not appear on the character select screen, and must specifically be created in order to show up. Moreover, when you create a Mii Fighter, their attacks also default to 1111 and you have to specifically choose different ones.

The ability to twist the menu argument in either side’s favor is why I think it’s a point of disagreement that should just be dropped. It’s unproductive and kind of silly to begin with, especially because of how it’s used as “scientific” proof.

As an aside, Super Street Fighter II Turbo had hidden characters called “Old Characters,” alternate versions of the existing cast with different properties that could only be selected by navigating the character select screen in very specific ways to input a code. Ultimately, only one character out of these was controversial, and for the most part they are an accepted part of the game.

2) The “Adapt” Argument

There are three Mii Fighter archetypes: the Brawler, the Swordfighter, and the Gunner. Each of them has access to 81 possible combinations of special moves, though some are clearly superior to others lessening the number somewhat. One point of compromise is forcing Mii Fighter players to use only default size pre-made Miis that come with Smash 4 to avoid having to upload Miis to the system and create delays at large tournaments, but if size differences are allowed the amount of combinations goes into the thousands. There are small differences in frame data, endurance, reach, and power when adjusting size parameters that can make a difference in competitive play, where even shaving one frame off of a move can be the difference between it being useful or useless.

One argument against full custom Miis is that the ability to pick whatever moves you want is an unfair advantage when other characters cannot do the same. Why should a player have to prepare for all of these combinations of Mii Fighters, and why should the Mii player be able to cherry-pick their moves? Instead of that, it is argued that Mii Fighters need to learn to deal with having one moveset.

Full Mii supporters argue that players are already dealing with 55 other characters, and that having a lack of knowledge as to how Mii Fighters work is ultimately the fault of the opposing player. According to this point of view, Mii Fighters changing special moves is not nearly as drastic as someone who goes from Mega Man to Bowser, two characters that are different in nearly every aspect), so it’s arguably easier to adapt to that than a full character change between sets.

On either side of this fence is the implication that the opposition needs to learn how to “adapt.” In an age of balance patches for competitive games in general, where players will frequently complain that they need an official update in order to use their character competitively, it has become increasingly common to admonish newer players for their inability to roll with the punches and take the advancement of their characters into their own hands.

Just like with the “Menu Argument,” both sides can twist a this philosophy to their advantage. Why shouldn’t players adapt to new patches just as much they should adapt to a lack of patches? Similarly, the Limited/1111 Mii side argues that Mii Fighters need to learn to fight effectively with a locked moveset, while the #FreeMiis side argues that those against Full Miis should be able to handle the variations. Adapting has to happen at some point. I feel that if only there could actually be some compromise between both sides, it would go a long way towards settling this issue.

3) The “Mii Gimmick” Argument

This argument is derived from the idea that each character for the most part has some unique feature that defines them and their gameplay. Little Mac has KO Punch, Cloud has Limit, Ryu has Special Inputs, and so on. A lot of these features are not part of the standard Smash character, and so it’s argued that the variable movesets of Mii Fighters fall into the same category. In past games, you could even choose to transform into different characters, so why is that allowed but not full Mii moveset options?

What I find odd about this stance, however, is that it works ever so conveniently in the #FreeMiis contingent’s favor. When it’s pointed out that Palutena is built around a similar principle, it goes all the way back to the “Menu” Argument, that the simple press of the “Customs On/Off” icon is the dividing line that prevents Palutena from reaching her full potential but allows Miis more or less free reign. There are also some players who don’t just want to have custom moves but want to be able to switch their moves in between tournament rounds or even within individual matches, all under the umbrella that it is the “Mii gimmick.”

The idea that the spirit of the Miis is lost when you’re unable to play them exactly as you want them might be to some extent true, but competition isn’t necessarily looking at how the characters align with their players on a personal level. The use of Guest Miis already puts a damper on everyone who wants to be Proto Man or James Bond or any other custom Mii design, so at the end of the day it really is about the moves.

This does not mean that Miis should be restricted to 1111, but the idea that they should be allowed their full range of moves at nearly all times is as arbitrary a line as 1111, or, say, making it so that all characters have to use 1231 regardless of which Mii Fighter they’ve chosen. The question I want to ask here is, do Miis lose all purpose if you can’t customize their moves, and if so, is that a problem?

4) The “Moveset Synergy” Argument

It is objective fact that fully customized Miis have greater potential to succeed competitively than 1111 Miis, by virtue of the fact that, not only are many of the non-1111 moves significantly better, but the ability to pick just the right moveset for the character you’re facing allows you to maximize the effectiveness of your special moves. If you are a Mii Gunner and you are fighting a character without a projectile, you have less of a reason to use your Echo Reflector special move. If you’re a Mii Brawler, who normally is good at racking up damage but has trouble killing, getting access to Helicopter Kick gives the character a potent kill option, thus making them more rounded in general.

I think anyone who looks at Mii Brawler’s 1111 moveset will notice that it’s pretty bad. Why do they have both Soaring Axe Kick and Head-on Assault, when those attacks are pretty redundant? This potentially points to the idea that the Mii Fighters are not designed for 1111 at all, or even if they were the game is ultimately not hurt by them having their best special moves.

The problem with this position is that not all characters have perfect synergy in their movesets either. It is not necessarily an oversight, or something that is supposed to be ripe for the changing. Characters are generally designed to have pros and cons, and while they can’t totally erase many of the physical properties of a Mii Fighter, having special moves synergize better can be used to shore up their weaknesses. However, to go back to the “Adapt” Argument, the idea that it’s not right for Miis to have flawed existences can apply just as much to other characters. Maybe Mii Brawler is supposed to have trouble killing. Maybe Gunner is supposed to have holes in the projectile and range game. Who’s to say they’re not meant to be like Ganondorf, with very clear and extreme upsides and downsides?

Final Thoughts

I think the core of the Mii Fighter problem isn’t that Miis are too good, or they’re too bad, or anything actually having to do with competitive viability or fairness. The issue at stake is that Mii players do not feel much gratification playing 1111 versions of their characters. Without the right moves, they become emotionally empty vessels, perhaps all the more appropriate that they’re supposed to be combat-oriented versions of personal online avatars. That being said, I have to wonder if Mii Fighters could potentially provide “just enough satisfaction.” Mii Fighter users all seemingly want their preferred movesets no matter what, but perhaps it could be enough to have 50% or 75% a the preferred combination. For example, if everyone who cares about Miis were able to vote on a common moveset that had just enough appeal to all of the various Mii contingents, then maybe that sort of compromise is worth looking into.

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#Pokemon20 and What I Miss Most from the Original Pokemon

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Today marks the 20th anniversary of the Pokemon franchise, and I for one am happy to see one of my favorite video game franchises thrive and improve to this day. With each generation of games, Pokemon has expanded its world view by drawing inspiration from cultures around the globe, taken advantage of newer technologies that help to connect players, and have refined themselves to be fun, accessible, and even a bit challenging once the human element comes into play. Although I think the games have evolved for the better, however, there is a certain experience I miss from the earliest days of Pokemon.

To celebrate, Nintendo is releasing the original Pokemon Red, Blue, and Yellow on Virtual Console (Japan gets Green as well). Yet, having it on virtual console means that new (and old) players won’t have that feeling of being able to instantly recognize a fellow Pokemon player.

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I started with Pokemon Red myself. I would play everywhere while keeping an eye out for comrades. If I saw a bright red or blue cartridge sticking out the back of a Game Boy (often at this time the Game Boy Pocket), I would go up to them and ask if they wanted to trade or battle. The cartridges were beacons that drew Pokemon Trainers together, and sadly with the way that Nintendo’s portable devices have been designed over the past 15 years or so it’s not really possible anymore.

It’s not all Nintendo’s doing: I got older and I learned more and more about competitive Pokemon. I used to participate regularly on sites such as Smogon and its old school predecessor, Azure Heights. From there, I eventually became too aware of what it took to make a strong team. As time passed I found myself with less of a desire to create my perfect ideal team, leveled up to 100 with lots of synergy and strategy but also full of the Pokemon I like, and I stopped being eager to challenge people. Either that, or Stealth Rock is total BS and I wish it were removed from the game or was not so danged powerful (seriously!).

Maybe that’s the day this all changes. Maybe I can dive back into the intricacies of Pokemon. I mean, I do own a Pokemon XY 3DS so maybe I can use that as a calling card like the days of old. In the meantime, here’s a list of some of my favorite Pokemon blog posts throughout the years:

Shudou Takeshi, Pokemon, and Me

In Honor of Twitch Plays Pokemon Crystal

Random Thoughts on Twitch Plays Pokemon

A Form of Evolution Perhaps

The Beauty of Diantha

Pokemon Omega Ruby and My Fabulous Pageantry Adventure

Pokemon and Color

PS: Fun fact, I tried to find my original Pokemon Red…then remembered it got stolen out of my locker during gym class. Ah memories.

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[Apartment 507] The Big/Little Sister of Love Live!: Sonoda Umi Analysis

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To follow up my post on Yazawa Nico, I’ve written an analysis of Sonoda Umi for Apartment 507.

She really is a wonderful character.

Getting Along: Ogiue Maniax Status Update for February 2016

With Go Princess! Precure finally over, I feel like this is when the winter anime season truly begins. I hope that you’ll enjoy coming along the ride with me.

I’d like to thank the following Patreon supporters this month.

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

In particular, I’d like to welcome back Johnny Trovato. He was the source for many past topics through Patreon, including posts on the Tokyo Olympics and CensorshipTouhou vs. Kantai Collection, and the rise and fall of Saimoe. If you’d like me to write about a specific topic on Ogiue Maniax, it’s a perk you can get for the highest reward tier on Patreon.

This past month has brought a lot of interesting changes for me. Outside of Ogiue Maniax, I recently started contributing articles to a site called Apartment 507. They were looking for someone who communicate with the hardcore Japanese pop culture fans that comprise their audience, and I’ve been happy to oblige. The main reason I got this gig was because of my efforts on Ogiue Maniax, so I am grateful to my readers here for reminding me of the value of writing and that, simply put, anime and manga are awesome.

I decided not to include those posts on the Patreon page itself because they’re not technically being supported by my patrons, but I have been linking to them on the blog itself. Just look for the [Apartment 507] tag in the title if you’re wonder which posts are which.

As for the blog proper, I think I’ve written some of my best work this past month. I wrote a response to another blogger where I talk about some of the problems that come with evangelizing sakuga, a review of the powerful new film The Anthem of the Heart, and of course the latest Genshiken chapter review. If you haven’t been keeping up with Genshiken, or even if you have, this chapter is a big deal, so I recommend you check it out! By the way, I’ve noticed that my Genshiken reviews are some of my most popular posts. I guess that shouldn’t come as a surprise but I’m actually really happy that I’ve established myself as a source for interesting insight into Genshiken.

January also marked the return of the Fujoshi Files with a historic Fujoshi #150. I have to confess that these might get more sporadic as I don’t have as much time to research fujoshi-themed anime and manga as much as I used to, but I do strongly believe that we’ll hit #200.

In addition, I decided to do something a little different and interview a Super Smash Bros. for Wii U competitive player. Earth, the world’s best Pit, is actually also a mahjong and The iDOLM@STER fan, so I had to ask him a few questions.

The last thing I want to say is that I’ll be traveling to Japan in May! I’ll be releasing posts the whole way through, and when I get back I’ll have plenty more to talk about. And yes, I will be getting all of the dagashi (have you been watching Dagashi Kashi? I highly recommend it).

Smash Bros., Mahjong, and The iDOLM@STER: Interview with Earth, Smash 4’s Premier Pit Player

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In the competitive world of Super Smash Bros. for Wii U, the Japanese player known as Earth is widely considered the best Pit main in the world. Over the past couple of months, he’s placed 13th at Genesis 3, one of the largest Smash tournaments ever, defeated Ranai (the best Japanese player) to take his first championship in Japan at KVO, and has even gotten engaged!

KVO Grand Finals Set: Earth vs. Ranai

It turns out that Earth’s not just a skilled Smash player, he’s also a competitive mahjong player and a fan of The iDOLM@STER! Given that his interests align quite a bit with my own, I decided to ask him a few questions over Twitter, which I’ve translated and transcribed below (with some small edits for flow). Remember to follow him on Twitter at @earth_tyt!

Why did you become a Pit user? What is Pit’s appeal to you?

Earth: I like characters with no glaring weaknesses and an orthodox style of play with plenty of possibilities, so that’s why I became a Pit user.

Pit appeals to me because he’s all about observing your opponent’s actions and exploiting their weaknesses in neutral. In this respect, he has good moves you can throw out such as dash attack and up smash. I also just like his visual style. :)

Do you have any advice for other Pit users?

Earth: I think that Pit is a character that rewards a player’s hard work and effort. That’s why I want more people to use Pit.

Earth vs. SlayerZ at Genesis 3

So you’re not only the best Pit player in the world, you’re also a mahjong player!

Earth: I love mahjong as much as I love Smash Bros.!

Where do you play mahjong online? Or do you prefer to play at mahjong parlors?

Earth: Tenhou! I also go to mahjong parlors! (* ‘-‘) b

What rank are you on Tenhou?

Earth: I haven’t played much as of late, but I’m a 5-dan* on Tenhou. (´△`)

How has your experience with mahjong influenced your play in Smash Bros.?

Earth: I’ve competed in a lot of mahjong tournaments, and it’s taught me to have strong nerves. In a good way, it’s made me into someone who doesn’t get shaken emotionally. That’s something I’ve brought to Smash as well.

You’re also a fan of Yayoi from The iDOLM@STER. What do you like about her?

Earth: I like everything about her! But if I had to choose, it’s because Yayoi always tries her best and is always thinking about her friends and family. (´ー`)

Thank you!

*NOTE: Ranks on the Tenhou ladder go from 9-kyuu to 1-kyuu, then from 1-dan to 10-dan. 5-dan is quite difficult to achieve and typically requires a great deal of skill, practice, and dedication.

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[Apartment 507] In Defense of Yazawa Nico from Love Live!

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I’ve written a post about why Yazawa Nico is one of my favorite Love Live! characters over at Apartment 507. Whether you’re a Nico fan or a hater, why not check it out?

Happy Birthday, Koizumi Hanayo!

Today, January 17th is the birthday of Koizumi Hanayo, the rice-loving, school idol-adoring best character from Love Live! So, what better way to celebrate than with the Hanayo Nendoroid I recently acquired?

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See Hanayo.

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See Hanayo with rice.

Hanayo is one of the nine original Love Live! Nendoroids, based on their outfits from the first anime opening. In order to facilitate any fans’ desires to collect them all, they come with fewer accessories as well as a lower price tag to match. I did not buy the other members, but if they’re as good as Hanayo’s Nendoroid then I think they’re a worthy investment, especially if you have a favorite Love Live.

There’s an even better Hanayo Nendoroid that comes with a rice cooker and glasses, but it has yet to be released. I do wish I had it for this occasion, but maybe next year.

If you liked this post, consider becoming a sponsor of Ogiue Maniax through Patreon. You can get rewards for higher pledges, including a chance to request topics for the blog.

New Year, New Anime: Ogiue Maniax Status Update for January 2016

Whether you visited family or went to Comic Market or something else entirely, I hope everyone had a delightful end of the year. January means a new season of anime, reflection the last year’s, and a time to see where this crazy train takes us.

As always, I’m here to thank my Patreon supporters. They’re a strong reminder that my way of writing resonates with people, and for that I’m ever grateful.

General:

Ko Ransom

Alex

Diogo Prado

Anonymous

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

 

I’m happy to see that patrons are taking advantage of the Ogiue Maniax sidebar. Don’t forget, if you’re already pledging $2 or more, you can put your website on Ogiue Maniax without any added cost!

Also, due to work I may have to slow down the pace of Ogiue Maniax a bit. As stated in last month’s Patreon status update, I’ve been trying to bump the rate to three posts a week, but I might have to bring it back down to two on average. I hope this doesn’t cause any problems!

Highlights from the past month include my annual picks for best characters of the year, and of course the monthly Genshiken review. In fact, there was (sort of) another Genshiken post this month too, as I compared Oshino Ougi from Owarimonogatari to Ogiue herself. Are they twins separated at birth?

Thanks to the Reverse Thieves, I got plenty of other opportunities as well. I appeared on their S.W.A.T. Review podcast to discuss the interesting and somewhat controversial Smile Precure! dub known as Glitter Force, and even wrote a follow-up post about some of the censorship that has gone on in the series. I also participated in their Anime Secret Santa project (an annual tradition), where I finally tackled the yuri science fiction anime Simoun. You can even check out my thoughts on other bests of 2015 on their blog.

The last post I’d like to draw attention to concerns my thoughts on the idea of the “Mary Sue.” It’s become an increasingly prominent term when discussing media, so I think it’s worth remembering where it all comes from.

While the requirement for me to write about something at your behest is a pledge for the “Decide My Fate” Tier on Patreon, I am curious as to what my readers would like to see more of from Ogiue Maniax. For example, I’ve been doing more video game-related posts, though they’re not super common. Obviously I’d never abandon the anime and manga aspect or reduce its importance on the blog, but would people for example like more general fandom posts like the Mary Sue one?

Fight, Flight, and Fun: Turf Wars and Competitive Splatoon

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The first time I saw Splatoon being announced at E3 2014, I had two reactions. First, “this game looks amazing,” and second, “I could see this game having a ton of competitive potential.” The new and refreshing approach to the shooting genre combined with the inherent concept of space control that comes with having your main weapon, ink, be also your goal and your primary mode of transportation had me envisioning clutch plays and highlight reels that would go down in history.

Since then, Splatoon has actually indeed worked to cater towards the competitive side of its player base, with patches, versus modes, and more, but I was surprised to see that its main format, a “Turf War” where the objective is to cover as much ground with ink as possible, does not have a ranked option, and in fact is considered by many in the competitive community to be an inferior format. I find the Turf War to be closest to the essence of innovation and possibility that Splatoon offers, and I actually feel kind of sad that it’s thought of as being incapable of supporting competition.

Keep in mind that, as I say this, I am not begrudging the competitive players for going with a format they prefer. I am quite far from being a skilled Splatoon player. I also understand that the reasons they might not like the Turf War format are probably valid. The argument is that only the first 30 and last 30 seconds really matter, and that it isn’t relevant to competition if a given way of playing is “against the essence of the game.” After all, Super Smash Bros. is designed for four or more players on a variety of stages with items on, and that competitive community has worked to fight the stigma that its players are playing the game “wrong.” Rather, in a way, what I’m expressing is rather selfish: I like the world of Splatoon where people can both attack and avoid conflict, or in a sense compete and not compete, in the exact same space, even if that doesn’t make much logical sense.

One of the major appeals of Splatoon, I believe, is that it provides a nice aesthetic and environmental alternative to mega testosterone headshot shooter games. Instead of getting bloodied, you get inked. Instead of every weapon being geared towards death and destruction, the question is if they can properly cover the ground in various hues. Theoretically, one can play and even succeed in this “shooter” without even shooting or attacking at all. However, in the ranked modes, Splat Zone, Tower Control, and Rainmaker, the specific mission focuses make direct conflict more of a necessity. You must remove their control, and the only way to really do so is to attack their position or to prevent them from getting close through person-to-person combat. Gone is all potential to compete through pacifism.

I don’t mean to say that Splatoon shouldn’t have guns, or that shooting should be removed from the game. After all, my favorite weapon is the N-ZAP ’89, a replica of the red-colored NES Zapper, because of its versatility in both fighting others and covering the ground in ink. Instead, what I’m aiming for is the possibility that Turf Wars are more likely to provide a space, or a mode, where very different philosophies can come into play without the absolute need to divide them, like Smash Bros. does (“For Fun” vs. “For Glory”). The people who believe shooters are great because you get to go all Rambo on your opponents can get just as much of a kick out of Splatoon as the people who love the strategic space control aspect or those who cherish just being able to run around with a giant roller and not have to point or aim or anything. I know this idea is inherently flawed, and the players themselves don’t necessarily want this, but I still believe that Splatoon can stand as this symbol where wildly different ways of playing can co-exist.

In game studies, there is a distinction made between “games” and “play.” The essential idea is that in games, you have a goal, a motivation or driving force that you aim towards, whereas play is more freeform, ever-changing, unbound by rules. In other words, think of games as football or baseball, and play as Calvinball. While Splatoon is much closer to “game” than it is to “play,” especially in comparison to something like Minecraft, I think my desired image for Splatoon is one that is in the territory of games but leans towards play. Competition is possible, but competing by not competing would also be an available option.

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My Shirona: Nendoroid Cynthia and the Sinnoh Champion’s Amazing Popularity

nendoroidcynthia-official_pose-closeup Merry Christmas from the Sinnoh Champion!

This year, I received from a very good friend of mine an awesome gift I wasn’t expecting at all: Nendoroid Cynthia! Also known as Shirona in Japan, as well as “the best Pokemon champion ever” by most fans of the franchise, her presence continues to be felt over 9 years after her debut in Pokemon Diamond & Pearl.

As you can see, Cynthia comes with one slightly bent leg and one bent arm so that you can faithfully recreate Cynthia’s pose from her official artwork. The attention to detail on this figure is so good…it comes with a second figure!

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I knew beforehand that Cynthia came with a Garchomp, but I didn’t realize how large it actually is relative to the Cynthia Nendoroid. It’s a crazy time we live in where the accessories for figures are at a higher quality than what official merchandise used to look like back in the late 90s for Pokemon.

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Though I originally wanted to just show off Nendoroid Cynthia, I ended up also thinking about the fact that she got a Nendoroid figure in the first place. Consider this: Cynthia is only one of two Pokemon characters to get a Nendoroid in the first place. The other? That would be Red, the original protagonist of the Pokemon series.

That means, more than Misty, Brock, Lorelei, Lance, Flannery, Roxie, or any number of other characters, Cynthia is a fan favorite and flagship character. To a certain extent, given the excitement of battling her, the personality she shows throughout the games, and even her overall visual design, it’s not surprising that she is so beloved, but she seems to have some other “X Factor” that puts her over the top. In comparison, Diantha, the XY Champion, seems to get hardly any fanfare. Maybe it’s her amazing battle theme:

So do you think Cynthia’s popularity is justified? Is there any Pokemon character you’re dying to see as a Nendoroid? Just the fact that Nendoroid Pokemon characters are even a thing still amazes me.

If you liked this post, consider becoming a sponsor of Ogiue Maniax through Patreon. You can get rewards for higher pledges, including a chance to request topics for the blog.