---
name: aseprite-fighting-game-animation
description: Plan, build, and review frame-data-driven fighting-game animations in Aseprite. Use for attacks, movement, reactions, and combat readability involving startup, active, recovery, hitbox, or hurtbox timing.
---

# Aseprite Fighting Game Animation

Define gameplay timing and spatial intent before drawing: startup, active, recovery, displacement, cancel windows, hit stop, and loop/return state. Store agreed metadata as explicit properties or slices; do not invent engine keys without a schema.

Prioritize silhouette, anticipation, contact pose, recovery path, baseline control, and weapon/limb arcs. Use contact sheets and adjacent-frame comparisons, verify tag ranges and frame durations, and review first-to-last transitions where the move loops or returns to idle.
