Animation viewer
Game fighters
Choose an action, then play or step through it.
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How this preview works
These fighters use the game renderer and move timing. This preview does not simulate damage or score a match. Green boxes show where a fighter can be hit; red boxes show an active melee hitbox. Projectile art can appear without a melee box.
Sprite library
Saved on this device
0 / 10 sheets · 0.0 / 64 MiB
Imports stay on this device until added to a game release.
Sprite sheet requirements
Use a static 8-bit RGBA PNG, up to 8 MiB. Original sheets are 2048 × 1792 pixels with 16 frames in a 4 × 4 grid. Expanded sheets are 4096 × 3584 pixels with 64 frames in an 8 × 8 grid. Every frame is 512 × 448 pixels. Backgrounds must be transparent. Include every pose and leave at least 4 transparent pixels around each frame.
Pose order: idle, groove, walk A, walk B, crouch, jump, punch start, punch, kick start, kick, special start, special, guard, hurt, KO, victory. Expanded sheets use four drawings for each pose in that order: frames 1–4 are idle, 5–8 groove, and so on. The first drawing in each group is the contact or key pose. Align the foot pivot at (224, 416) in each frame, with a neutral body height of 300 pixels. The preview shows that pivot; alignment needs visual review.
This library reviews artwork. Renaming a sheet does not create a playable fighter or assign its moves. Keep exported PNG copies: clearing this site's data can remove the device library.
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No sprite sheet selected. Add a PNG to review its frames.
Imported cycles use these key poses at the selected speed. They do not test game timing, collisions or character-specific moves.
Select a frame to inspect it.