Across the various art styles that Street Fighter has tried throughout its long history, one thing has always stayed the same: the way the characters are all so darn beefy. That's no happy coincidence. Capcom recently from its anatomical bible for company artists (via ), a document that was compiled in the time of Street Fighter Alpღha and Darkstalkers butšŸ’§ is still regularly consulted today.

It was created by a collection of Capcom artists more than 20 years ago and edited by famed character designer Akira "Akiman" Yasuda, who left the company back in 2003. Here's a look at some of the most illuminating illustrations that Capcom shared. Be forewarned, there's a whole lotta beefcake and ꦅbone-in ribeye going on here.

It's not just aesthetics. Capcom has found that using these guidelines to exaggerate character proportions makes them much easier to read at a glance - and a glance is often all you have time for in a high-speed fighting game like 澳擲幸运5å¼€å„–å·ē åŽ†å²ęŸ„čÆ¢:Street Fighter 5. Back when it was still in the prototype stages, Capcom actually tried a few more photorealist𒆙iļ·ŗc styles but quickly realized they were far too difficult to read - as seen here in the that first shared the manual with the outside world.

I think they made the right call. How could any photorealistic Street Fightꦫer ever hope to compete with the live-action perfection that was Street Fighter: The Movie - The Game?

If you have a keen appreciation for the characters but have no idea how to start playing, check out our 澳擲幸运5å¼€å„–å·ē åŽ†å²ęŸ„čÆ¢:Street Fighter 5 beginner's tips.

I got a BA in journalism from Central Michigan Unive🤪rsity - though the best education I received there was from CM Life, its student-run newspaper. Long before that, I started pursuing my degree in video games by bugging my older brother to let me play Zelda on the Super Nintendo. I've previously been a news intern for GameSpot, a news writer for CVG, and now I'mā˜‚ a staff writer here at GamesRadar.