You can load in a sprite sheet, specify the dimensions, then set a sprites frame, loop the animation etc. You should look at the help docs on sprite animation really.
But...
Personally I'd load in and grab each image, then have my own animation system that would allow me full control over timing and transitions. You would need some sort of animation handling anyway, so why not work with grabbed images and build your own system. I'd start by making an animation array, like decide on the maximum amount of anims a single character can have, say 32 is a good round number, then I'd make a type for that, storing...
Start frame image
End frame image
Loop mode
Speed
Dimensioning a typed array for each character type in the game (including the player etc), and for each animation, you can concentrate on making a flexible system to handle this - then when it comes to changing the animation, you can just change the current animation ID and let your system do the busy work (like setting the image frame if it's outside the loop).
For all the diverse and quirky animations in Castlevania I think it makes sense to be quite strict and controlled about them.