>>9202423Here's team Skeletor. I do have the ol' NA version of Skelly on hand this time.
>THE BADThere's something wrong with the torso proportions of both figures, but it's especially notable on He-Man. The torso is just too long and thick. The excessive amount of fur loincloth doesn't help either, as it visually lengthens the torso.(Along with hampering the hip movement.) The lower ab section is just too wide, giving He-Man& Skeletor a sort of barrel chest look. Those abs needed to taper down to a thinner waist, which is what the original & 200x figures did and looked far better.
The upper diaphragm joint is weird. It can move back & forth, left to right, but it can't twist. You can attempt to twist it, but it "snaps" forward back into place. At first I thought this was a nod to the original spring waists, but my common sense told me it was the ball joint stressing from the twist movement, so I had better stop before I broke He-Man. Even so, it'shard not to put some twist pressure on the diaphragm joint when you're twisting the waist joint underneath. I can bet you some ham-hand is going to twist off that upper torso very easily.
Worst thing is the hip joints. They're terrible, especially on He-Man.The rod that comes out of the crotch and ends on a ball joint is very thin. A lot thinner than your standard ML figure has. That's not good for a thicc legged guy like He-Man. I get a lot of resistance from swinging his legs forward. Like the ball joint is going to twist off. Again, it could be because there's so damn much of his fur loincloth hindering the movement. Still, it's not a "good" feeling when moving the hips.
Skeletor's hips, on the other hand, have a much smoother movement to them. So maybe it's a QC thing with He-Man having some stray bit of plastic rubbing inside the ball joint. This is not the first time I've had such a problem with a figure, especially with Mattel's DC line.