@nebular - Thanks man! glad you dig the work. I enjoyed it lots.
@Piggyson - Thanks Joseph. It’s thanks to you guys at Pixo that I get to sculpt my days away and I’m grateful every day for it. I really want to see them all on my shelf and on my gaming table soon. 
@AlejandroCastiblanco - Gracias! and thanks for the help with Q’s base model.
@KC-Production - Thanks man. The schedule varied a bit, but it went more or less like this: Akuma was one of the first or the very first character. His body was a conversion of another base mesh I had so that took like a day to convert, then his outfit took like half a day or day and a half. The pose and refining of the pose was about two days. All characters with a Karete Gi on were conversions of Akuma that took like half a day to convert and a day or two to pose. Every character had a polishing pass of about half a day to a day, this consisted of double checking muscles, clothing wrinkles and stuff. Miniatures used to take me longer to make, but I’ve become fairly quick with them, especially once I get the rhythm of a given style. The range for these then was between 3-5 days a piece. I had to practice, learn and re-learn lots of anatomy stuff and also ended up finally taking one of Scott Eaton’s anatomy courses to really get this sorted. I took the course after the project, so some of these sculpts still have some no-nos that Scott would not approve of… shush, don’t tell anyone. 
There was no cuts and keys pass done on my part for this project, that was fully shifted to the manufacturers in this case, so that made my life easier. I’ve done tutorials before on breaking up miniatures tho. One of them can be found here: https://www.artstation.com/artwork/9JWL