>>515670783Something tasteful you could present to an average joe without terrible repercussions, usually because they were made with the average joe in mind. This is the healthy way to make characters.
Guile is a soldier. He has a stiff look and a by-the-books playstyle. He is meant for players who want a straightforward, dependable, safe gameplan.
Zangief is a wrestler. He looks imposing, but not dependable. He is for someone who loves the rush of getting in and throttling his opponent, and who doesn't mind the lack of consistency.
Iori is an edgelord. He has both plenty of strong tools for rushdown and ways to back off and zone a bit, and he's both fashionable and evil. He appeals to a variety of players thanks to his diverse kit, but wins over kids who want a power fantasy in particular.
Dai Nakamanga is a big fat snake lady grappler who can turn herself into solid gold as well as mud and can burrow through the ground, and also eats plants. Her design is grotesque, and being a fat, ugly snake woman, it doesn't look very practical. She is not designed with a certain type of player in mind beyond lip service, but rather just for PsychoJosh.
Gretel the Spellsword was also not designed for mass market consumption, which is why she isn't particularly appealing to anyone. She is designed for Baron's escapism only, and not for someone else to enjoy every bit of her.
Baron and PJ make their games and characters for no one else but themselves. Baron cancelled his game when he stopped using it as an escape, while PJ has yet to release anything of substance after 20 years. Street Fighter II was created for mass appeal and had 12 characters designed for different types of players, then after two years of development, it released to critical acclaim.