As far as the tFR guy goes, yes you'll probably want to make it as dynamic as possible, remember that the game has a very cartoonish style, and everything is exaggerated, even smaller motions are often accompanied by some degree of blur.
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I would actually argue that your other sprites could use some more dynamic poses as well, it's great that you have them all doing something unique, and not standing idly with their arms at their sides, but I think you're capable of doing more with them.
The primary offenders are the spear gal, super buff dude with WIP arms, and to a lesser extent most of the rest of them, save necromancer man and gas mask guy.
I dont have the artistic skill necessary to edit them in demonstration, so 'll show you some examples
(This is really big oops)
See how Balrog is crouched over, and his knees are drastically bent? That's sort of the effect I feel the super buff guy is trying to convey, but not fully getting across. Note that he isn't super duper hunched, but his neck and shoulders are forwards, and he is at a slight angle.
The same goes for spear gal, who is already sort of doing this, but I feel she needs to lean at a slightly steeper angle, and her back leg should be further back to better convey gravity.
This image is nice because it has those red arrows, which show the flow that the knee bend helps create. In addition to that, it's a good general example of what to aim for, which is really drastic angles, body positions that appear "heavy" to show gravity, and motion curves. Most of your characters have these things to some extent, but I believe they could use a tad more.
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I would actually argue that your other sprites could use some more dynamic poses as well, it's great that you have them all doing something unique, and not standing idly with their arms at their sides, but I think you're capable of doing more with them.
The primary offenders are the spear gal, super buff dude with WIP arms, and to a lesser extent most of the rest of them, save necromancer man and gas mask guy.
I dont have the artistic skill necessary to edit them in demonstration, so 'll show you some examples
(This is really big oops)
See how Balrog is crouched over, and his knees are drastically bent? That's sort of the effect I feel the super buff guy is trying to convey, but not fully getting across. Note that he isn't super duper hunched, but his neck and shoulders are forwards, and he is at a slight angle.
The same goes for spear gal, who is already sort of doing this, but I feel she needs to lean at a slightly steeper angle, and her back leg should be further back to better convey gravity.
This image is nice because it has those red arrows, which show the flow that the knee bend helps create. In addition to that, it's a good general example of what to aim for, which is really drastic angles, body positions that appear "heavy" to show gravity, and motion curves. Most of your characters have these things to some extent, but I believe they could use a tad more.