ok so i have a few concerns about this and finally got some time to adress them. i hope you can take anything from this.
You rely a lot on parallel lines and tangents, which makes the animation itself hard to comprehend. sure you see whats going on, but blades covering blades, legs covering blades, blades covering legs. its just hard to see what happening in each frame specifically, it turns into a visual blur if parallel lines.
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Another thing that is really hard to see for me is which leg is which. the motions itself
seems to be correct (alternating arm and leg movement) but at the same time it seems wrong.
The mood i get from the sprite and animation itself is a brutal, fearless, stalkery kind of "i will end you". The extreme head bobbing is actually detremental to the whole feel and adds a comedic element that feels completely out of place for me, at least how it is down right now.
As for the actual sprite, the things that tells you BIRD is obviously the head and the feet, but the rest of the anatomy is humanized so much that it feels like someone just put a head on a human. i don't know what you're going for so i just played around with different design ideas to make it more birdy.
In order to get a more bird like appeal i looked for things that birds have, that humans dont but that could be easily applied without changing the silhouette too much. I tried to go for more flush shoulders, slightly more wing-shaped arms and obligatory chicken legs (
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) since other features are likely taking away from the original design (tail, puffy, body, short legs (since most of the leg is hidden under the feathers))
On to finally adress shading. Your sprite is lit straight up from the front, which in my experience makes it very hard to shade, to bring out forms and features, as well as having a uniform scheme going on. i dont know why you chose that lighting scheme, maybe it fits in your game, in which case it is fine, but generally it is recommended to work with a top light source (sun/moon/ceiling lights etc) to get a more consistent environment design.
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