Eh, screw Sengoku, I already have him (not that I'd say no to some easy Ray points). Gimme that Franky, Luffy, or Brook! I have better odds this time, I had all but one of the units from the earlier beginner set, on this one there's five that I don't have.
As for G4, he's actually pretty reasonable. Basically he's a TS Luffy for Fighters instead of Free Spirits, give or take on a few other elements.
Legend Sanji is also interesting, though I want to see Captain Actions in...er, action, before I really make a call there. Otherwise he feels a lot like Cavendish in some ways. He also feels like he'd be an amazing sub, between his orb fixing special and sailor ability. Kind of like that he feels very designed for either role. His overall damage output might be a bit low (well, compared to current legends), but I'm sure people will find some tech for him.
Absolutely. Minus the free pull, it's still a good rate for gems. Wouldn't mind a box space upgrade sometime soon, Bandai.
I was a bit confused by him at first but I think people were multiplying his total boost wrong.
Sanji:
2.5x from Captain Ability
2.5x from Friend Captain Sanji
2.5x attack from Captain Action(does not stack with 2x Sanji)
2x from Special(does not stack with 2x Sanji)
---------------------------------------
=31.25x damage on Captain
Cavendish:
4x from Captain Ability
2.5x from Friend Captain Cavendish
2.25x from Special
-----------------------------------------
=20.25x damage on Captain
So the important distinction here is that Cavendish has a built-in orb boost(1.5x) while Sanji does not which can be both a great thing, and a terrible thing depending on the content. The orb boost brings Cavendish's attack to 30.3725x for two turns. This gives them roughly equal multipliers, with some important caveats.
Cavendish's two turns are equivalent to 60.745x over the course of two turns. Sanji can roughly match this in one turn with the usage of a 2x Orb Booster like Ideo or Raid Doflamingo. So what Cabbage can do in two turns, Sanji can do in one if you commit to losing a Captain on the previous turn to use Skywalk, and bring along a second unit which isn't too bad; if you're on the Coliseum, you're probably stalling on a turtle or something. Cavendish on the other hand is just pick up and play, awesome right away. So what about that second Sanji/Cabbage? Well, to use your other Sanji for his maximum burst, you need another orb booster as well as be able to survive a turn to use Skywalk. So 2x Sanji needs at least three turns to carry out his full burst, which means you either need to face a boss that won't KO you on the first turn, or have a damage reducer/Barto to survive that first turn would-be KO. Cavendish on the other hand only needs the Cavendish friend captain to do his thing after having used the Captain Cavendish's special. The downside is that no matter what, you need four turns to match what Sanji can do in three, which can be really bad for you depending on the content you're trying to clear.
I suppose the answer is that Cabbage and Sanji fill very different niches, even as Captains, while providing roughly equivalent firepower. There are of course, tradeoffs. Sanji is a pure Rainbow captain, Cabbage is limited to three types. Sanji is safer, Cabbage has no HP boost. Cabbage is a far more effective killer as a sub than Sanji is, who is better as an orb manipulator than anything else and is largely just a better Vergo for those purposes. Both can play with other Rainbow Captains like Blackbeard, Log Luffy, Whitebeard, and Aokiji to great effect. I don't think one cannibalizes the other at all.
EDIT:
Sanji + Sani(2 turn burst):
Sanji + Gear 4th(1 turn burst):
Gear 4th + Gear 4th:
Fighters are officially good again