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Pixel Brawl!

**Create a pixel art spritesheet for a single 2D battle arena character. Style is arcade-quality, 16-bit inspired, like *Street Fighter II*, *Rivals of Aether*, or *BlazBlue*. Each animation should be clear, expressive, and readable. Use a consistent character size of 64x64 pixels per frame. Transparent background. Character is: \[insert character concept here\]. The sprite sheet should include the following animations, arranged in a clean grid format:"** 1. **Idle stance** – 4-frame breathing loop 2. **Walk cycle (left/right)** – 6-frame loop 3. **Jump sequence** – 3 frames (start, peak, landing) 4. **Light melee attack** – 4 frames 5. **Heavy melee attack** – 6 frames 6. **Special ability** – 6–8 frames (with FX/flair) 7. **Hit reaction** – 2 frames 8. **Knockback / launch** – 3 frames 9. **Death / KO** – 4-frame fall or crumble animation 10. **Victory pose / taunt** – 1–2 frames **Each animation should be separated visually (spaced with margins or grouped by rows), with a consistent pixel grid layout. Character should have a strong silhouette, exaggerated poses, and vibrant color palette. Keep all limbs inside the 64x64 frame box, even during action poses.**

Free download available for game development, creative projects, and prototyping. AI-generated pixel art sprite animation with high-quality frames.

Pixel Brawl! - 9 frame sprite animation

Pixel Brawl!

August 1, 20259 framesBananaPublic
Make one like this
1/9
FPS: 8

Live Animation

Free account: download the sheet, frames, ZIP and GIF.

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Prompt

**Create a pixel art spritesheet for a single 2D battle arena character. Style is arcade-quality, 16-bit inspired, like *Street Fighter II*, *Rivals of Aether*, or *BlazBlue*. Each animation should be clear, expressive, and readable. Use a consistent character size of 64x64 pixels per frame. Transparent background. Character is: \[insert character concept here\]. The sprite sheet should include the following animations, arranged in a clean grid format:"** 1. **Idle stance** – 4-frame breathing loop 2. **Walk cycle (left/right)** – 6-frame loop 3. **Jump sequence** – 3 frames (start, peak, landing) 4. **Light melee attack** – 4 frames 5. **Heavy melee attack** – 6 frames 6. **Special ability** – 6–8 frames (with FX/flair) 7. **Hit reaction** – 2 frames 8. **Knockback / launch** – 3 frames 9. **Death / KO** – 4-frame fall or crumble animation 10. **Victory pose / taunt** – 1–2 frames **Each animation should be separated visually (spaced with margins or grouped by rows), with a consistent pixel grid layout. Character should have a strong silhouette, exaggerated poses, and vibrant color palette. Keep all limbs inside the 64x64 frame box, even during action poses.**

Format
PNG
Frames
9
Cell Size
274×269
FPS
8

License

Free for personal and commercial use. Perfect for games and prototypes.

Details