Alright. For your 16-bit sprites, first of all, they don't look very 16-bit. Look at SNES sprites and such and you will see how they looked. Your '16-bit' sprites are far more primitive and very simplistic. I would not recommend spriting in that style, because it is so simple and not very hard to do.
For your "unknown" sprite, the shading is inconsistent and the proportions are weird (his arms are short and so are his legs). Also, the colours are eye-bleedingly saturated.
The legs look like mushrooms as well...
For your fighter's resource sprite, it doesn't really look in style. It's too small, has weird proportions (again, short arms and legs and no neck) and the shading is a problem. It shows no texture and is inconsistent. The legs also have jagged lines.
I'm not really sure what he's supposed to be doing, but the animation shows little movement and is therefore awfully stiff.
I would recommend using references for shading and textures, and for the animation, try recording yourself performing it, cause that might help. By the way, do you sketch the sprite before making it? Because that could also be a good idea if you don't.
For your "unknown" sprite, the shading is inconsistent and the proportions are weird (his arms are short and so are his legs). Also, the colours are eye-bleedingly saturated.
The legs look like mushrooms as well...
For your fighter's resource sprite, it doesn't really look in style. It's too small, has weird proportions (again, short arms and legs and no neck) and the shading is a problem. It shows no texture and is inconsistent. The legs also have jagged lines.
I'm not really sure what he's supposed to be doing, but the animation shows little movement and is therefore awfully stiff.
I would recommend using references for shading and textures, and for the animation, try recording yourself performing it, cause that might help. By the way, do you sketch the sprite before making it? Because that could also be a good idea if you don't.