Click the image above to see the alt mode, or view more photos here
First/Last Comic Appearance (US) -
First/Last Comic Appearance (UK) -
First/Last Cartoon Appearance - Episode 96 (Season 4 #1), November 9th 1987 / Episode 97 (Season 4 #2), November 10th 1987
First Toy Appearance - 1987
Click here to see Figure Details and review
Manufacturer - CHMS (KO)
Toyline - TFCC
- Added an Autobot symbol to the chest
- Added an Autobot symbol to the roof
- Added and painted a new Shapeways head
Punch made a couple of appearances in The Rebirth, and was featured more prominently in the Headmasters Japanese cartoon. I always liked the character because he spent his time bravely spying on the Decepticons, micro-breems away from discovery. I was really looking forward to TFCC producing a modern-day version of this character, but was nervous when they elected to not display it in robot mode prior to its release. I need to confess that this is the CHMS KO version and not the sought after and incredibly expensive TFCC figure, so the contents of this review reflect QC issues that do not exist on the official figure. I have been pondering whether to get this figure for a long time, and I have been unable to justify the expenditure, particularly when I have heard a lot of bad things about him. The worst of this figure was the pitifully small head, and with that in mind, I recently upgraded the stock head with a Shapeways one. The set also came with reversible fists! Punch/Counterpunch is of course one figure, and in this review I am going to look at Punch, the Autobot.
Appearance (Robot Mode) 7/10
Punch uses the same torso template as Sideswipe for his robot mode, which is the reverse of Sunstreaker. Although, the lower legs are transformed differently and Punch is supposed to use the back of the upper legs, as opposed to the front. This has the unfortunate effect of making him look quite hilarious. Instead, I display his legs sideways, which at least look a bit better, but this does detract from his poseability somewhat. The colour scheme is very faithful to the original Autobot mode, though. The paint apps are pretty good too. I also painted the screws in his groin and thighs black, so that they blended better with the plastic. The main improvement I have made is the head, which is a much better than the original and still fits perfectly into the neck area for car mode. I painted it best I could, but unfortunately even the best Shapeways material (Frosted Ultra Detail) is difficult to work with and provide a smooth finish. But the overall figure is improved leaps and bounds by this addition.
Appearance (Alternate Mode) 7/10
I am marking this down, because the panels do not sit flush in the alt mode. This is because, again, this is a KO. The rear of the car does not sit snugly together, so you can see gaps where the 2 halves join. Nothing too bad though. There is also a gap where the legs join the roof. But I have seen KOs with much bigger problems than this. Otherwise, the car mode is pretty bland, with only a few paint apps here and there. I have affixed a small Autobot symbol on the roof, which is covered up by supercharger which I have decided is for his Decepticon guise!
The legs are formed by splitting and unfolding the rear of the car, and the arms are stowed underneath the bonnet and middle of the car. The bonnet is then pulled out and folded over the reveal the chest. I particularly like the automorph feature whereby the cabin is spun around to reveal the head. The lower legs are rotated so that they look different than Counterpunch's configuration. However, the transformation is slightly marred by the way the panels fit together. Nothing is quite right, and you have to use a lot of guile to free up the panels to begin the robot mode transformation. You can just see that the tolerances are off, because CHMS have ripped off the mould.
This mould sports decent articulation, with a ball-jointed head and waist swivel. It also has ball-jointed shoulders and hips, bicep and thigh swivel. There are double joints in the elbows and wrist swivel. In addition to this there are jointed knees with an added side joint used in the transformation sequence, and the feet also have 2 joints. But then the balance is pretty awful. It is a monumental task just to get this guy to stand up, because the ankles don't quite have enough clearance to stop the figure falling back on his heels. This is partially my fault because I use the legs slightly differently than intended, but then the intended way looks terrible. Also, various joints are incredibly loose while others are stupidly tight. This is again because I have a KO version.
I have to say that the actual plastic used here is of a very high standard, and the best I have seen on a KO. It is only the mould itself which causes tightness and wear, but then it is only to be expected. My main concern is the automorph feature, as I worry that it may fail one day.
Overall - 31/50
I have given this guy a pretty hard time, and I have to say that some of it is my own fault for buying a KO. That said, I would not recommend the official version of this figure to anyone at the current extortionate asking prices. If I put aside the problems created by it being a KO, there are still some issues which would prevent me from buying it. Firstly, the head is stupidly and unnecessarily small, and I still feel that they could have done a better job on it. Also, poor old Punch has definitely got the short straw with regards to his lower leg configuration. If this was available for £60 I might be tempted. But you'd be more likely to pay £160 for it these days. Not worth the money, unless you are the most avid Punch/Counterpunch fan. The good thing about having a KO is that you're less worried about modifying it, I needed to thin the neck ball-joint down and make other changes which I would not dream of doing to an expensive figure so I am pleased I ultimately went with the KO version.