Gino
your Grendizer module needs sprite scaling or scaled frames for the enemies.
you could make them scale with lots of sprites &/or drawmwethod lines & the following.
maxwalks {max}
  ~Sets the maximum number of WALKs.
  ~{max} is number of available WALKs.
  ~Default is 1.
maxbackwalks {max}
  ~Sets the maximum number of BACKWALKs.
  ~{max} is number of available BACKWALKs.
  ~Default is 1.
maxups {max}
  ~Sets the maximum number of UPs.
  ~{max} is number of available UPs.
  ~Default is 1.
maxdowns {max}
  ~Sets the maximum number of DOWNs.
  ~{max} is number of available DOWNs.
  ~Default is 1.
plus:
walkoffmove {fx} {fz}
  ~This allows Player to modify player's walkoff movement.
  ~it works like jumpmove {fx} {fz} and params are the same meaning.
turndelay {int}
  ~ This sets how long the character performs BACKWALK before turning back.
  ~ {int} is time in centiseconds.
  ~ This is used together with TURN and BACKWALK.
UP {players, enemies}
  ~Optional.
  ~Played when the character walk up, up-left, or up-right.
  ~For this animation to work correctly, it must have the same number of frames as the WALK animation.
  ~Entity can have more UP animations, see below.
UP#
  ~Played if there's opponent within set 'range' while in UP.
  ~Works just like IDLE# above except it's for UP.
  ~Before using this, increase the maximum number of UP with 'maxups' in models.txt (see Models.txt above).
DOWN {players, enemies}
  ~Optional.
  ~Played when the character walk down, down-left, or down-right.
  ~For this animation to work correctly, it must have the same number of frames as the WALK animation.
  ~Entity can have more DOWN animations, see below.
DOWN#
  ~Played if there's opponent within set 'range' while in DOWN.
  ~Works just like IDLE# above except it's for DOWN.
  ~Before using this, increase the maximum number of DOWN with 'maxdowns' in models.txt (see Models.txt above).
but to me the best & option to avoid lots & lots of work ( with the stuff i put above, you have to do lots & lots of sprites &/or drawmethod lines for the scaling)
for each and every enemy.
Damon Caskey has mentioned that it is possible to scale sprites on the "Z" axis, but i have yet to figure out how to do it.
it is very likely to involve script, & the setdrawmethod commands or its script equivalent.
i would like it if there was a test level or mod with such a a script to run tests & experiment with values so others can use it later in general...