Hey everyone thanks for the crits and edits! I tried to integrate them (except nschristie, I'll get to you in a sec) in this edit. Some of them I didn't understand (can you clarify what you mean by jaggy?), some would require an entire remake (I initially though you shot the arrow on the opposite side of the bow as the hand, I'm not sure fixing this technical error would justify the work required).
Shrike, can you clarify what you mean by "Her colors blend in with the skin tones", and sub pixeling? Other then that good input, and thanks for the encouragement.

Ok, ndchristie, I want to clarify a few things you are talking about before implementing them. What you are suggesting is that after she shoots the bow, she grabs another arrow from the quiver, and to make it so that the right hand is above the shoulder? Then I suppose I would make another animation where with the bow raised, she grabsw the arrows from the quiver and loads it? I suppose I could have a single animation that does this, and just scrap the raising and loading animation. Are you also suggesting that i scrap the step forward?
Ahaha, well done. Much better. This is great, the rebound is perfect. (Almost, I'll get to that.)

What I meant about the skin tones, I wasn't really thinking clearly and it came out wrong. Most of the color on this sprite is white or very light colored. I would think about adding some black thingies to her, the make it more contrastful. The only reason this is a concern is because the hand that's pulling back the arrow doesn't stand out from her chest. This isn't really a big problem, because if you're playing as this character in a game you're looking at it the whole time and you've gotten used to it, and clarity isn't super import if it's something like this. Maybe add a black or dark green wristband to her arrow-wrist? It was just a nitpick, really. Not that important. Only thing about the clothing for me is the line of skin showing between the skirt thing and the top. I would get rid of it, or make it larger. The first would be better, because it the space was bigger it would make her look sexy as opposed to godly. The only important problem I would say about the colors is the hair, make it brown. I think that would ad the needed contrast.
About subpixeling:
Subpixeling is a technique that I'm not good at, really, but is super-useful for this kind of thing. If you were to anti-alias this character, the colors you use would use for that you'd use for subpixeling.
What you do is you anti-alias an inbetween frame on the outside, so it blends in better with the next- and previous- frames. This works on the inside as well. But, as this is a WIP and you're trying to get the mechanics down right (Which I know nothing about- I've shot a bow once in my life and failed miserably), the animation is purposefully rough, until it's finished. Only thing you could use this on now is the string, for the rebound, as opposed to dithering which sort of sticks out. Take a mid color between the bckrd (Or the bckrd color as it would be in the game) and the string color and add at bit of a blur-ish-thing. I can't expand on this now, and I'll try and get an example out later. Also, if one of the pixel gods need to correct my horrible explanation of subpixeling, that would be great.
So, recap:
Make the hair brown.
Maybe add some darker elements to other parts of her body.
Get rid of the skin line on her waist, or make it bigger.
try subpixeling on the bowstring, if you feel up to it. Might want to wait until someone corrects me, unless I've miraculously gotten it right.
EDIT: I just noticed something odd going on with the foot she steps with. She picks up her heel and then it goes flat-foot immediately. Make it a bit more gradual, with the heel hitting first and then it goes down. Just a thought.
Good work, really really good.
Shrike