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This is the only series where they go off-model, and are various heights and widths.
iun the classic games, girls and boys have idetnical body types
proabbly so people liek you didnt have anything weak af to troll ppl in a forum with
weak bait
You know Metokur laughs at losers like you right?
Three decades ago?
Gender issues aside, I kind of do find it dumb how weight has no effect on this game's combat. Obviously in this genre of game you're going to get all manner of very unrealistic things. Even a single high school boy taking down a gang of Yakuza was already pushing it from game one, but in this case the issue isn't so much realism as, say, dramatic tension. In principle there's nothing wrong with making a beat-em-up where school girls take on pro-wrestlers, but the fact that the pro-wrestlers are just as easy to juggle as little kids does kind of take away from the power fantasy because it reminds you that your character's supposed great strength is illusory and fudged.
As unrealistic as past Kunio games could also get, size still mattered in them. You certainly could beat up the likes of Abobo and Misuzu in those, but you were ill-advised to do so by taking them head-on; rather guerilla tactics were preferable. The RCG games I think are a bit too obsessed with juggling as almost the advanced mechanic that let's you keep whittling your enemies down, and while it's a lot of fun to do I might have preferred if the same tactics didn't work on almost every enemy. In most other beat-em-ups, it feels like a lot of the challenge is in remembering how each sort of enemy fights. In the RCG games, most of the challenge seems to be more about remembering how your character fights, knowing what combination of your character's moves can deal out the most damage without giving enemies a chance to damage you; not objectively an inferior sort of gameplay but certainly one that kind of wastes the point of having different kind of enemies. Some games don't mind slapping a player's muscle memory from time to time in order to shake things up, but the RCG games' overpowered juggling systems seem designed more to make players feel really good for having muscle memory.
Speaking of muscles, while I'm all for video games about girls fighting, I have never really shared Adam Tierney's fixation with making those girls absurdly shrimpy to create a humorous juxtaposition from how strong they are/how light their enemies are. It's not even just about muscle mass; their stature is also oddly short for characters that are supposed to be 18. Not a big deal when I'm playing the game at all, but I preferred the taste of what they could've done instead that I got from the River City Girls Zero intro: https://www.youtube.com/watch?v=NuhBCWUt2gM They look more suitably ripped there, and also like they didn't have stunted growth. I'm not saying they need to be as muscular as they'd realistically need to be to take down the sort of enemies they do--and let's be real, if many action characters were that muscular the rest of their anatomy would collapse under that much muscle--but it shouldn't be too much to ask that a character who fights at least be more muscular than a character who doesn't fight.
I really love how they were reimagined already, but a bit of variation could benefit them as well, not a bad idea at all man
Interestingly enough, the character designer for Kunio Tachi no Banka apparently didn't like how that game's sprites came out; I assume he would have preferred they look more like he drew them (less diminutive). In essence, he wanted Shonen Anime but the game's legacy has been more like Moe Anime. Misako and Kyoko in the River City Girls 1 & 2 sprites are adorable, but Misako and Kyoko when drawn and animated in shonen style are gorgeous.
Well, I guess if we prefer our anime female beat-em-up protagonists with thicc juicy thighs, there's always Detained. https://store.steampowered.com/app/1394650/Detained_Too_Good_for_School/
Or, there will be in some indeterminate time in the future, hopefully.