Number | Description | Comments |
0 | Standing | |
5 | Stand turning | Must have finite looptime |
6 | Crouch turning | Must have finite looptime |
10 | Stand to crouch | Finite looptime |
11 | Crouching | |
12 | Crouch to stand | Finite looptime |
20 | Walking forwards | |
21 | Walking backwards | |
40 | Jump start (on ground) | Shown just before player leaves ground |
41 | Jump neutral (upwards) | Shown when player is going up |
42 | Jump forwards (upwards) | Shown when player is going up-towards |
43 | Jump back (upwards) | Shown when player is going up-back |
44 opt | Jump neutral (downwards) | Activated when Y-velocity > -2 |
45 opt | Jump fwd (downwards) | Same as above |
46 opt | Jump back (downwards) | Same as above |
47 | Jump landing | Shown as player lands on ground |
100 | Run fwd/hop forward | |
105 | Hop back | |
120 | Start guarding (stand) | Finite looptime |
121 | Start guarding (crouch) | Finite looptime |
122 | Start guarding (air) | Finite looptime |
130 | Guard (stand) | |
131 | Guard (crouch) | |
132 | Guard (air) | |
140 | Stop guarding (stand) | Finite looptime |
141 | Stop guarding (crouch) | Finite looptime |
142 | Stop guarding (air) | Finite looptime |
150 | Guarding a hit (stand) | Finite looptime |
151 | Guarding a hit (crouch) | Finite looptime |
152 | Guarding a hit (air) | No loop |
170 opt | Lose | (See Note 1) |
175 opt | Time Over drawgame | (See Note 1) |
180 opt | Win | No loop (181-189 for multiple) (See Note 1) |
190 opt | Intro | No loop (See Note 1) |
195 opt | Taunt | Finite looptime (See Note 1) |
5000 | Stand/Air Hit high (light) | Looptime around 10-20 |
5001 | Stand/Air Hit high (medium) | ' (See Note 2) |
5002 | Stand/Air Hit high (hard) | ' |
5005 | Stand Recover high (light) | No loop (See Note 3) |
5006 | Stand Recover high (medium) | ' |
5007 | Stand Recover high (hard) | ' |
5010 | Stand/Air Hit low (light) | Looptime around 10-20 |
5011 | Stand/Air Hit low (medium) | ' |
5012 | Stand/Air Hit low (hard) | ' |
5015 | Stand Recover low (light) | No loop |
5016 | Stand Recover low (medium) | ' |
5017 | Stand Recover low (hard) | ' |
5020 | Crouch Hit (light) | Looptime around 10-20 |
5021 | Crouch Hit (medium) | ' |
5022 | Crouch Hit (hard) | ' |
5025 | Crouch Recover (light) | No loop |
5026 | Crouch Recover (medium) | ' |
5027 | Crouch Recover (hard) | ' |
5030 | Stand/Air Hit back | Looptime around 10-20 |
5035 opt | Stand/Air Hit transition | Looptime around 5-15 (See Note 3) |
5040 | Air Recover | No loop |
5050 | Air Fall | No loop |
5060 opt | Air Fall (coming down) | No loop |
5070 | Tripped | |
5080 | LieDown Hit (stay down) | (See Note 4) |
5090 | LieDown Hit (hit up into air) | |
5100 | Hitting ground from fall | Looptime around 3 |
5160 | Bounce into air | |
5170 | Hit ground from bounce | Looptime around 3 or 4 |
5110 | LieDown | |
5120 | Get up from LieDown | |
5140 opt | LieDead (first rounds) | |
5150 opt | LieDead (final round) | |
5200 | Fall-recovery near ground | |
5210 | Fall-recovery in mid-air | |
5300 | Dizzy | |
5500 opt | 'Continue?' screen | If omitted, plays dizzy anim |
5510 opt | 'Yes' to 'Continue' | If omitted, plays first win anim (not yet implemented) |
5520 opt | 'No' to 'Continue' | (not yet implemented) |
Number | Description | Comments |
5051 opt | Air fall -- hit up | |
5061 opt | Coming down from hit up | |
5081 opt | LieDown Hit (stay down) | |
5101 opt | Bounce from ground into air | Looptime around 3 |
5161 opt | Bounce into air | |
5171 opt | Hit ground from bounce | Looptime around 3 or 4 |
5111 opt | LieDown | |
5121 opt | Get up from LieDown | |
5151 opt | LieDead (first rounds) | |
5156 opt | LieDead (final round) |
Number | Description | Comments |
5052 opt | Air fall -- hit up | |
5062 opt | Coming down from hit up | |
5082 opt | LieDown Hit (stay down) | |
5102 opt | Bounce from ground into air | Looptime around 3 |
5162 opt | Bounce into air | |
5172 opt | Hit ground from bounce | Looptime around 3 or 4 |
5112 opt | LieDown | |
5122 opt | Get up from LieDown | |
5152 opt | LieDead (first rounds) | |
5157 opt | LieDead (final round) |
Number | Description |
0-199 | reserved |
200-299 | Standing attacks |
300-399 | More standing attacks, running attacks |
400-499 | Crouch attacks |
500-599 | More crouch attacks |
600-699 | Air attacks |
700-799 | More air attacks |
800-999 | Unused - use if you need more states |
1000-2999 | All special attacks |
3000-4999 | All hyper attacks |
5000-5999 | reserved |