Sprite flicker is only bad when there are a ton of explosion sprites on screen, otherwise I didn't notice any and fail to see how combining the cypher sprite with Hiryu's would make a significant difference.
It's just specifically sprite bandwidth wasting for no apparent benefit for the PCE itself. Look at the crouching example. 160 pixels! The sprite bandwidth is
only 256 pixels. It could easily be cut down to 80 pixels wide (and that's just the normal reach sword slash). That's a noticeable and significant difference. PCE's strength is also its weakness. 16x16 sprite cell size is fairly large and not always optimal (all those empty pixels in the sprite cells still contribute to sprite scanline overflow/blank out, or flicker if the programmers write the routine for it). Cutting as many cells down in size/number (horizontally)
always helps, because a game is almost always dynamic as to what's being put onscreen and where - so you need to optimize for worse case scenario, or dumbly dial back the amount of objects on screen over all, or go NEC Ave's route and not give a shit. NEC AVE made games tend to completely ignore this (Dynasty Wars on PCE is probably the worse offender. At least they used a lower res for this Strider port. Surprising for direct NEC handled port). There are a lot more examples in Strider (and they all add up), I just never got around to presenting them. The explosions is another one. They remade/designed the explosions, and it saves space because of mirroring - but eats up
much more bandwidth than taking the arcade originals and scaling them down to the right perspective.