Yes, they are image sequences, but remember that in the actual game, the objects will have to be coded with the available sprites in mind. Trust me, I know the kinds of issues that arise when you have sprites permanently linked to other sprites in solid animations. It becomes a nightmare when you actually try to put the code into motion.
For an example of this from within DKC: DK's barrel throwing poses are separated from the barrel itself, and the barrel is an entirely separate object from the Donkey Kong object.
The same thing in that example would apply to K. Rool's tank (and probably even his army helmet while it's detached) because they are not "part" of K. Rool.
EDIT: This would also apply to the Go-Kart animations you posted earlier. The go kart and whoever is riding it are not the same object. They're fine for now, I'm sure we'll have plenty of time to work on sprites.
If Kommander K. Rool is ever going to step away from the tank during the fight, then it would be better to have K. Rool as a separate animated object. Using a massive sequence of large images for such an animation would not be the best idea (it would take up lots of memory as well). Also, with K. Rool as a separate object it will be possible to make his animation/movement smoother (such as when he moves around the tank). In fact, the movement part of the animation (where K. Rool walks in with the tank, and anytime anything moves) should be calculated by the game code rather than being a fixed animation.
So, according to what you have so far, you need these animations:Hit effects and explosions are guaranteed to be separate objects within the engine, so you don't need those in the animations.
Excellent work on the sprites so far (minus the objects issue). You're a very good sprite-er from what I can tell.
One last thing: Make sure your final image is saved in PNG (this goes for just about anything used in DKCLB, as it cannot use GIFs). Once the Kommander K. Rool sprite sheet is complete I'll fix it up for when we're able to do this in the DELTA engine.