low priority Request time:Dynamic = multiple frames for a fluid animation, like Timeman's Time Slow
Rock: missing kick frames on walking-on-ball attack, and ball dropping frames.
Roll: missing broom swinging and bucket firing frames.
Dr. Wily: missing frying pan swinging frames
Sniper Joe: missing grenade throwing frames
Gutsman: missing punching frames?
Bombman: missing bomb holding frames
Flashman: missing Time Stopper firing frames (used in MM2, can be dynamic)
Hardman: missing rocket boosting frames (used in MM3)
Snakeman: missing climbing/poking frames
Sparkman: missing proper altfire spread firing frames (used in MM3)
Brightman: missing bulb throwing frames, and proper Flash Stopper firing frames (last ones used in MM4, can be dynamic)
Dustman: missing proper Dust Bitter and Dust Buster firing frames (he fires them from his buster arm, not from his vacuum)
Diveman: missing proper Dive Mine firing frames?
Skullman: missing proper Skull Barrier firing frames (used in MM4, can be dynamic)
Gravityman: missing proper Gravity Hold firing frames (can be taken from MM5, can be dynamic)
Waveman: missing proper Water Wave firing frames (used in MM5)
Gyroman: missing proper flying frames (used in MM5, can be dynamic), extra sprites used for takeoff (used in MM5)
Starman: potential improvement of firing frames (used in MM5, can be dynamic)
Chargeman: potential improvement of tackling frames (used in MM5, can be dynamic)
Flameman: missing proper altfire firing frames (used in MM6).
Knightman: potential improvement of firing frames overall (see MM6 sheet)
Plantman: missing proper Plant Barrier frames (can be improved, see MM6 sheet)
Tomahawkman: missing proper feather firing frames (used in MM6)
Windman: current firing frames are wrongly animated, altfire firing frames can be improved (see MM6 sheet).
Freezeman: missing proper Super Freeze Cracker frames (used in RM7FC)
Junkman: missing proper punching frames (used in RM7FC), potential improvement of Junk Armor firing frames (can be taken from RM7FC)
Burstman: missing altfire trapping bubble frames (used in RM7FC)
Springman: missing proper Spring Punch frames (used in RM7FC).
Tenguman: missing proper Tornado Hold firing frames (used in RM8FC)
Clownman: should mainfire firing frames show his arms attached to his body, despite Thunder Claw being made up of Clowman's arms? Should altfire firing frames show both arms, despite Clownman visibly burrowing one arm for this attack (look at RM8FC sheet for reference)? Shouldn't the swing attack have swinging frames (see RM8FC sheet for reference)?
Frostman: missing punching frames? (seen RM8FC sheet for reference)
Grenademan: potential improvement/inclusion of Grenade Spreader firing frames (see RM8FC sheet for reference)
Searchman: WHAT THE FUCK, SEARCH DISK AS AN ACTUAL FIRING FRAME BOTH IN MM8 AND RM8FC
Good luck making these:
Burnerman: missing proper Burner Dive charge frames and Bear Trap throwing frames
Coldman: missing proper Cold Shoulder firing frames and Cold Field firing frames
Dynamoman: incorrect altfire firing frames (in MM&B, the projectile is ejected from his buster arm like Tenguman's Tornado Hold), could use a second firing frame for mainfire firing (see MM&B sheet for reference)
Magicman: missing proper Magic Ball throwing frames
oh btw we kinda got the other mm9 dudes' design mockups at least somewhat done and decided on, still none made yet, go and play jc mm9 when it updates in the meantime
and pirateman steals because he does what he wants, he's free