>>45955625sugi art work still had a clear understanding of form and the shading properly depicted the geometry and 3-dimensional of the character and would only go full white in light value areas. if you squint your eyes at the sugi water colours you'll see the values aren't as blended as you may think, there's still a clear distinction between dark and light shadow. The OP redo's lost all the form and in turn look blooby and undefined. If you want to try replicate the sugi artworks in 16 bits maybe try lay down the colours then with hard lines fill in the areas in light with white, making sure the to respect the shape and planes of the character, then apply dithering when/if neccisary. Though since it's a 16 bit sprite, dithering could be replaced rather with a midtone colour instead to keep structure intact when needed. avoid the white in very darkly valued parts in favour of rather a very light colour like alakazams crest, not even sugi went that light in his artwork.