>>6168548>>6168557...I really should just turn this into a copy paste:
Neck is on a large ball joint, skull heads, smaller helmets and the like get great range of motion, things with longer chins, beards, horns, whatever still have fantastic range, but run the risk of rubbing against things.
On the armored and cloth torsos the neck is actually pegged in and can swivel, helpful for skeletons with their bone necks. Bare body had neck molded to body. Take care when swapping heads on these as there were many cases of the ball joint actually popping off.
Waist is another big ball joint, lots of forward, back, side to side, swivel etc. Belt doesn't hinder articulation at all as they're all soft rubbery plastic. When left sitting, or bending said plastic it may warp but it's easy to fix and usually retains it's shape. Case in point, the loin armor on the silver viking was warped as I had the figure sitting on a horse for a long time. But it's barely bend not and almost unnoticeable (it used to point up).
Hips are absurd, swivel hinged with no hindrance of any kind. Can go full splits, forward, back and the armor just gets out the way. Knights and bare legs have thigh swivels, skeletons do not. Of note with the hips however is that they're prone to getting loose over time. Many of my figures have fairly loose hips, though not to the point of falling over. But others have reported that to be an issue. All have boot swivels just under the knee and a single hinge knee with 90 degree bend.
Ankles are equally as awesome with a huge dual swivel ball hinge joints. Not the prettiest joint in the world, but damn flexible. Even while doing a full split these guys can stay flat footed.
Their great articulation from the waist down gives them a lot of flexibility to work with. Between the awesome hips and the waist ball joint, sitting, kneeling and even an approximate crossed leg pose are possible. They also fit very naturally on mounts.