I don't mind adding more fighters, so go ahead. Although the info in the OP is out of date, most of it still applies. I'll will still support palettes and you can create as complicated of a moveset as you like... well within reason, so just let me know and I'll tell you whether I can script it. Also, anything that a fighter can do, so can their projectiles or weapons, so go crazy. The same goes for assists. I also support root motion which moves the character based on the animation.
Keeping fighter sprite sheets organized helps a ton. I would appreciate it if you followed the organization of spritesheets like Neko's, Chris2Balls, Ocksford, etc. Their spritesheets puts the name of the animation right after the frames and they give a GIF example of how the move should work. Please don't put red lines connecting frames because I use auto-detect sprite frames in Unity to get them. When there are those lines, I have to go in and edit the spritesheet. It's not a big deal, but it is a bit annoying. Also, when you put the names in, please put a solid colored box behind the letters because Unity will auto-detect each separate letter, which I would also have to go back into the spritesheet to fix. Uhh, the 64x64 size per frame isn't a hard restriction so if a move needs extra space, go ahead.
Oh yeah, you're also not restricted to 4 frames per attack. I feel it's too limiting since that leaves one frame for charging, one for overshooting, one for correcting the overshoot and one for returning to idle. If you want to use more frames, go ahead. Don't forget to add in the frame that should show when you successfully hit the opponent, which should be the frame when the attack is active.
If you have any questions, especially about other features or possible features, just ask.
Keeping fighter sprite sheets organized helps a ton. I would appreciate it if you followed the organization of spritesheets like Neko's, Chris2Balls, Ocksford, etc. Their spritesheets puts the name of the animation right after the frames and they give a GIF example of how the move should work. Please don't put red lines connecting frames because I use auto-detect sprite frames in Unity to get them. When there are those lines, I have to go in and edit the spritesheet. It's not a big deal, but it is a bit annoying. Also, when you put the names in, please put a solid colored box behind the letters because Unity will auto-detect each separate letter, which I would also have to go back into the spritesheet to fix. Uhh, the 64x64 size per frame isn't a hard restriction so if a move needs extra space, go ahead.
Oh yeah, you're also not restricted to 4 frames per attack. I feel it's too limiting since that leaves one frame for charging, one for overshooting, one for correcting the overshoot and one for returning to idle. If you want to use more frames, go ahead. Don't forget to add in the frame that should show when you successfully hit the opponent, which should be the frame when the attack is active.
If you have any questions, especially about other features or possible features, just ask.