I finally found one called "戦闘モーション拡張" ("Combat motion extension") by "LIbのツクールページ" after watching a YouTube video explaining the plugin, however the video was in Japanese and had somewhat poor English. The guy tried his best to make his English as understandable as possible, but I saw a lot of people in the comments who were confused. Now I'm here to help explain the basics of it for those who still don't understand it after the lengthy video tutorial (linked at the bottom).
(Side note: This plugin also works with Yanfly's Action Sequence Packs. I will not be going over that part in this Tutorial as I'm still learning it.)
So firstly you're going to need the plugin, found here:
http://librpg.zatunen.com/
Just click on "MV素材" found on the left of the website.
Then click here:

It will give you a ZIP file that contains the plugin and a couple of demo characters.
Then get any art program that uses RGB style coloring to help adjust these sprites. I recommend GIMP as that's what I'll be using for this tutorial.
Optional: If you have a program that will let you see the sprite animations to make sure they flow smoothly between one another, like "Game Character Hub" from steam, then I recommend using that too.
BASICS:
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Notepad
Viewing the plugin in an editor, like notepad, will tell you what each row represents.

Vibrato's battlers in the link below will also come with a file that will also show this:


Vibrato's battlers in the link below will also come with a file that will also show this:

The colored boxes represent the loop type.
Yellow: The frames will loop forward and backward. [1 2 3 4 3 2 1 <--->]
- Ex: Breathing animations.
- Ex: Spins, victory jumps, chants.
- Ex: Attacks, Taking Damage, Death.
To adjust the speed of the animation you'll need to change the "B" value from 0. (If you take the colored boxes straight from the "figh" picture file, then the "B" value is set to 6. (frames is 1/60s, just like how "Wait" eventing is done.).
Please keep in mind that Green ("G") or Red ("R") need to be at value 255 for their respective colors to take effect by the plugin.
For Yellow, both "G" and "R" need to be value 255.
Then adjust "B" as needed.
Colors



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The White Space makes it to where all of the frames are [X] frames long.
You'll also notice that these middle animations are longer than 4 frames. Because of this, you need to place a white box m(of your frame's dimensions) after the colored box equal to the amount of missing frames. In this case, 4 white boxes were added per row to fill in the missing space.
You need to do this for all of the other animation frames.
However many frames your longest animation is, that is how many frames you need to add for EVERY ROW. If you don't, the animations will not display correctly.
Example:
Example: (F = Frame with sprite, C = Colored Square, W = White Square)
Row 1: F...F...F...C..W.W.W..W (3 Frames, 1 Colored Square, 4 White spaces, 8 Total Frames)
Row 2: F...F...F...F...F...C.W..W (5 Frames, 1 Colored Square, 2 White spaces, 8 Total Frames)
Row 3: F...F...F...F...C..W.W..W (4 Frames, 1 Colored Square, 3 White spaces, 8 Total Frames)
Row 4: F...F...F...F...F...F...F...C (7 Frames, 1 Colored Square, 0 White spaces, 8 Total Frames)
Row 1: F...F...F...C..W.W.W..W (3 Frames, 1 Colored Square, 4 White spaces, 8 Total Frames)
Row 2: F...F...F...F...F...C.W..W (5 Frames, 1 Colored Square, 2 White spaces, 8 Total Frames)
Row 3: F...F...F...F...C..W.W..W (4 Frames, 1 Colored Square, 3 White spaces, 8 Total Frames)
Row 4: F...F...F...F...F...F...F...C (7 Frames, 1 Colored Square, 0 White spaces, 8 Total Frames)
Putting in your own character:
Now let's go ahead and input our own characters and adjust the frames as needed. I'll be using P3X-774's (Vibrato's) sprites of the RPG MV Cover character Ald for this tutorial.

Here's the sprite sheet that you can get from the link below this tutorial:
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Here's what it looks like when it's finished:
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Now let's test out his Idle animation in a test battle:
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Let's go ahead and change the frame speed.
We can do this by changing the Green Square's color value to R:0, G:255, B:12.

It's a very subtle change but it effects the plugin entirely.
Now let's see how the speed is:
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Now lets say you want two sprite animations to connect with one-another, but you don't want to make a 16 frame long sheet. That would just be too much work!
For example, you don't want the character to just be in a single, unanimated pose, what do you do?
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How?
like this:
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Instead of changing frame speed, when paired with Black "Blue" will connect that animation with another animation.
So in my example I set B:1, this makes it to where after Ald finishes his Walking animation, he'll immediately go into his Idle animation. (View the notepad to see all the indexed values for the other animations.)
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And that's about it for the basics of this plugin!
There's a lot more you can do with this, as I said before you can also use it with Yanfly's Action Sequence Packs, however I have yet to learn that. Once I do, I'll make a different tutorial thread on combining the two plugins.
If you have any questions, please ask me and I'll try to answer it with the best of my knowledge!
If you know this plugin more than I do and you think I messed up somewhere or left something out then please let me know so I can update this!
Links:
The Japanese tutorial can be found here:
Spoiler
Link to LIb's website: http://librpg.zatunen.com/
Vibrato's animated battlers can be found here: http://p3x774.web.fc2.com/
Link to Gimp: https://www.gimp.org/
Link to Yanfly's Website: http://yanfly.moe/yep/