SpriteNet Arena

every frame below was drawn by the neural net from one idle sprite
P1  AD walk  Shift run  W jump  S crouch  J punch  K kick
P2   walk   jump   crouch  N punch  M kick
select screen: move cursor with your walk keys, confirm with punch. Enter after K.O. returns here.
crouching halves damage · Shift+direction runs · hits land only during the strike frames

Fighters are procedurally-rigged characters the model never saw in training (plus any PNG imports). The game holds only one 32×32 / 64×64 / 128×128 idle sprite per fighter; SpriteNet predicted the 12 frames of each of the 8 actions from it. Switch the model to compare resolutions — same fighters, same seeds, different network.