The thing about small scales like these is that details always come last and contrast is KING.
You can just about use any color anywhere depending on its contrast and luminosity, so you can get away with lots of color reuse in a sprite like this.
You only use highlights in places you really *need* to "pop" the form into 3D, such as on the knee of Alucard, and the front knee of your character could use that too -- but the problem with your character is you don't have such a bright-white highlight color in your palette that is capable of "popping" the form like Alucard has on his knee and the rim of his hair near his forehead, and his cape (necklace?) near his chest area. Other than that, this pixel is never used anywhere else.
In general, regarding animation of characters like this (assuming you might want to do that some day) you should animate the silhouette with important breaks in boundaries where logically necessary, such as Alucard's hair, cape, face, forearms, feet/ankles, and the flap over his leg from his armor/shirt.