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Made with Seedream 5.0 Pro ยท CC0 ยท 5 Oct 2026
Generated from: 16-bit SNES-era arcade pixel art sprite sheet for a 2D side-view fighting game in the style of Street Fighter II Turbo. CRISP CHUNKY PIXEL ART with large visible square pixels, bold dark outline around the whole body, saturated limited palette of about 24 flat colors, hard stepped shading with light from the upper left, no anti-aliasing, no gradients, no blur, no dithering, no noise. The character is a REALISTIC ORDINARY ADULT MAN with natural lifelike human proportions and a recognisable real human face, like a neighbour or a friend. ABSOLUTELY NOT anime: no big anime eyes, no spiky hair, no fantasy warrior, no martial arts gi, no armor, no exaggerated muscles, no superhero poses. Character: RONIN, a heavier middle-aged man, stocky broad-shouldered build, thick torso with a slight belly, heavy solid stance, short dark hair, short stubble beard, wearing plain street clothes: a plain dark green zip jacket over a grey t-shirt, dark grey trousers, brown work boots. A normal heavyset man, not an athlete. STRICT GRID: exactly 4 columns by 3 rows of equal square cells, 12 cells in total, uniform cell size with even spacing. In EVERY cell the SAME single character: same face, same hair, same clothes, same colours, same scale, same lighting. SIDE VIEW, FACING RIGHT, full body from head to feet, both arms and both legs clearly visible and separated with visible hands and feet, the body horizontally centered in the cell. On grounded frames the feet rest exactly on the BOTTOM edge of the cell. Nothing is cropped and the character never crosses a cell border. Background: one flat solid pure magenta RGB 255 0 255 filling all empty space, no ground line, no drop shadow, no scenery, no props, no border, no grid lines, no numbers, no labels, no text, no watermark. Row 1 left to right: 4 IDLE frames, a calm fight-ready standing stance, fists held loosely up in front of the chest, a subtle up-and-down breathing bob, feet planted slightly apart on the bottom edge of the cell. Row 2 left to right: 4 WALK frames, a complete walk cycle travelling to the right: contact step, passing step with the rear knee lifted, opposite contact step, opposite passing step; the legs clearly alternate forward and back, the knees bend, and the arms swing naturally. The feet stay on the bottom edge of the cell. Row 3 left to right: 4 HURT frames, taking a punch to the face: frame 1 the impact flinch with the head snapping back, frame 2 recoiling backward, frame 3 a deeper recoil leaning back with the rear foot stepping back, frame 4 recovering back to a guard stance.
Creator
user_3736d787
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