Tsugumo’s Chapter 11 walks through animating a basic sprite attack beyond simple cut-and-paste. Using Street Fighter examples, it covers how many frames an attack needs for snap versus smoothness, planning hand-drawn key poses (then retracing to pixels), exaggerating whole-body motion, secondary details like hair and cloth, timing holds, attack range, anti-aliasing pitfalls when shrinking scans, and why flipped symmetrical sprites are still common.
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