Animation viewer

Game fighters

Choose an action, then play or step through it.

Sound mix, timing & display

Short Sirkit · Throw & video staff workshop ↗ — rehearse a real grab with a partner, including misses and breaks.

Play once to hear a full move. Scrubbing is silent. Impact is an audition, regardless of spacing; projectiles play their launch sound.

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How this preview works

Ready idle and Hangout use a single approved pose with slow breathing and a gentle sway. Hangout also appears on the title and character selection screens. Walking uses 15 drawings per second by default. The game updates at 60 ticks per second; attack timing stays tied to those ticks. The drawing rate affects walking and victory. Walks use solid cels so the legs stay readable; transition blending affects victory; idle motion keeps its own relaxed rhythm. Pause, scrub or step to see an exact drawing.

These fighters use the game renderer. 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.

All fighters · moves & dances

16 fighters · 112 base moves · 32 routines

Choose any move or routine to watch it above using the game renderer and shared scale. Some moves reuse combat key poses with distinct effects and timing. Dance routines are cosmetic; attack descriptions explain the actual hits.

Master height & pixel meter

Same floor. Same units. Every fighter.

Neutral body: 300 source pixels. Foot pivot: (224, 416) in every 512 × 448 cell. Nosay’s 6′9″ reference maps to 218 stage pixels; every fighter uses their roster height at that same ratio.

Source pixels belong to the drawing. Stage pixels belong to the game world; screen size and camera zoom change their appearance. Froggy, Golden Ghost and Tega use provisional art scales until their heights are confirmed. Keep each fighter’s own build and width.

Load the roster to compare every fighter at the same floor and scale.

Compare a new animation

Add a sprite sheet below, choose its matching reference fighter, and inspect the frame at the fixed source scale. The ghost outline is the current roster’s neutral pose; cyan marks the 300-pixel neutral height, gold marks the floor pivot, and the dashed box shows the reference’s visible width. Compare head, shoulders, hips and feet across the whole cycle in both directions.

Crouching, jumping, leaning and attack extensions naturally change the visible bounds. Hair, hats, tools and effects are part of the measured silhouette. Never resize each frame to its bounding box or stretch a fighter to match someone else’s width. Fix scale at registration using one neutral body measurement for the asset family, retaining the same root and scale through the animation.

Frame sheets

All game fighters · optional device imports

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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