Use case: identity-preserve. Rebuild this exact commander as a FOUR-PHASE walk sprite sheet: FOUR COLUMNS x FOUR ROWS,16 figures, transparent. Same young brown-haired man, grey cloak, steel armour, bridge brooch, left hip sword, unchanged face and outfit. Input is identity/style reference. Its repeated wide-stride poses are NOT a useful cycle. Need VISIBLY DIFFERENT phases in alternating columns. Rows face SOUTH, WEST, EAST, NORTH respectively; every column within each row stays in that row's facing. COLUMN1: wide left-foot-forward contact; right arm clearly swung forward, left hand behind hip. COLUMN2: narrow PASSING position: weight on straight left leg directly under hips, right KNEE visibly lifted/bent in front, feet close, both elbows passing waist. COLUMN3: opposite wide right-foot-forward contact; left arm clearly swung forward, right hand behind hip. COLUMN4: opposite narrow PASSING position: weight on right leg under hips, LEFT knee lifted/bent, feet close, elbows pass waist. Each row alternates WIDE / NARROW / WIDE / NARROW silhouettes. No four repeated long strides. Show knee bends and opposite arm/leg swings. Near leg slightly lighter than far leg, so the alternating legs read clearly. Natural brisk walk with one foot always grounded; NOT running or standing at attention. Head/hair/eyes IDENTICAL within each row, no blink, same head size and chest armour/belt. Stable scabbard and brooch, no changing left/right sides. Simplify tiny textures, no shifting armour pixels. Only limbs and modest cloak-hem response should change. Maintain slightly overhead JRPG view and48x64 logical frame readability, body height56px. Generous transparent gaps; exact4x4 layout, no words, grid, guide lines, scenery, shadows, translucent edges, glow, blur, motion trails, extra frames. Genuine transparent alpha.