Gah. I always feel wrong when I try to give to advice. I was just trying to demonstrate that the top of the sprite as the top of the head. Next time, I'll just do an edit. The size is the standard size of RPG-Maker characters.
RPG-Maker character can be as big as you want them to be...as long as you constrain the porportions by a multiple of four. Also don't worry about being wrong with advice, usually it's harder to use pictures than words to describe something about another picture. A person's sense of literacy is more potent then that of just appearance because we use literacy throughout our lives and tend to remember most of it as it is the foundation of our communication, and we tend to forget images based on typical encounter because of their abundancy and their weary importance.
Anyway refering to what my first sentence inquired, the only reasons it is typical for a designer with RPG Maker not to use larger characters is:
A: Tileset size constraints in player vs. scenario
B: Location vs. Enemy/NPC
Because without a custom character XY(Sometimes Z like in my latest project), they only use a 32x32 display square just by plain default because of the movement vs. display limitations due to keyboard commands. Now if you were to persay use a mouse on a 4x4 square times the width of the character divided by the variable of 4, then it would be possible for such a functional array. Though alas it has the resoluting factor of tileset size constraints that can't really be fixed in terms or work load, but it will make the tilesets all choppy as the max width of a RPG Maker tileset is 8 32x32 frames, meaning 256 since there is no X co-ordinate scroll bar in the tileset recognition display box. So it's just typical that people choose the lesser of two work loads, and only those who really want to strive for something remedy those constraints.
PS: Upon seeing your example it now looks like the head is leaning forward due to the lighting at the back of the head, and just because the head becomes engrossed in size as it reaches the peak of the characters dimension. Alas because of the flat outline it makes it look as if it's laying flat on it's back rather than standing. Usually a form of shading is used to present the stance on a 2D model, or shadowing at a diagonal angle from the base of the model.