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2722956 No.2722956 [Reply] [Original]

Post the funniest looking fighting moves, or just ugly sprites in general

>> No.2722967
File: 13 KB, 176x96, mar-a5[1].gif [View same] [iqdb] [saucenao] [google]
2722967

>> No.2722969

>>2722967
hahaha holy shit

>> No.2722989

As much as I like Knights of Valour and Gladiator Road of the Sword, it had some really wonky animation.

>> No.2723069
File: 3 KB, 157x187, pw-upside.gif [View same] [iqdb] [saucenao] [google]
2723069

Pro Wrestling on NES.

Been playing this since I was a kid and I still crack up playing it almost 30 years later.

>> No.2723240

https://www.youtube.com/watch?v=Mip5coYUTRg

>> No.2723323

>>2723240
i did the same with fighter maker

>> No.2723424

>>2722956
That move looks funny only because it's just Jack's normal jump kick flipped upside down.

Fucking Capcom always pulled this shit in their games, recycling frames of animation for multiple moves. You would think that with all the other thousands of frames of animations they make for each game, they would take the time to draw about 10 more to make a unique move, but nope, they're too lazy and it shows in this game in particular.

>> No.2723431
File: 79 KB, 108x137, rbffduck.gif [View same] [iqdb] [saucenao] [google]
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>> No.2723445
File: 7 KB, 388x201, GGAC_Potemkin_jH[1].png [View same] [iqdb] [saucenao] [google]
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>> No.2723473
File: 32 KB, 450x257, mario-movie-goomba-mfk98zuu[1].jpg [View same] [iqdb] [saucenao] [google]
2723473

>>2723445
Goomba?

>> No.2723515

>>2723445
that looks like he's doing a dance move and his fucked up body proportions made it an attack

>> No.2723523
File: 2 KB, 61x63, Megamensucks.gif [View same] [iqdb] [saucenao] [google]
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>> No.2723530

>>2723424
It's not only them though, many fighting games do this. Heck even Garou Mark of the Wolves recycles a lot of its own sprites very often, but it does so with uncommon ones so you are less likely to notice them.

>> No.2723549
File: 28 KB, 302x148, brian-ufo.gif [View same] [iqdb] [saucenao] [google]
2723549

here's one of my favorites

>> No.2723553

>>2723431
That's a pretty legit dance you homersexual.

>> No.2723560
File: 3 KB, 29x38, 1443750837724.gif [View same] [iqdb] [saucenao] [google]
2723560

>> No.2723574

>>2723431
this is awesome though

>> No.2723595

>>2723424
>>2723530
It's specially bad in Capcom games because it's really fucking obvious.
Like the oh so iconic Raging Demon dashing pose, it's literally just the jumping forward animation, Ryu and Ken have those frames too.

And that one Guile kick that's just his sweep kick flipped upside down in the most nonsensical way possible.

I can't remember of any instances of this happening in Garou, but Mr. Karate in SvC had his DP animation edited straight from Marco, and it's really jarring.

>> No.2723597

>>2723530
I don't mind it if they recycle sprites in odd places here and there. But stuff like Jack's special move or Predator Warrior's entire moveset is pretty lazy

>> No.2724148

>>2723595
>I can't remember of any instances of this happening in Garou

Tizoc has special moves which just use his jumping HP and HK frames.

Terrys dp+Kick anti-air finishes in the same forward-arching punch as his jumping HP. His TOP move is a combination of the last hit on his f,f+Punch x3 move, his dp+Kick move, and the same punch.

Kim Jae Hoon does his jumping pose in his fight intro, as a feint, and as a start of one of his specials.

Kim Dong Hwan and Kim Jae Hoon obviously share some common sprites that have been edited the same way ryu/ken usually are.

Gatos dp+AB move uses one of his winposes (the arm raised up) and his TOP animation on the third hit.

These are just the top of my head. There are a bunch more less obvious ones but I don't remember them from the top of my head.

>> No.2724228

>>2723424
Memory limits were very much a thing back then. If you read interviews with Capcom's fighting game developers from back then, they were always struggling with the limits with regards to graphics. They would have easily loved to do animate more, in fact during Darkstalkers 1 they were actually planning to give every character a full set of 30 individual unique normal attacks (6 close standing, 6 far standing, 6 crouching, 6 vertical jumping, and 6 diagonal jumping) but had to scrap that because there just wasn't enough ROM to fit all that in.

>> No.2724230
File: 78 KB, 658x582, smears1.png [View same] [iqdb] [saucenao] [google]
2724230

>>2723523

>> No.2724240

>>2724230
dat cartoon morgan

>> No.2724369

>>2724228
As a general rule, whenever some faggot whines about "lazy programmers" they are usually in reality talking about some poor bastard chained to a cubicle typing furiously for 16 hours a day who had to deal with the reality of hardware, time, and budget constraints.

>> No.2724730

>>2724230
Unlike Megaman, none of those are attempting to suck their own dick.

>> No.2724751

>>2724730
...Megaman's a robot

>> No.2724754
File: 11 KB, 132x172, IMPACT-FAN1.gif [View same] [iqdb] [saucenao] [google]
2724754

>>2723560

>> No.2724756

>>2724751
With a robot dick.

>> No.2724764

>>2724756
For you

>> No.2724859
File: 49 KB, 112x240, terry-cvs2-risingtackle.gif [View same] [iqdb] [saucenao] [google]
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>> No.2724973
File: 83 KB, 268x138, Sawada-Kamikaze.gif [View same] [iqdb] [saucenao] [google]
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>> No.2724984

>>2724973
For a moment I was sure this was Dong Dong Never Die.