Continuous Collision Detection for Paper 2D Sprites/Flipbooks

Is there Continuous Collision Detection for Paper 2D Sprites/Flipbooks, such as the sphere trace? I took it that the trace is aimed at meshes, though maybe I misunderstand.

I have a 2D infinite runner type game where the character is actually still while the obstacles, collectibles, and backgrounds move from right to left. The speed ramps up every several seconds. It’s not long before the velocity overtakes the default collision detection. I am compensating so far by increasing the capsule width beyond a certain velocity, which seems to work, but it just seems like there is a cleaner method.

Thanks for any info!