I'm curious about the ripping process... (before redraw)
For this project I used:
- Guilty Gear Xrd - In max quality but disabled post processing.
- uMod - To rip and change the textures of the character (also remove some effects).
- Photoshop - To edit the DDS files that were extracted with uMod and make a special palette that highlights specific parts of the character.
- bbscript - To extract and then patch the character's idle animation to make him go though every frame (So I don't have to press anything and he stays in place).
- Notepad++ - To edit the script extracted with bbscript (Bless column selection). Also used later for writing a script that renames files.
- Cheat Engine - To center the camera on the character, move away the 2nd player, move the HUD, and select a stage with black background.
- OBS - Record lossless footage of the character (AVI, not MP4).
- ffmpeg.exe - To extract the frames of the video recorded in PNG format. Then made a BAT to rename all these images to the sprite they use in-game.
- Aseprite - To resize and index the images so the palettes work. I'm also using this tool to redraw the frames.
- Fighter Factory - To import the sprites all at once with the correct group/index (thanks to the renaming we did earlier).
I don't know the character but that looks like something that only shows for 1 or 2 frames. I think you should focus on key frames (basics, hitpause frames and some others) before you burn yourself out.
Thanks, don't worry about it though. I've been working on this for a little more than two years now (not every single day).
The super is indeed fast, but that frame repeats multiple times.
If I get tired I'll release him as it is now, since he's fully playable (No IK or "blitz" mechanics yet).
It might take up to three years, but it could be less if I get other people to help me with the sprites.