These posts were originally posted as a Monthly Three, as well as Iczer-1’s 30th anniversary celebration series. They are now here collected for easier access. This post covers introduction to the history and the Original Video Animations the franchise has seen.
Rei Aran
If one doesn’t find much sources about Hariken Ryu in English (his career with Godzilla gives him a lot of leverage over other of his contemporaries, Aran Rei is barely recognized in any degree. While Aran is known as one of many people who made up the best era of Comic Lemon People, and thus one of those who influenced then-current Japanese popular culture, and to that extension modern Japanese pop-culture, his name is all but lost in the Western front. He was at his most active in the 1980’s and early 1990’s, having an influence over stylistic sensibilities as well as contributing to the OVA scene.
Born in 1960, Aran’s first published work was Fairies of the Star in Comic Lemon People #6, 1982. Whether or not he had released doujinshis before this is unknown. The one work he seemed to like the most and kept working on between 1983 and 1993 is Galaxy Police Patrizer-3. If any of his works, it is this one that shows how Aran refined his self-taught skills within one decade to a whole new level.
To say that the original design for Mega Man is iconic wouldn’t be wrong. The design of the character is synonymous of the game renaissance of the later 1980’s with Nintendo’s powerhouse of a 8-bit system and the many games it housed. The very sprite is revered in an iconic status similar to Mario’s or Simon Belmont’s and sees constant re-use. Hell, even the trailer for the 2017 cartoon has it, despite their design being vastly different.
Well, not exactly. The logo aside (it’s your run-of-the-mill logo, though I’m not a fan how they’ve cut the letters in an angle and don’t make the space between Mega and Man evident enough) the sprite jumping on it is a modified NES sprite. The earpieces have a glowing rim and a similarly glowing forehead gem has been added. The buster also has an energy line to it. The solar collector that runs from the forehead gem to the back of the helmet has been coloured black here as well. Dunno what’s the point of using this modified sprite, but the intend is to appeal to the nostalgia. As I’ve said it previously, the 8-bit worship needs to end and this is the worst kind of retro masturbation.
Then again, using modern tools to represent an old character does something good at times. Mega Man 9 had great faux-retro renders of the characters
But let’s get to the business. I’m not going to compare original Mega Man to Man of Action Mega Man. Instead, I’ll be using another American redesign; the Ruby-Spears Mega Man. We’ll leave the Captain N version to its own devices. And oh, this counts as the Monthly Mecha design post, because row-butts.
The two American Mega Man redesigns are of two different school of thought. The Ruby-Spears redesign gives the main audience someone to look up to, someone they could become while growing up. Ageing the character from a ten-years old to a teenager was a necessity. Outside that, the core design doesn’t exactly veer too far from the original Capcom design.
I’ll just have to use this screencap from the trailer
The Man of Action Mega Man on the other hand aims to create a character the kids in the audience could identify with. A character that goes through similar issues and handles similar subjects, though maybe through a veil that is a Saturday morning cartoon, can offer kids new tools to handle difficult subjects. Somehow I doubt that’ll happen with the 2017 Mega Man series. Or as heavy handedly as in Captain Planet. I’ll refer this redesign as MoA from now on.
Kinda funny to see how the basic posing is still the same. I guess this is cultural influence to you.
The two designs are clearly from the same source of origin and thus share the same elements, and interesting, similar additions. To note some few of them; kneepads, changed forehead element and emphasized upper torso. Original Mega Man doesn’t have any sort of kneepads, the lower legs sometimes extend over the knee, sometimes it doesn’t. Depends on the revision. The earpieces on Ruby-Spears have red vents on the outside, giving them emphasize, just like how energy lines on the MoA redesign. The forehead element is probably the most baffling on Ruby-Spears, as it’s a diamond over a square. It doesn’t really mesh with the rest of the design, but then again the life gem stolen from Mega Man X on MoA’s redesign looks pretty much as terrible. Well, all the energy light lines do. Maybe those will change colours when another weapon than Mega Buster is equipped.
Let’s start from the top of the head and work our way down. The overall helmet is the same shape, but due to different styles, MoA’s big head is emphasised. MoA’s Mega Man also inverts the shades on the helmet. Classic Mega Man’s forehead element and solar collector are lighter shade than the main body. This is due to the colour pallet available on the NES. MoA chose to make the helmet’s main body about the same shade as usual, but the collector is almost black. The shade of blue, cyan even, used on the lighter shades on Mega Man is used on the edges of the cutaway for the face, directly lifted from Mega Man X. Ruby-Spear’s redesign sticks to notes from Capcom’s original, outside the whole diamond bit.
Furthermore, the cutaway on Ruby-Spears’ Mega Man is classical heart, whereas MoA’s opted to use a similar angular design to X’s, just with slightly less sharpness to it. MoA also added useless panel lining to the helmet. While face design may be different across the board, it should be mentioned that Ruby-Spears followed original’s round face closer that MoA. Both have blue eyes, just like original. It wasn’t until Mega Man X onwards that Mega Man main characters started having emerald green eyes.
The upper torso is where things get wild. Ruby-Spears’ Mega Man may be more muscular, but the lines added to emphasize this don’t break the core design. His neck may be exposed in this one, but that’s kinda business as usual as well. MoA’s Mega Man on the other hand opts for a leaner design, where the chosen elements break the traditional design. MoA’s Mega Man essentially wears a T-Shirt that has a stupidly high upwards arching cut in the middle, exposing his middle torso for no real good reason. Black lines coming underneath his armpits extent to his neck and extend the same way on the back. Underneath his arms he has two rectangle sections that have no reason to be there.
Is it just me or does all this stretching look strange? I just assume there’s fabric on top of parts that aren’t clearly metal, but then you have clearly metal parts warping. Eh, cartoons and animation
The arms are similar, only having real difference between gloved VS. gloveless hands. Due to how MoA exaggerates body dimensions, the arms are larger. However, because the upper arms (and the thighs) are so thin, MoA’s Mega Man looks more like a mix-match of a Sonic character. Ruby-Spear’s has a more traditional superhero muscle build to it, which looks a bit odd, but works considering the whole redesign is more in-line with American comic heroes.
Both buster has a similar overall design, but MoA decided not to include anything interesting and just added three glowing bars. Ruby-Spears opted two for button like squares. Ruby-Spears hits closer to the original yellow strip design. Both weapons seem to be tied to the left arm.
Considering that, the pants on Ruby-Spears’ are your plain ol’ whities coloured blue and with a belt. MoA opted to add an extra colour and separated power light lines in order to cut the shape downwards. Not really sure if they want to have their hero wearing pants like that, but these cuts are somewhat reminiscent of those that Mega Man X has, but again, just with curves.
Probably should post X as for reference. He has a big hand. Notice how his chest has an added colour on his… robobra? Anyway, his colours have accents that bring out each other and whatever the details there are, mainly the angles. The Life gem on his forehead is brought to attention because it simply stands out, but rather than breaking the scheme it works as a sole point of interest. That, and there’s red in his earpiece and at the tip of the buster. It’s a colour sparingly used for an effect, not slapped everywhere. Notice green eyes
The legs are the second busiest places after the Mega Buster. Well, that’s relative for MoA’s design, it’s so full of lines and lights everywhere. Ruby-Spear’s Mega Man have classic style legs, just with more muscle, clear kneepads, separated feet from the legs and lighter share at the tip of the “shoes” with black soles. MoA kinda went town with theirs. Darker kneepads, very clear ankle joints, separated feet and legs and darker soles. Everything covered in those damn light lines.
Let’s be frank, Man of Action Mega Man is overdesigned. The chosen colour scheme looks too dark to give the lights more emphasize and the sheer amount of them does make it look more like a Christmas decoration from China. A Mega Man knock-off. Yes, the original’s character sheet has tones about as dark as MoA, yet in-game and in other illustration work, even in Wish upon a Star, the colours are lighter and vivid. The darker tone balance is destroyed in MoA’s design due to added even darker spots and high contrast lights.
I had wishes that the design would grow unto me, but the inclusion of Mega Mini, worse song than Ruby-Spears’ opening and the constant use of Mega+suffix doesn’t install much hope. MEGANIZE ME! or IT’S MEGA TIME don’t have the same sound as ROCK ON! They’re actually more reminiscent of Captain N‘s Mega Man, who would shove mega into everything he was talking about. Hell, even in the intro he says MEGA HI! to the audience.
The design is also just too damn blue and uses too dark a scheme. Outside the insides of the buster, there is not splash of any other colour to give the blue a lift. Hell, the clothes he wears when he is just Aki Light are more interesting to look at. The design sure has become less rigid since we first saw it, but all the same eyesore points still persist.
Even the yellow inside the buster is broken ochra, not a vivid yellow. Why? To emphasize that neon cyan on the rims. The worst thing is that the wrist seems to have slightly brighter blue, but it’s all dull. That hand looks terrible though, but maybe it’s just the angle. Here you can see that the forehead “gem” is really just an intendation on the “solar collector” (probably isn’t a one in MoA’s version) and not a protruding gem
Ruby-Spears’ Mega Man is sort of the opposite, with less bells and whistles everywhere, and despite the changed age, he is visibly Mega Man American edition. He does have a dunce, round nosed face with weird eyebrows (not to mention eyes that are somewhere between Fred Flinstone’s and generic anime) and strangely bulbous legs overall, but these don’t really destroy the balance it maintains. The slightly overdone muscles does upset the balance to a point where the whole thing looks a bit off in an uncanny way. Whether or not one is better over the other is subjective, but the 2017 cartoon needs to be damn good to win me over.
Then again, it doesn’t need to. It’s a show for a new generation of kids, and if they like, maybe that’s for the better.
Looking at how well recent OVA BD remasters have gone through, Megazone 23 being absolutely beautiful, it was more or less just the question of time when Fight!! Iczer-1 would see its conversion. There were some fears about upscales, but gladly what we got is the definitive version of the series.
This is pretty much just a gallery post. The versions used here are Media Blasters’ Anime Works release from 2005 and the recent BD release. It would seem that whatever source Media Blasters’ is pretty bad, ranking below any of the Japanese Laserdisc releases. If we’re completely honest, the DVD is probably the worst release, on par with the VHS release. This remaster really something the series required, looking and sounding absolutely bomb. Whether or not it will see a Western release is an open question, but I would hope so. The Japanese release came with a memorial booklet and two CDs containing the series’ soundtrack.
Let’s point out that the English name of this TSF can be disputed. In Japanese, the name is アリゲートル, Arigeetoru. The little Russian I know, it should be written as Аллигаторы, or Alligatory. Seeing how no other TSF name is plural, I’m going to use my own head here and assume my ass out that its name was supposed to be Alligator, Аллигатор. It’s not uncommon to see âge misspelling names, like Schwarzesmarken or Valkylies.
The MiG-27 inherited the same basic airframe the MiG-23 had, but got a revised nose. It was first introduced to the service as MiG-23B as the ground attack variant of MiG-23, and after initial runs it saw some additional changes. Flogger-D, as NATO designated it, serves as battlefield attacker and thus these changes accommodated its role. Both sides of the cockpit are protected from small arms fire and frontal view was increased. New terrain-avoidance radar and nav/attack systems were installed to give the pilot the edge they’d need.
MiG-23 and MiG-27 were one of the first swing-wing fighters with three sweep settings; 16-degrees for take-off, 45-degrees for cruising and 72-degrees for high performance flight. Sukhoi would continue using swing-wing in its fighters down the line. Sadly, it would seem this variable geometry configuration is more or less obsolete nowadays now that relaxed stability flight controls systems have negated most of the disadvantages the fixed platform fighter had. That, and it takes much fewer resources to designs and maintain solid fighters with no variable control surfaces.
The Tumanksy R-29B-300 turbojet engine the MiG-29 uses gives it a respectable thrust of 11 500kg. The fighters’ empty weight is 11 300kg with a maximum take-off weight at 20 300kg. The armaments are respectable, having one 30mm cannon in the belly pod with seven pylons for missiles and rockets up to 4000kg, including nuclear carry capability. Nevertheless, MiG-27 was in production almost three decades until 1997 with around 4000 units build. It is a potent fighter with ceiling of 14 008m, range of 1080km and climb rate of 12 007m per minute, the MiG-27 can be still found serving different airforces around the world due to Soviets and Russians importing it to countries like Cuba, Iraq, Afghanistan and India.
Overall, a classic fighter, but I’m still partial for MiG-21.
I’m always surprised how tightly knit MiG variants are, but ultimately that showcases how it’s not feasible to have a fighter that would excel in all roles. As such, I’ve noticed how TSFs are either shooty or knify, but the ones trying to do both don’t really stand out at all. TSAs on the other hand stand apart from their TSF brethren just fine.
While the MiG-27 is variant of MiG-23, it’s TSF version is more or less an upgraded standalone version, and its performance and changes made to the frame were supposedly significant enough to give it a separate designation. The two look pretty much the same, having only one or two actually important changes, like on the arms and in certain details here and there, like on the knees and on the holes of the shoulder armours neat the head.
An argument for all TSFs looking the same, unless you recognize how the real fighters look almost the same as well
The Alligator uses nicely surfaces and elements from the MiG-27 fighter. It’s more inspired than some other TSFs and has instantly recognizable, boxy look to it. The groin guard is a relatively unique in that it encompasses more elements than just the fighter’s nose. The head isn’t anything special, but I would argue the shapes on top of the head are inspired by the point where the variable wings are attached to the fuselage. The shoulders and arms should’ve been just a tad slimmer to follow the surprising thin nature of MiG-27, but overall there’s a healthy amount of plane elements in there, especially in the line language, mixed with TSF original materials, notably in the legs.
It would appear that close-combat focused TSFs function as equivalents for ground attack fighters. As such, the Alligator has a larger Soviet Army Combat Knife for better BETA cutting power. I’m not sure how this translates as better close combat capabilities, as the Alligator doesn’t have any more sharp points on its armour than its predecessor, Cheburashka. It’s got the WS-16 Assault Cannon and the same DS-3 MPSA shield MiG-21’s use. I guess it’s just quicker and more nimble than its predecessor, but that doesn’t necessarily translate into better performance at close range. That translates into better performance overall.
Much like the real life MiG-27, the Alligator is supposedly still in action during the events of Alternative, making about 40% of Soviet Surface Fighter forces. It’s a competent, basic TSF that doesn’t do anything too fancy, but has the basics down just fine for a Second Generation TSF. It’s direct descendant MiG-29 Ласточка/Lastochka/Swallow and MiG-29OVT Fulcrum do everything the Alligator did and then some more while still staying in the range if Second Generation TSFs.
Of course, Su-37 and Su-47 would totally eclipse the MiG-27 in their time in terms of performance, close combat capabilities and fire power.
I just wanted to throw this in here
Remember to check the Tactical Surface Fighter tag I have for all the previous posts with TSF/plane comparisons.
The Flanker series of Sukhoi fighters have always been competent fighters. In Muv-Luv Alternative’s BETAverse, the base Su-37 most likely exists somewhere, but is never seen anywhere, not even on the TSF tech trees. As such, this comparison will be a bit weird in that I am using a base version of Su-37 to Su-37m2. This is the single seat variant that Fikatsia “Mama Bear” Latrova and 221 Batal’on Zhar used in Total Eclipse. The TSF Su-37’s don’t have outside differences par painting scheme, so either could’ve been used. If this bothers you, too bad.
A modified version of Su-27 with canards first flew in 1985 and was the prototype from which the Su-35 would be based on. The first true Su-35, called Su-27M at the time, flew in June 1988. It was a single seat fighter with moving canards, improved engines, digital fly-by-wire system that had quadruple redundancy to prevent mishaps. The prototype was made to be an aggressive fighter with great control. Because of the redundancy systems, Su-37M could fight and take hits without losing control. Probably. The Su-35 was a beast on paper, but Su-37 would improve the fighter further.
Su-37 was an experimental fighter with many names. NATO calls it Flanker-F, Sukhoi themselves calls it the Terminator. A loved child has many names. For a multi-role fighter first flown in 1996, the Su-37 was super maneuverable and able to utilise two dimensional thrust vectoring with its moving nozzles. All things considered, it had great weight-to-thrust ratio with its Lyulka AL-37FU engines providing 12 500kg thrust to a fighter weighting 17 000kg empty. 2500km/h is nothing to scoff at either, especially for its time. With fly-by-wire, the Su-37 could do very impressive vertical acrobatics that impressed attendants at airshows in 1996 and 1997.
For its armaments, the Su-37 had one 30mm cannon and 14 hardpoints to carry a range of missiles and bombs up to 6000kg. The maximum take-off weight for the fighter was 34 000kg. Later Lyulka-Saturn developed AL-31Fp thrust control engines that were able to move in both horizontally and vertically. Some Su-37 were installed with these for tests and were named Super Flankers, but the engine is more associated with Su-30 Multi-Role Flanker. In December 2002, a Su-37 crashed during a ferry flight, ending the program. The plane series never entered production, and it seems Russian air forces are emphasizing Sukhoi PAK FA as a sort of response to US’ F-22A and F-35 Lighting II.
In Muv-Luv Alternative Su-37 saw larger production and was one of the main stepping stone towards Soviet Union’s 3rd Generation TSFs, namely the Su-47 Berkut.
Had to use these models, never found a good coloured back image
The Terminator, as its known here, is a single-seat front line TSF. It has a brother version in Su-37UB, which was used by the Scarlet Twins Inia Sestina and Cryska Barchenowa. Anyway, the Terminator was a 2.5th generation TSF with an emphasize on Close-Combat. Sure, it carrier the usual A-97 Assault Gun, but much like its little brother, the Terminator carries Arm Blade Motors ie. Chainsaws in its arms and basically has enough Spike and Blade Vanes to give a modeller bleeding hands. It lacks proper knives to do the Knife Dance, sadly.
One thing that needs to be separately mentioned is that both Su-37 and Su-47 are very similar to each other. There are clear differences for sure, but designers at âge clearly intend to reflect the fact that Su-47 used the same tandem-tripple layout with canards and tailplanes that Su-37 would use. This leads to other interesting things like the Jump Units having two tailpods instead of one found on the real plane. Furthermore, the torsos between the two are extremely similar if not identical, which harkens back to the fact that Su-47 was originally knows as Su-37. Russians have a tendency to re-use definitions with their fighters, which honestly has caused me more than a little headache when it comes to writing this entry. While Su-47 came first in the real world, it’s very clear that Su-37 came first in BETAverse. The Terminator also is a bit poor example of fighter elements in TSFs.
One interesting thing with the Terminator is that its skirt armour has forwards pointing thrusters, which most likely adds to its maneuverability. While the Terminator was not all that impressive in Total Eclipse VN or the television series, it’s safe to say that for its time it reflects the real world counterpart in how agile beast it is. The differences between 3rd and 2.5th generation TSFs is not all that big, so it would be safe to say that the Terminator could give early 3rd gen TSFs run for their money. That is, if the US surface pilots aren’t dicks and stay in stealth mode, shooting from miles away.
I also need to revise these charts at one point from ground up.
Guilty Gear’s an old franchise at this point. It has a slew of main series games and their updates, it has spin-offs on three different hand held consoles and it was almost replaced with another weaker franchise. Much like other fighting game franchises from the 90’s, Guilty Gear’s visual direction has changed only slightly throughout the years, for better or worse. The character designs have mostly stayed the same. 2D fighters rarely change the designs of their characters, mainly because that way they can then reuse the sprites in pretty much everywhere. Whenever characters go through under a redesign, it’s a refreshing breeze of something new while still having the same core in there. Then again, King of Fighters’ Kyo got changed from his fight style few times around, ranging from tweaks to acomplete revamp. Still, changing how the characters look makes sense from thenatural point of view. None of us wear the exact same set of clothes day after day unless forced.
By changing character’s clothes you don’t lose the character’s own design as long as the new clothes fit the already set look of the character. The aforementioned Kyo is a good example here, where his white jacket design fits how Kyo is portrayed. The design is slightly arrogant, bold and Kyo mostly fights in a way that it won’t get dirty. Later Kyo’s design was revised to have a black leather jacket, that looks less pompous but still has that air of arrogant bravery in there. Good changes overall. This kind of changes in character’s appearance are always good, as it gives a sense of evolution and a level of progression. Then again, the redesign can backfire horribly if not done properly.
The actual reason why the new visual direction was chosen most likely lies with the fact that the game is now in 3D, and to represent the characters properly they needed a different, more sleeker and comical style for that. In the upcoming comparisons you can see more plain areas than those with details, especially with muscles. It was also a clear intention to take the visuals towards more contemporary comic style now in Japan whilst sticking to the Guilty Gear design elements… which clash with each other to an extent. Guilty Gear always had certain sense of grittiness inspired by Heavy Metal and other Western comics, but those are absent here.
Guilty Gear Xrd is a changing point in the series, where pretty much everything is new from platform and engine to music and designs. Like it or not, Xrd always meant a changing point for the series ever since they started running the XX mill. This is a good thing overall, as the series has been on hiatus a bit too long and it needs to attract attention outside the core fans. It’s expected to see core fans to complain about the revised designed, especially if they’re drastically different, but then again these are the same people who would hate to see this game becoming a hit with the general public. No fear, no fighting game will be the new Street Fighter II with current gaming paradigm. As such, this time we’re going to take a look at three Guilty Gear Xrd character designs and see if the visual direction has evolved or just changed. However, Guilty Gear has been out there for a long time, and it’s style has never evolved or changed, so a lot of core fans will hate most if not all redesigns simply because it looks different. Well, let’s get to the show.
Sol got tired of the long loincloth
Well, of course we need to start with Sol, the main character of the series. Guilty Gear maintained it’s 90’s aesthetics for a long time, and the new Sol design mainly updates the old look for a new decade. You can make a point about muted colours right off the bat, as Sol looks a bit brownish everywhere. They should’ve left the reds alone. Overall, the design hasn’t changed, just the style it’s drawn in. The details have been arranged and changed, but at a glance you know what character its supposed to represent. Fireseal, Sol’s sword, has changed the most, from somewhat grunch-realistic square sword to more a giant lighter with razor edges. Granted, Sol’s sword always had that lighter element in there, but with the redesign they decided to overblow those elements. Then again, redesigning swords isn’t anything new in Guilty Gear, just check how it looked in Guilty Gear 2. Sol actually lost a belt from his waist, which was replaced with acomically large one. That actually describes Sol’s redesign in a way; sleek and slightly comical. Not a bad one, but nothing good stands out from it, which on the other hand gives stage for all the bad ones.
Now some of you may start thinking why I’m saying that Sol’s design is the same while I’m arguing that TSF designs are different. The differenceis that this is a redesign of one character using the same elements. TSFs have been designed to be astep above the previous unit.
Potemkin’s design isthe one that got changed the most here, basically getting a complete character design revamp. Gone is the bare dark skin, replaced with German inspired attire in military green. The gauntlets went through slight redesign, while the legs… the shoes are pretty horrible to be honest. Whoever designed those needs a slap in the face. To be honest, If you wouldn’t know it beforehand, you wouldn’t recognize this as Potemkin. This also shows asomewhat hilarious contrast between the two worlds of colours andbetween the two visual directions; theold one has muted colour in the hair and bright colours in the body, the new one has them the other way around. Staying with muted colours is asafer bet for sure, but looking at the two side by side like this really makes me miss the bright red even more. I’ve heardthe location testers say that whilehe might not look like Potemkin, he does play like him.
Potemkin is a drastic change. It doesn’t really tell much about the character outside the military aspect. Then again, the old one just tells that he is big and strong. On one hand, old Potemkin did look a bit dull with interesting points here and there. On another hand, the new Potemkin is ageneric German brute with horrible shoes.
Funny thing with Millia Rage; I really love her new design. Her old design is good by its own rights, but overall it’s rather uninteresting. The new one plays some Russian tones in there with the hat, but the hair is a bit too overplayed. Sure, Millia has had a flower theme before, but now the amount of her hair is in excess. Then again, that’s nothing new. They’re both good designs from different starting points, and they contrast each other well enough. It looks like the designers aimed to make Millia more into a high class maiden than the pure maiden she was portrayed as before, and that’s fine with me. Seeinghow she has acted before does give leeway to her character to grow to that direction, if we even will have any sort of character growth in these games. We can always say that this is Millia’s take on taking a stand to be apart of the Assassins’ Guilt she isn’t part of anymore.
Surprisingly, Millia’s redesign seems to be most dividing at the moment, with some hating the hat, belt and button on her collar while other people just like it. By Guilty Gear standards her redesign is very toned down in bullshit accessory department; she even lost some belts, which is a bit surprising as Millia’s original design was rather bare bones to begin with. I don’t give two shits about shoes in general, but dang those shoes Millia has look hot. Unlike with the previous, Millia didn’t really lose her colours, but her hair did go through some muting. If I wereto change one thing from new Millia, it would be the plaque on her forehead. I’d change it to some ornate gem or similar, or just remove it altogether. Then again, we haven’t seen license plates used as accessories in Guilty Gear yet.
I’m eagerly waiting for Jam’s redesign. I make it no secret that I main Jam simply because I’ve always played rushdown characters in fighting games, and Jam is just perfect with her Chinese arrogance. I’d also like to see Dizzy, and I really hope she’d get similar redesign as Millia did. Actually, I hoped every character getting a complete overhaul.