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Made with Grok Imagine ยท CC0 ยท 18 Sept 2026
Generated from: 2D pixel art fighting game attack sprite sheet for one single character. Character: a middle-aged bald man with round dark eye-glasses, thick eyebrows, a stern face, no hair, wearing a dark navy blue suit, a white dress shirt, a dark tie, a long black cape hanging from his shoulders down past his knees, and black dress shoes. Style: 16-bit pixel art, chunky visible pixels, thick black outlines, limited palette of navy blue, black, dark grey, warm skin tone and a little white, crisp hard pixel edges, no anti-aliasing, no blur, no motion blur, no speed lines, no impact effects, no weapons. Canvas: a precise 4-column by 3-row grid of 12 equal square animation cells, no labels, no numbers, no text, no borders, no grid lines, no dividers. Every cell contains exactly one full body figure of the same character at the same scale and proportions, facing right in a side view with a slight three-quarter turn, feet near the bottom edge of the cell, head near the top edge, horizontally centred in the cell, no cropped limbs, no empty cell, no figure crossing into another cell. Background: the space between and around the figures is flat solid magenta, pure #FF00FF, uniform everywhere including all four corners, no gradient, no shadow, no glow, no scenery, no floor line. Exact cell sequence left to right, top to bottom. Row 1: (1) light punch wind-up, lead fist pulled back near the chin, torso coiled; (2) light punch fully extended straight forward at chest height, arm locked out, fist closed; (3) light punch recovery, arm retracting back toward the guard; (4) heavy punch wind-up, rear fist pulled far back, body twisted away, weight on the back foot. Row 2: (5) heavy punch fully extended forward, long straight arm, torso rotated into the punch, cape swept back; (6) heavy punch recovery, arm returning to the guard, stance settling; (7) light kick wind-up, front knee raised and leg chambered; (8) light kick extended straight forward at hip height, foot out, arms in guard. Row 3: (9) light kick recovery, leg coming back down to the stance; (10) heavy kick wind-up, body leaning back, rear leg chambered high, arms out for balance; (11) heavy high kick, leg swung up and forward at head height, body leaning back, cape flying; (12) heavy kick recovery, leg descending and stance returning to the guard. Readable silhouettes, fighting game animation sheet clarity, single character only.
Creator
aDi
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