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PSA: Animation Collaboration ~ Needs Your Help

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Animation Collaboration​

Basically, a really big list of EVERY animation there is. I'll eventually update the list with all of the names when I'm bored and have more time. But otherwise, post any descriptions of universal animations you know of, especially the weird ones.

000 Wait1 - Standing still on the ground, no button commands. The basic stance.
001 Wait2 - A mini-taunt after a few seconds of standing still. Loops back to Wait1 once finished.
002 Wait3 - Same as above, different stance.
003 Wait4 - Same as above, different stance.
004 Wait5 - Same as above, different stance.
005 WaitItem - Standing still with an item in hand.
006 ItemHandPickUp - What your hand bones look like when picking up an item.
007 ItemHandHave - Hand bones when holding an item.
008 ItemHandGrip - I'm assuming your hand bones when holding a battering item.
009 ItemHandSmash - Hand bones when holding a Smash Trophy.
00A WalkSlow - VERY slightly tilted forward. Character walks slowly.
00B WalkMiddle - Slightly tilted forward. Walks a little faster.
00C WalkFast - Tilted even more. Walks fast.
00D WalkBrake - Split second animation when you stop walking.
00E Dash - D-Stick is tapped forward. Character begins the run.
00F Run - After Dash, when character reaches their maximum velocity. Can no longer dashdance.
010 RunBrake - Braking after running, D-Stick no longer held forward.
011 Turn - Tilt D-Stick in the other direction. Character turns around.
012 TurnRun - Tapping the other direction while running. Character swivels around.
013 TurnRunBrake - Letting go of D-Stick while running and turning. Character breaks.
014 JumpSquat - The squat...just before the jump.
015 JumpF - Jump forward.
016 JumpF - Same, not sure which is short hop and which is high jump.
017 JumpB - Jump backwards.
018 JumpB - Same concept as 16.
019 JumpAerialF - Jump forward when in the air.
01A JumpAerialB - Jump backwards when in the air
01B JumpAerialF - Aerial Jumps for multi-jump characters.
01C JumpAerialF2
01D JumpAerialF3
01E JumpAerialF4
01F JumpAerialF5
020 Fall - Falling straight down.
021 FallF - Falling, D-Stick held forward.
022 FallB - Falling, D-Stick held back.
023 FallAerial - Falling straight down after using an aerial attack.
024 FallAerialF - Same, but falling forwards.
025 FallAerialB - Same, but falling backwards.
026 FallSpecial - Falling disabled after a B move.
027 FallSpecialF - Same, held forward.
028 FallSpecialB - Same, held backward.
029 DamageFall - I think it's tumbling in the air after getting hit.
02A Squat - D-Stick tapped down. Starting lag of crouch.
02B SquatWait - Holding D-Stick down. Crouching.
02C SquatWait2 - An idle pose if you squat long enough, i.e. Mario looking around.
02D SquatWaitItem - Crouching while holding an item.
02E SquatF - Crawl forward.
02F SquatB - Crawl backwards.
030 SquatRv - Standing up from a crouch.
031 LandingLight - Hitting the ground after falling normally.
032 LandingHeavy - Hitting the ground after fastfalling.
033 LandingFallSpecial - Hitting the ground after falling disabled.
034 StepJump - Startup animation of footstooling someone. Transitions to jump animation.
035 StepPose - Starting animation of getting footstooled on the ground.
036 StepBack - Ending animation after getting footstooled on the ground, i.e. standing straight up again.
037 StepAirPose - Getting footstooled in the air.
038 StepFall - Falling after getting footstooled.
039 GlideStart
03A GlideDirection
03B GlideWing
03C GlideAttack
03D GlideEnd
03E GlideLanding
03F GuardOn - Split-second startup lag when shielding.
040 Guard - Shielding.
041 GuardOff - Letting go of shield.
042 GuardDamage - Getting hit while shielding.
043 EscapeN - Sidestep.
044 EscapeF - Roll-dodge forwards.
045 EscapeB - Roll-dodge backwards.
046 EscapeAir - Air dodge.
047 Rebound - Running into a wall. [?]
048 Attack11 - First jab.
049 Attack12 - Second jab following first jab.
04A Attack13 - Third jab following second jab. Only a few characters have this.
04B Attack100Start - Startup lag to multi-hit jab.
04C Attack100 - Multi-hit jabs. Hold down A to loop.
04D AttackEnd - Ending lag to jabs.
04E AttackDash - Dash attack.
04F AttackS3Hi - F-Tilt angled upwards.
050 AttackS3S - F-Tilt, no angle.
051 AttackS3S2 - Second hit of F-Tilt. Exclusive to Metaknight and Snake.
052 AttackS3S3 - Third hit of F-Tilt. Exclusive to Metaknight.
053 AttackS3Lw - F-Tilt, angled downwards.
054 AttackHi3 - U-Tilt.
055 AttackLw3 - D-Tilt.
056 AttackS4Start - Startup lag to F-Smash.
057 AttackS4S - F-Smash, angled upwards.
058 AttackS4S - F-Smash, no angle.
059 AttackS4S2 - Second hit of F-Smash. Exclusive to Link and Toon Link.
05A AttackS4S - F-Smash, angled downwards.
05B AttackS4Hold - Charging animation to F-Smash.
05C AttackHi4Start - Startup lag of U-Smash.
05D AttackHi4 - U-Smash.
05E AttackHi4Hold - Charging animation of U-Smash
05F AttackLw4Start - Startup lag of D-Smash.
060 AttackLw4 - D-Smash.
061 AttackLw4Hold - D-Smash.
062 AttackAirN - Neutral Air
063 AttackAirF - F-Air
064 AttackAirB - B-Air
065 AttackAirHi - U-Air
066 AttackAirLw - D-Air
067 LandingAirN - N-Air landing lag.
068 LandingAirF - F-Air landing lag.
069 LandingAirB - B-Air landing lag.
06A LandingAirHi - U-Air landing lag.
06B LandingAirLw - D-Air landing lag.
06C Catch - Grab.
06D CatchDash - Running grab.
06E CatchTurn - Turning and grabbing.
06F CatchWait - Holding your grabbed opponent.
070 CatchAttack - Pummel
071 CatchCut - Releasing the grabbed opponent.
072 ThrowB - Throw backwards
073 ThrowF - Throw forward
074 ThrowHi - Throw up.
075 ThrowLw - Throw down.
076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw
07A ThrownDxB
07B ThrownDxF
07C ThrownDxHi
07D ThrownDxLw
07E CapturePulledHi - Initial animation when grabbed by a tall character, i.e. when pulled in by Link or ZSS.
07F CaptureWaitHi - Held in grab by tall character.
080 CaptureDamageHi - Pummeled by tall character in grab.
081 CapturePulledLw - Grabbed by short character, i.e. Pikachu.
082 CaptureWaitLw - Held by short character.
083 CaptureDamageLw - Pummeled by short character in grab.
084 CapturePulledSnake
085 CaptureWaitSnake
086 CaptureDamageSnake
087 CapturePulledSnake
088 CaptureWaitSnake
089 CaptureDamageSnake
08A CapturePulledDxSnake
08B CaptureWaitDxSnake
08C CaptureDamageDxSnake
08D CapturePulledDxSnake
08E CaptureWaitDxSnake
08F CaptureDamageDxSnake
090 CapturePulledBigSnake
091 CaptureWaitBigSnake
092 CaptureDamageBigSnake
093 CapturePulledBigSnake
094 CaptureWaitBigSnake
095 CaptureDamageBigSnake
096 CaptureCut - Breaking away from a grab, staying on the ground.
097 CaptureJump - Breaking away from a grab, jumping backwards into the air.
098 DamageHi1 - Small flinch when getting hit in the head.
099 DamageHi2 - Head knocked back a little when hit.
09A DamageHi3 - Body reels backwards when hit.
09B DamageN1 - Light hit in the torso.
09C DamageN2 - Medium hit in the torso.
09D DamageN3 - Heavy hit in the torso.
09E DamageLw1 - Light hit at the feet, like a semi-trip.
09F DamageLw2 - Medium hit at the feet.
0A0 DamageLw3 - Heavy fit at the feet; often standing character hit the floor on all fours.
0A1 DamageAir1 - Light hit while in the air.
0A2 DamageAir2 - Medium hit while in the air.
0A3 DamageAir3 - Heavy hit in the air; character reels backwards.
0A4 DamageFlyHi
0A5 DamageFlyN
0A6 DamageFlyLw
0A7 DamageFlyTop
0A8 DamageFlyRoll
0A9 DamageElec - Body shaking from an electrical attack.
0AA DownBoundU
0AB DownWaitU - Lying down, facing up.
0AC DownDamageU
0AD DownDamageU3
0AE DownEatU - Eating food while down, facing up.
0AF DownStandU - Standing up when down, facing up.
0B0 DownAttackU - Attacking when down, facing up.
0B1 DownForwardU - Rolling forward when down, facing up.
0B2 DownBackU - Rolling backwards when down, facing up.
0B3 DownBoundD
0B4 DownWaitD - Lying down, facing down.
0B5 DownDamageD
0B6 DownDamageD3
0B7 DownEatD - AE, facing down.
0B8 DownStandD - AF, facing down.
0B9 DownAttackD - B0, facing down.
0BA DownForwardD - B1, facing down.
0BB DownBackD - B2, facing down.
0BC DownSpotU
0BD DownSpotD
0BE Passive - Ground tech.
0BF PassiveStandF - Ground forward tech.
0C0 PassiveStandB - Ground backwards tech.
0C1 PassiveWall - Walltech, no jump.
0C2 PassiveWallJump - Walljump.
0C3 PassiveCeil - Ceiling tech.
0C4 PassiveWall - walltech...again?
0C5 FuraFura - Looped animation when dazed.
0C6 FuraFuraStartD - Starting animation of daze, standing up when facedown.
0C7 FuraFuraStartU - Starting animation of daze, standing up when face-up.
0C8 FuraFuraEnd- Snapping out of the daze.
0C9 FuraSleepStart - Starting animation of falling asleep.
0CA FuraSleepLoop - Sleeping.
0CB FuraSleepEnd - Waking up from sleeping.
0CC Swallowed - Swallowed by Dedede or Kirby.
0CD Pass - Uhh...a weird animation where the character spins, as if in a sideways cyclone.
0CE Ottotto - Stumbling over an edge.
0CF OttottoWait - Waiting over an edge.
0D0 WallDamage - Slamming into a wall while flying, then rolling forward.
0D1 StopCeil - Hitting your head on a ceiling.
0D2 StopWall - Running into a wall.
0D3 StopCeil
0D4 MissFoot - Falling backwards off a platform.
0D5 CliffCatch - Grab ledge.
0D6 CliffWait - Hanging on ledge.
0D7 CliffAttackQuick - Attack off ledge, damage <100%
0D8 CliffClimbQuick - Climb up the ledge, damage <100%
0D9 CliffEscapeQuick - Roll onto stage, damage <100%
0DA CliffJumpQuick1 - Push off ledge and jump, damage <100%
0DB CliffJumpQuick2
0DC CliffAttackSlow - Attack off ledge, damage >100%
0DD CliffClimbSlow - Climb up the ledge, damage >100%
0DE CliffEscapeSlow - Roll onto stage, damage >100%
0DF CliffJumpSlow1 - Push off ledge and jump, damage >100%
0E0 CliffJumpSlow2
0E1 SlipDown
0E2 Slip - Slipping in place. Obviously.
0E3 SlipTurn - Slip while turning.
0E4 SlipDash - Slip while running.
0E5 SlipWait - Sitting in place after slipping.
0E6 SlipStand - Standing up after slipping.
0E7 SlipAttack - Attacking after slipping.
0E8 SlipEscapeF - Roll forwards after slipping.
0E9 SlipEscapeB - Roll backwards after slipping.
0EA AirCatch
0EB AirCatchPose
0EC AirCatchHit
0ED AirCatch
0EE SwimRise - Swimming upwards.
0EF SwimUp - Staying afloat above the water.
0F0 SwimUpDamage - Flailing above the water.
0F1 Swim - Swimming underwater.
0F2 SwimF - Slowly swimming forward.
0F3 SwimEnd - Ending animation of swimming forward.
0F4 SwimTurn - Turning in the water.
0F5 SwimDrown - Sinking in the water.
0F6 SwimDrownOut - Drowning, helpless state.
0F7 LightGet
0F8 LightWalkGet
0F9 LightEat - Eating food.
0FA LightWalkEat - Eating while walking.
0FB HeavyGet - Lift a crate.
0FC HeavyWalk1 - Walking with a crate.
0FD HeavyWalk2 - Same as above.
0FE LightThrowDrop - Tossing the item behind you on the ground.
0FF LightThrowF - Throw item forward.
100 LightThrowB - Throw item backwards.
101 LightThrowHi - Throw item up.
102 LightThrowLw - Throw item down.
103 LightThrowF
104 LightThrowB
105 LightThrowHi
106 LightThrowLw
107 LightThrowDash - Throw item while dashing.
108 LightThrowAirF - Throw item forward in the air.
109 LightThrowAirB - Throw item backwards in the air.
10A LightThrowAirHi - Throw item up in the air.
10B LightThrowAirLw - Throw item down in the air.
10C LightThrowAirF
10D LightThrowAirB
10E LightThrowAirHi
10F LightThrowAirLw
110 HeavyThrowF - Throwing a crate forward.
111 HeavyThrowB - Throwing a crate backwards.
112 HeavyThrowHi - Throwing a crate up.
113 HeavyThrowLw - Throwing a crate down.
114 HeavyThrowF
115 HeavyThrowB
116 HeavyThrowHi
117 HeavyThrowLw
118 SmashThrowF - Throwing an ST [Smash Trophy] forward.
119 SmashThrowB - Throwing an ST backwards.
11A SmashThrowHi - Throwing an ST upwards.
11B SmashThrowLw - Throwing an ST down.
11C SmashThrowDash - Running while throwing an ST forward.
11D SmashThrowAirF - Throwing an ST forward in the air.
11E SmashThrowAirB - Throwing an ST backwards in the air.
11F SmashThrowAirHi - Throwing an ST up in the air.
120 SmashThrowAirLw - Throwing an ST down in the air.
121 Swing1 - Jab with battering item.
122 Swing3 - F-Tilt with battering item.
123 Swing4Start - Starting animation to F-Smash with battering item.
124 Swing4 - F-Smash with battering item.
125 Swing42 - Second swing after F-Smash, only available to a few characters.
126 Swing4Hold - Charging an F-Smash with the battering item.
127 SwingDash - Dash attack with a battering item.
128 Swing1
129 Swing3
12A Swing4Bat
12B SwingDash
12C Swing1
12D Swing3
12E Swing4Start
12F Swing4
130 Swing42
131 Swing4Hold
132 SwingDash
133 Swing1
134 Swing3
135 Swing4Start
136 Swing4
137 Swing42
138 Swing4Hold
139 SwingDash
13A Swing1
13B Swing3
13C Swing4Start
13D Swing4
13E Swing42
13F Swing4Hold
140 SwingDash
141 ItemHammerWait - Standing with a hammer.
142 ItemHammerMove - Running with a hammer.
143 ItemHammerAir - In the air with a hammer.
144 ItemHammerWait
145 ItemHammerMove
146 ItemHammerAir
147 ItemDragoonRide
148 ItemScrew
149 ItemScrew
14A ItemScrewFall - Falling after a Screw Attack.
14B ItemKick
14C ItemDragoonGet - Completing a Dragoon, character jumps really high into the air, then comes down.
14D ItemDragoonRide - Riding the Dragoon.
14E ItemBig - Grabbing a Giant Mushroom.
14F ItemSmall - Grabbing a Poison Mushroom.
150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding
15D ItemShoot
15E ItemShootAir
15F ItemShoot
160 ItemShootAir
161 ItemShoot
162 ItemShootAir
163 ItemScopeStart
164 ItemScopeRapid
165 ItemScopeFire
166 ItemScopeEnd
167 ItemScopeAirStart
168 ItemScopeAirRapid
169 ItemScopeAirFire
16A ItemScopeAirEnd
16B ItemScopeStart
16C ItemScopeRapid
16D ItemScopeFire
16E ItemScopeEnd
16F ItemScopeAirStart
170 ItemScopeAirRapid
171 ItemScopeAirFire
172 ItemScopeAirEnd
173 ItemLauncher
174 ItemLauncherFire
175 ItemLauncherAirFire
176 ItemLauncher
177 ItemLauncherFire
178 ItemLauncherAirFire
179 ItemLauncherFall
17A ItemLauncherAir
17B ItemAssist - Assist trophy.
17C GekikaraWait - Standing still with curry.
17D ItemScrew - Screw attack.
17E Guard
17F LadderWait
180 LadderUp
181 LadderDown
182 LadderCatchR
183 LadderCatchL
184 LadderCatchAirR
185 LadderCatchAirL
186 LadderCatchEndR
187 LadderCatchEndL
188 RopeCatch
189 RopeFishing
18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd
19C SpecialHiCapture
19D SpecialHiDxCapture
19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture
1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata
1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw
1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture
1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture
1B9 SpecialNEgg - Trapping in Yoshi's egg.
1BA SpecialSZitabata
1BB SpecialSDxZitabata
1BC AppealHiR - Up on D-Pad, taunt facing Right.
1BD AppealHiL -Up on D-Pad, taunt facing Left.
1BE AppealSR - Left or right on D-Pad, taunt facing Right.
1BF AppealSL - Left or Right on D-Pad, taunt facing Left.
1C0 AppealLwR - Down on D-Pad, taunt facing Right.
1C1 AppealLwL - Down on D-Pad, taunt facing Left.
1C2 EntryR - Entry facing right.
1C3 EntryL - Entry facing left.
1C4 Win1 - One of three poses when you win.
1C5 Win1Wait - Waiting animation after win pose.
1C6 Win2 - Winning pose #2.
1C7 Win2Wait - Waiting after Win pose #2.
1C8 Win3 - Winning pose #3.
1C9 Win3Wait - Waiting after winning pose #3.
1CA Lose - Losing pose, usually clapping.
1CB DamageFace
1CC Dark
1CD Spycloak
1CE+ Specials
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
um...this list is already complete. it's in the big psa list thread.
Yeah, I know the list is complete. I just want to compile a list of what the animations actually ARE. Like, say, GekikaraWait is when you are standing still with the curry. That kind of thing. Some animations are obscure, and you can't figure out what they are by their name. That's the point of this thread =)
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
We've already identified what all the useful ones are... we just never bothered to actually figure out what some of the more obscure ones are. If you check the PSA list thread I'm pretty sure there was actually some discussion about what various subactions were, since originally, it was just supposed to be a list of what all the different subactions were so people wouldn't have to search all over for the particular subaction they were looking for. I'll fill in a few for you, though.

015 JumpF
016 JumpF
017 JumpB
018 JumpB
The reason these come in a set is because one is the short hop and the other is the full jump. I don't know which is which, unfortunately.

019 JumpAerialF - forward double jump
01A JumpAerialB - backward double jump
01B JumpAerialF - aerial jumps for multijump characters
01C JumpAerialF2
01D JumpAerialF3
01E JumpAerialF4
01F JumpAerialF5

02E SquatF - crawl forward
02F SquatB - crawl backward

034 StepJump - footstooling
035 StepPose - being footstooled on the ground
036 StepBack - ???
037 StepAirPose - being footstooled in the air
038 StepFall - falling the footstooled animation

0BE Passive - standing tech
0BF PassiveStandF - forward tech
0C0 PassiveStandB - backward tech
0C1 PassiveWall - walltech
0C2 PassiveWallJump - both walljump and walljumptech
0C3 PassiveCeil - ceiling tech
0C4 PassiveWall - walltech

Dunno whether 0C1 PassiveWall leads into 0C2 PassiveWallJump when doing a walljump tech or if it just plays 0C2 PassiveWallJump immediately for both walljumps and walljumptechs. If it transitions from 0C1 to 0C2 for walljumptechs, then 0C4 PassiveWall is the regular walltech animation. Otherwise, 0C1 and 0C4 are probably walltechs for walls facing opposite directions.

0D4 MissFoot - I think this is the teetering on the ledge animation

Additionally, a lot of the ones near the end of the list are believed to be the animations the character enters when the foe uses a special grab. For example, take this block:

1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture

The animation a character goes into when they're grabbed by ganon's upB.

1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture

Presumed to be the animation a character goes into when they're grabbed by ganon's sideB.

1B9 SpecialNEgg

The animation a character goes into when they're turned into an egg by yoshi's neutral B.

I don't know what all the different subactions for special grabs are, though. I tried to sort it out once, but I forget what I ended up concluding. I think I ended up with a few things being possible, which would require actual testing to figure out, and I didn't care to enough to actually test it.
 

IndigoFenix

Smash Journeyman
Joined
Aug 12, 2009
Messages
327
MissFoot isn't the teetering on the ledge, that's Ottotto (for the beginning) and OttottoWait (for the loop afterwards).

MissFoot is slipping off the edge when, for example, the character is knocked off the edge by an attack while their shield is up.

Attack13 is for the third jab, for characters that have one.

CaptureCut is for breaking out of a grab.

DamageFlyRoll is when you take a heavy hit at high damage and go flying through the air headfirst while rolling laterally. Using this animation in other subactions makes it always face straight upwards.

DamageElec is for taking electric damage and getting shocked.

FuraSleepStart, Loop, and End are the sleeping animations. FuraFura are the stunned (from Deku Nut) animations, though I'm not sure what the difference between U and D is.

HeavyThrow relates to throwing crates (or similar big objects) in different directions. SmashThrow relates to throwing the Trophy Stand (from SSE) in different directions.

Swing1 is using a battering item (Fan, Beam Sword, Star Rod, etc) while standing still, Swing3 is using one with a FTilt, SwingDash is for a dash attack, Swing4 is using one with a Smash attack, Swing42 is for the second smash attack for characters that have one. Add Start, Hold, and End as needed.

ItemHammer animations are those used when using the Hammer.

ItemScrew is for the Screw Attack.

ItemBig is the animation for growing (from a Super Mushroom or from Poison Mushroom wearing off), ItemSmall is the animation for shrinking (vice-versa).

ItemShoot is for the Ray Gun.

ItemScope is for the Super Scope. Start is when you start using it, Rapid is for rapid-fire, Shoot is after charging it up (any amount of charge), and End is putting it down after shooting. Using these animations in other subactions makes it just be for when the character is standing still.

ItemLauncher is for holding the Cracker Launcher, ItemLauncherFire is for firing it. Both are straight up only if used in other subactions.

ItemAssist is for using the Assist Trophy.

ItemLegs is the Bunny Hood.

Appeal is for taunts, with R or L being whether you're facing right or left (since many characters will face toward or away from the screen no matter which direction you face, they need different animations).

Win is for winning animations, Win(number)Wait is the loop after finishing the animation.
Lose is for losing animations.

Entry is for the starting animations.


I didn't put things like Start, Wait, Air, End, etc. in places where it should be obvious, you could add those in.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Thanks you two; I'll add them once I have time. A lot of those I already knew, but I was getting bored so I stopped XP This is just for general info, so that even the newbiest of people don't have to ask the obvious. =P
 

Untouch

Smash Master
Joined
Aug 4, 2009
Messages
3,783
14B ItemKick - Nulled, doesn't even exsist, putting it in has the same effect as putting in NONE.


150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding


All these look kinda like a "karate" stance, good for figther based characters (hint hint UMOP).
 

Viquey

Smash Journeyman
Joined
Jun 15, 2009
Messages
335
Location
Under a Rock
Ah good, I need this to go down the list creating my own animations for my custom characters/models.

Well, the glides should be obvious (039 through 03E), save for GlideWing maybe.

Perhaps FuraFuraStart D and U are dizzy after shield break (like how they bounce, then stand up) and dizzy after being hit by something like a deku nut, respectively?

And 0E1 SlipDown might be slipping on a banana peel as opposed to tripping while dashing...

I think I knew what 0CD Pass was at some point, but I've forgotten >.<

WallDamage and StopCeil/Wall/Ceil (again) might be hitting the wall or ceiling respectively without teching.

I wish I knew what all the "Dx" ones were, too. I tried testing some of them once, but got a lotta really messed up poses and t-stances. O.o
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
14B ItemKick - Nulled, doesn't even exsist, putting it in has the same effect as putting in NONE.


150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding


All these look kinda like a "karate" stance, good for figther based characters (hint hint UMOP).
In the game, what would trigger these stances? They sound pretty cool 0_o
 

Angelglory

Smash Ace
Joined
Oct 31, 2007
Messages
748
Location
East Coast, US
NNID
Angelglory
3DS FC
2750-1110-8929
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw
These are the animations of throwing the Trophy Stand.
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
items and swim should be kinda obvious

i think capture-snake is like snakes grab, and they get grabbed or something..
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I think capture snake is actually the animation the character is in when they get grabbed by lucas's rope snake. Because it is a special animation. O_o?
 

IndigoFenix

Smash Journeyman
Joined
Aug 12, 2009
Messages
327
I think capture snake is actually the animation the character is in when they get grabbed by lucas's rope snake. Because it is a special animation. O_o?
No, Solid Snake. Everyone has a unique animation for being grabbed by him, since he grabs them and holds them from behind.
 

Iamthemovie

Smash Journeyman
Joined
Aug 4, 2005
Messages
341
015 JumpF - Jump forward.
016 JumpF
017 JumpB - Jump backwards.
018 JumpB

One of these is the short hop and the other one is the full hop. I don't know which is which but I think 015 and 017 is the short hop and 016 and 018 are the full hop.

076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw

I think these are the animations your opponents go through by your character's throws? Basically, you go through your own throws' animations.

084 CapturePulledSnake
085 CaptureWaitSnake
086 CaptureDamageSnake

084: Getting grabbed by Snake
085: Being in the chokehold position
086: Being choked by Snake (Snake's pummel)
I don't know why there are so many different types though....

0CC Swallowed
Swallowed by Kirby, DDD, or Yoshi?

0CD Pass
Character passing through a platform

0CE Ottotto
0CF OttottoWait

I think these are the animations when you're on the edge of the stage/platform

0D4 MissFoot
I think this is the animations when you're pushed off the stage/platform. E.g. being pushed off the edge of a platform after shielding from a powerful attack. Your character pretty much slips off the stage.

0E1 SlipDown
Animation of character on the floor after slipping?

0EA AirCatch
0EB AirCatchPose
0EC AirCatchHit
0ED AirCatch

0EA/0ED: I don't know the difference but it's the character's Zair attacks.
0EB: The character's hanging on the edge with their Zair animation.
0EC: The character's Zair attaches onto the edge and the character swings forward.

0EE SwimRise
0EF SwimUp
0F0 SwimUpDamage
0F1 Swim
0F2 SwimF
0F3 SwimEnd
0F4 SwimTurn
0F5 SwimDrown
0F6 SwimDrownOut

Pretty self explanatory. All of these animations make the characters' pivot points lower than the standard.

107 LightThrowDash
108 LightThrowAirF
109 LightThrowAirB
10A LightThrowAirHi
10B LightThrowAirLw
10C LightThrowAirF
10D LightThrowAirB
10E LightThrowAirHi
10F LightThrowAirLw

Pretty self explanatory eh? Don't know why they repeat though... Maybe for a light throw (tilting the analog) and a hard throw(smashing the analog)?

110 HeavyThrowF
111 HeavyThrowB
112 HeavyThrowHi
113 HeavyThrowLw
114 HeavyThrowF
115 HeavyThrowB
116 HeavyThrowHi
117 HeavyThrowLw

Throwing a crate/barrel at their respective directions. Look above for repeated subroutine explanation.

118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw

Throwing the trophy stands on SSE.

121 Swing1
122 Swing3
123 Swing4Start
124 Swing4
125 Swing42
126 Swing4Hold
127 SwingDash
128 Swing1
129 Swing3
12A Swing4Bat
12B SwingDash
12C Swing1
12D Swing3
12E Swing4Start
12F Swing4
130 Swing42
131 Swing4Hold
132 SwingDash
133 Swing1
134 Swing3
135 Swing4Start
136 Swing4
137 Swing42
138 Swing4Hold
139 SwingDash
13A Swing1
13B Swing3
13C Swing4Start
13D Swing4
13E Swing42
13F Swing4Hold
140 SwingDash

Multiple subroutines for each weapon? Swing1 is the jab with weapon, Swing3 is the Ftilt weapon, pretty much the same formula with the A moves.

148 ItemScrew
149 ItemScrew
14A ItemScrewFall

Characters in their jumping/falling with Screw Attack item animation. Short hop/Full jump?

14C ItemDragoonGet
14D ItemDragoonRide

Getting all the parts of the Dragoon? Riding the dragoon.

14E ItemBIg
14F ItemSmall

14E is the characters' animation when getting the Super Mushroom.
14F is the characters' animation when getting the Poison Mushroom/Lighting Bolt.

17B ItemAssist
Characters' summoning the Assist Trophy animation.

17C GekikaraWait
Under the effects of Spicy Curry animation

17F LadderWait
180 LadderUp
181 LadderDown

Self-explanatory

18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd

Getting hit by Wario's neutral B attack?

1B9 SpecialNEgg
Animation when character is inside Yoshi's Neutral B move (no egg though)

1BC AppealHiR
1BD AppealHiL
1BE AppealSR
1BF AppealSL
1C0 AppealLwR
1C1 AppealLwL

Taunts

1C2 EntryR
1C3 EntryL

Character's intro animation

1C4 Win1
1C5 Win1Wait
1C6 Win2
1C7 Win2Wait
1C8 Win3
1C9 Win3Wait
1CA Lose

Character's animations when in the result screen. Lose is when the character doesn't get #1.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
In the game, what would trigger these stances? They sound pretty cool 0_o
Ah! I realize now the ItemLegs animations are what your legs do when using an item, such as, say, a blaster or a fire flower. Seemingly this is combined with ItemShoot or whatever to make the complete thing. You can tell what they look like by using a Fire Flower. Of course, these are minus the outstretched hand -- that is done by ItemShoot/etc.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
More animations have been confirmed and added, thanks to Brawlbox. When I have more time, I'll continue. ^-^
 
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