If you'd like things to go "primitive", here's how Born2SPD handles the animation frames:
Spoiler: click to toggle
And no, I will not rip hitbox images from your favourite game. After I complete all the ST characters I plan to never do such a thing again in my life. Why? because it takes a HUGE amount of time. I can describe the exact process to do it though, so you can do it yourself:
Get FBA RR emulator (google it), at that same page you will find download for the hitbox viewer scripts (in lua format).
Once you download the script you will want to open it in notepad and edit the color values. I edited mine, the default colors are strange, plus some boxes are a bit transparent and the hitboxes have "background color", you will want to fix that so it will not affect the images or it will fuck up the process of color removal. To do this you will need to edit the hexadecimal value. If the color is made of 8 values, the last two will be the fill, change it to zeros, if the color and the fill is separated then just edit it. Make the hitboxes borders opaque as well.
After you customized your lua script, you're almost ready to start taking screenshots of the moves, but here is some stuff you need to know: Make sure that there is no frame skip. In ST theres no way to play without frameskip (Turbo 0 skips some frames) but in AE, Turbo 0 has no frame skip so I used that instead.
Also notice that even doing this, FBA will skip some frames when you're frame advancing, to fix that, go to menu Game -> Adjust CPU speed and put 33%, it will fix it.
Now its a bit tricky, removing the colors can be tedious. But in my case i got a bit lucky. Using cheats you can access the old Barrel bonus, in that scenario, if you remove the background layer 3 (Video -> Graphics Layer) all background is made of Purple Pixels that doesnt appear in any other part of the game, that made the background color removal of the images a LOT easier. At first i was removing all backgrounds, which would gave me a full black (hex value 000000) background, which is good too, but the problem is that this color value can be found in some sprites (Chun li's hair, Akuma's kimono, etc) so these images would be altered after the export. So at this point you will need to improvise and see what works better in your case. try using cheats to access inacessible scenarios and remove the layers to a optimal result.
At this point i was good to start getting screenshots, so i just do the move and frame advance, capturing via emulator screenshot(f12) every new frame that each move has. When all frames of each move is captured, I open it in fireworks and cut all the unneeded stuff from the screenshot, leaving only the character itself and its background.
The editor I used was macromedia/Adobe fireworks, the last version, that program was perfect to do it because in it you can create export scripts, and you can do batch export using scripts. So icreated one script that chanegd all purple pixels into transparent pixels and exports the image at the no color loss in 8bit PNG format, for the best size possible with no loss in color.
I usually get 50+ images before exporting and uploading, otherwise it will take too much time.
But unfortunately, we'd have to handle the positions and sizes of the hitboxes the hard way since there's no lua script to display them. Things could really go in the vein of
Hyper Street Fighter II: The Anniversary Edition, or how MASA created his
M.U.G.E.N. characters. I'll probably try working on Mari from
Kart Fighter first.
EDIT: The aerial velocity is a pain... neutral and diagonal jumps each have different jump heights. If I want Mari to jump diagonally, he actually manages to jump over the lifebars.