Today is Chun-Li's birthday. She is 49 years old. Congratulate her!
>>3831106
Chun-Li makes me hnnnnng
>>3831106
Like every Asian woman, she'll soon hit menopause and become a tiny wrinkly grandma gook
>>3831106
Happy Birthday.
>>3831112
chun li was probably my first boner as a lad.
https://www.youtube.com/watch?v=BxzLQNS2Dfc
>>3831112
Is that gif just fucked or did they really switch up her arms and legs mid-rotation, because mirroring was easier than drawing more sprites?
>>3831138
Glad you asked.
Chun Li actually switches her arms mid-air. Why? Look carefully at her legs. She also "switches" them. And her fringe also changes direction…
I think you might have a clue why this happens. It's simply to save animation frames. Consider this for a second; you'd need 8 different frames for every direction Chun-Li's facing. But hey, you can simply flip some of the frames, right? Then you only need 5. Why not 4, you ask? Because you can't "flip" her facing forward/backward. The downside is that where she had left leg forward, she will have left now; but given how fast she spins (especially in Turbo), that's barely noticeable.
Remember that this was SF2, a game where you had one burning animation sprite for the whole cast. In SFIII, with its elaborate graphics and CPS-3 power, of course they fixed this; but sadly, Chun-Li lost her ass and the new tights weren't as revealing as they used to be. Haven't checked SFA though.
>>3831204
>In SFIII, with its elaborate graphics and CPS-3 power, of course they fixed this;
CPS3 power had nothing to do with that, though. The only fix needed, was to actually not be a lazy hack and draw those fucking sprites. I mean you can still edit in mirrored legs, as long as they are in the right socket, so it's not even that difficult.
It brings boner to the tournament
https://youtu.be/-zlhuBxJQpA
>>3831216
Oops, I didn't see he mentioned mirroring already. My bad
>>3831245
>The only fix needed, was to actually not be a lazy hack and draw those fucking sprites.
Not entirely sure about that. Those sprites were huge, it could've been due to memory constraints. Also, give them a break—it was a first game of such a caliber, setting the standard for years to come.
On a side note, they did add frames to existing animations in ST, e.g. for Guile. Looked a bit weird though, you could tell when they were new or old.
I wish Capcom would allow her to age normally.
>>3831289
She does age, technically. It's just that Capcom squeezes its new games in the timeline between II and III.
>>3831263
>Not entirely sure about that. Those sprites were huge, it could've been due to memory constraints.
Arcade games don't really have memory constraints, as they operate at a much larger cost. Adding another mask rom is nothing when you already have 12 of them (and half the sockets on the board are empty).
>Also, give them a break—it was a first game of such a caliber, setting the standard for years to come.
iirc the game became famous pretty accidentally.
>>3831106
Happy birthday! to the wonder woman(except good) of video gaming
it's very possible that she has a chance of outliving me.
she's basically become a universal constant at this point.
still, happy birthday, to my waifu of 26 years.
Congrats Chun!
I only played her in games where she was hilariously overpowered. I had noble motives though. I did it to make Ryu and Akuma players unhappy and curse their own miserable lives.
>>3831447
I only like her as a charge character
>>3831245
>CPS3 power had nothing to do with that, though.
Different anon, absolutely CPSIII made it so they wouldn't have to mirror. It wasn't a ram issue, it was a cpu/coding issue. It's more cpu intensive to load more sprites in a limited address space.
Oro having one arm and Gill's red/blue sides were designed specifically to showcase the CPSIII system.
>>3831570
>Oro having one arm
It flips around when he switches sides
Hope your birfday has no treble!
I've never really gotten the hang of playing her even after all these years, but happy birthday Chunners!
>>3831570
>It's more cpu intensive to load more sprites in a limited address space.
Later CPS2 games pushed waaaaay more graphics and animation on the exact same hardware, and had zero problems with it.
Gills red/blue sides were simple palette tricks. Any system with a manually definable palette can do that. A SNES or a Megadrive could do it. Note how Gills design is completely symmetrical so they could even bother doing that effect.
Actually, SF3 does barely anything that "showcases" the CPS3 system. It has great animation, and that's it - any system that can draw sprites from ROM can do that. Your only limit is in how much sprite name tables you can upload during vblank.
The game that showed off CPS3 was Warzard.
>>3831106
Please crush my head between your thighs mistress!
>>3831106
MILLLLLLLLLLLLLLLLLLLLLLLLLLF
>>3832348
Omg. Is this from a real game?
>>3832102
This evokes images of a mouse dying in a mouse trap
>>3832102 #
>Imagine having your head being squished between Chun Li's ample thighs.
>Imagine the SMELL!
Mmmmm!
Her thighs make me fucking cum
>>3832608
arent muscly thighs basically manlegs?
>>3832620
I wonder if the designers deliberately made the characters have disproportional body parts in order to desexualize them.
>>3832652
>desexualize them
I think it had toe opposite effect
>>3832652
To totally desexualize breasts you'd probably have to make them larger than their owner herself.
>>3832489
BRAAAAAAAAAAAAAP!
Asian women age pretty well.