This page is dedicated solely to the sample animations so quest authors know what's needed for the fighting game.
Read this first: http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htm
Stationary animations
Crouching. Every character needs one. Could be a single frame if you wanted, could be up to twenty.
Goto Crouch. Highly recommended. Usually one or two frames, and the frames can be re-used in dozens of animations. Would likely save you work in the future. Works as a "preparing to jump" pose, as well.
Standing. Every character needs one. Could be three frames of the character moving slightly up and down, could be twenty of the wind blowing the character's clothes, could be a generic fisticuffs motion.
Crouching turn. Not an important animation, and would only require one extra sprite. If you're feeling lazy, don't have one.
Standing turn. Same as crouching turn, but slightly more important, and usually two frames. Ultimately skippable.
Basic locomotions
Running! If your character doesn't have a forwards hop, they'll need one of these. This is used for characters that charge into battle like Beardbeard, or are very mobile.
Walking. Every character needs one of these. They don't need to have as many frames as this; this is actually more than twice as many frames as needed.
Backhop. Unless your character is a coward or good at running away, you'll need this. Otherwise, they'll have a backwards run. To note: some frames in this will be in this character's airguard. Always look for ways to save yourself work.
Front hop. Some characters will have this, some will not. It depends on if your character would sprint forwards in battle. Beardbeard would likely have a run, while someone like Coralina would more likely have a hop.
Walking backwards. Every character needs one. Same as walk forward, but reversed and slightly slower. If you want to be awesome, you could have walk back and walk forwards similar but slightly different. If you want to be crazy awesome, you could have them be two different things entirely.