Komato berserker (Bagedo without blades) for fighting games
This sprite, in the scale of alpha strikers, represents a rather big komato
He fights using the komato fictional fighting style: Industrial suppression.
this huge set (3071 cels, i added a breathing animation) is shared among several characters. i'll be using some of them to create Bagedo for MUGEN, nonetheless i decided to render all the cels for each characters, in order to allow other developers to create different characters.
The weight of the spritesheet might be scary, but it doesn't really reflect the weight of the characters created by it, since a mugen character might require 2-300 cels and usually a foe in a scrolling beat em up uses 30-100.
As you can see the variety of actions might allow to create several different fighters. Using palettes it could also be used to represent several classes of foes in a scrolling beat em up.
Also, "Alpha strikers" spritesets are in the same scale of the original videogame "Iji" by Daniel Remar.
In particular, this character will have 2 separates sets, this one where he doesn't draw the appropriate blades when he punches and one where he uses the blades
(here: https://opengameart.org/content/komato-berserker-bagedo-for-fighting-games )
I gave a lot of thoughts about creating a single set with both the punching cels with and the punching cels without the blades,or create an addictional set with the punches without blades.
In the end i decided to create 2 separate sets that won't require the other one: in case other developers decided he always draws the blades when punching or never do it, they won't need both sets.
My character will normally punch without blades and draw them in certain special moves, pretty much like D.Dark in Street fighter Ex Plus, by Arika/Capcom
I created a 32 bits spritesheet and a 8 bits spritesheet. I forgot to check if they use the same palette, for various reason, if that's not the case, you need frames from both sets but you don't know how to apply a palette, let me know.
Since i'm using the 32 bits version, i didn't put much thought in this.
Also i added a GIF sequence, for who might want to use the 8 bits sprite with tools that require individual frames.