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Design How many animations are in a smash bros character?

M

Misty

Guest
I would like to know how many animations are in one smash bros character.

Either Smash 64 or Smash Melee, not the other two.

Please include all the minor animations such as trans anims and hitting the ground anims.

I am trying to get a reference of just how much time and work is to be put in such a game.
 
C

Christian

Guest
Super Smash Bros Melee took about 2 years from start to finish. As for the animation sequences, there are about 383 actions per character. Keep in mind that each character can interact with different objects like a sword, hammer, or parasol. They can also have an idle state, crouch, etc. I'll add a complete list of actions that you can look at to get an idea of how much work it takes per character.

0000 DeadDown Standard downward death
0001 DeadLeft Standard leftward death
0002 DeadRight Standard rightward death
0003 DeadUp Upward death used in 1P "Team Kirby", etc.
0004 DeadUpStar Standard Star KO
0005 DeadUpStarIce Star KO while encased in ice (Freezie)
0006 DeadUpFall 64-esque front fall, unused, I believe
0007 DeadUpFallHitCamera
0008 DeadUpFallHitCameraFlat
0009 DeadUpFallIce
000A DeadUpFallHitCameraIce
000B Sleep "Nothing" state, probably - it is the state Shiek/Zelda is in when their counterpart is the one currently playing
000C Rebirth Entering on halo
000D RebirthWait Waiting on halo
000E Wait Standing state
000F WalkSlow
0010 WalkMiddle
0011 WalkFast
0012 Turn
0013 TurnRun
0014 Dash
0015 Run
0016 RunDirect
0017 RunBrake
0018 KneeBend Pre-jump animation
0019 JumpF First jump forward
001A JumpB First jump backward
001B JumpAerialF Aerial jump forward
001C JumpAerialB Aerial jump backward
001D Fall Falling straight down
001E FallF Falling with forward DI
001F FallB Falling with backward DI
0020 FallAerial Falling after the second jump
0021 FallAerialF Falling after the second jump with forward DI
0022 FallAerialB Falling after the second jump with backward DI
0023 FallSpecial Special fall after UpB or airdodge
0024 FallSpecialF Special fall with forward DI
0025 FallSpecialB Special fall with backward DI
0026 DamageFall Tumbling
0027 Squat Going from stand to crouch
0028 SquatWait Crouching
0029 SquatRv Going from crouch to stand
002A Landing Landing state, can be cancelled
002B LandingFallSpecial Landing from special fall
002C Attack11 Standard attack 1
002D Attack12 Standard attack 2
002E Attack13 Standard attack 3
002F Attack100Start Start of a looping standard attack
0030 Attack100Loop Middle of a looping standard attack
0031 Attack100End End of a looping standard attack
0032 AttackDash Dash attack
0033 AttackS3Hi High Ftilt
0034 AttackS3HiS High-mid Ftilt
0035 AttackS3S Mid Ftilt
0036 AttackS3LwS Low-mid Ftilt
0037 AttackS3Lw Low Ftilt
0038 AttackHi3 Uptilt
0039 AttackLw3 Downtilt
003A AttackS4Hi High Fsmash
003B AttackS4HiS High-mid Fsmash
003C AttackS4S Mid Fsmash
003D AttackS4LwS Low-mid Fsmash
003E AttackS4Lw Low Fsmash
003F AttackHi4 Upsmash
0040 AttackLw4 Downsmash
0041 AttackAirN Nair
0042 AttackAirF Fair
0043 AttackAirB Bair
0044 AttackAirHi Uair
0045 AttackAirLw Dair
0046 LandingAirN Landing during Nair
0047 LandingAirF Landing during Fair
0048 LandingAirB Landing during Bair
0049 LandingAirHi Landing during Uair
004A LandingAirLw Landing during Dair
004B DamageHi1
004C DamageHi2
004D DamageHi3
004E DamageN1
004F DamageN2
0050 DamageN3
0051 DamageLw1
0052 DamageLw2
0053 DamageLw3
0054 DamageAir1
0055 DamageAir2
0056 DamageAir3
0057 DamageFlyHi
0058 DamageFlyN
0059 DamageFlyLw
005A DamageFlyTop
005B DamageFlyRoll
005C LightGet Picking up an item
005D HeavyGet Picking up a heavy item (barrel)
005E LightThrowF Throwing items at standard speed
005F LightThrowB
0060 LightThrowHi
0061 LightThrowLw
0062 LightThrowDash
0063 LightThrowDrop
0064 LightThrowAirF
0065 LightThrowAirB
0066 LightThrowAirHi
0067 LightThrowAirLw
0068 HeavyThrowF
0069 HeavyThrowB
006A HeavyThrowHi
006B HeavyThrowLw
006C LightThrowF4 Throwing items at Smash speed
006D LightThrowB4
006E LightThrowHi4
006F LightThrowLw4
0070 LightThrowAirF4
0071 LightThrowAirB4
0072 LightThrowAirHi4
0073 LightThrowAirLw4
0074 HeavyThrowF4
0075 HeavyThrowB4
0076 HeavyThrowHi4
0077 HeavyThrowLw4
0078 SwordSwing1 Beam sword swings
0079 SwordSwing3
007A SwordSwing4
007B SwordSwingDash
007C BatSwing1 Home Run Bat swings
007D BatSwing3
007E BatSwing4
007F BatSwingDash
0080 ParasolSwing1 Parasol swings
0081 ParasolSwing3
0082 ParasolSwing4
0083 ParasolSwingDash
0084 HarisenSwing1 Fan swings
0085 HarisenSwing3
0086 HarisenSwing4
0087 HarisenSwingDash
0088 StarRodSwing1 Star Rod swings
0089 StarRodSwing3
008A StarRodSwing4
008B StarRodSwingDash
008C LipStickSwing1 Lip's Stick swings
008D LipStickSwing3
008E LipStickSwing4
008F LipStickSwingDash
0090 ItemParasolOpen
0091 ItemParasolFall
0092 ItemParasolFallSpecial
0093 ItemParasolDamageFall
0094 LGunShoot Raygun shots
0095 LGunShootAir
0096 LGunShootEmpty
0097 LGunShootAirEmpty
0098 FireFlowerShoot
0099 FireFlowerShootAir
009A ItemScrew
009B ItemScrewAir
009C DamageScrew
0009 DamageScrewAir
009E ItemScopeStart
009F ItemScopeRapid
00A0 ItemScopeFire
00A1 ItemScopeEnd
00A2 ItemScopeAirStart
00A3 ItemScopeAirRapid
00A4 ItemScopeAirFire
00A5 ItemScopeAirEnd
00A6 ItemScopeStartEmpty
00A7 ItemScopeRapidEmpty
00A8 ItemScopeFireEmpty
00A9 ItemScopeEndEmpty
00AA ItemScopeAirStartEmpty
00AB ItemScopeAirRapidEmpty
00AC ItemScopeAirFireEmpty
00AD ItemScopeAirEndEmpty
00AE LiftWait
00AF LiftWalk1
00B0 LiftWalk2
00B1 LiftTurn
00B2 GuardOn
00B3 Guard Holding shield
00B4 GuardOff
00B5 GuardSetOff Shield stun
00B6 GuardReflect
00B7 DownBoundU The "failed to tech" bounce, facing up
00B8 DownWaitU Laying on ground facing up
00B9 DownDamageU Getting hit laying on ground facing up
00BA DownStandU
00BB DownAttackU Get up attack from ground face up
00BC DownFowardU
00BD DownBackU
00BE DownSpotU
00BF DownBoundD The "failed to tech" bounce, facing down
00C0 DownWaitD
00C1 DownDamageD
00C2 DownStandD
00C3 DownAttackD
00C4 DownFowardD
00C5 DownBackD
00C6 DownSpotD
00C7 Passive Neutral tech
00C8 PassiveStandF Forward tech
00C9 PassiveStandB Backward tech
00CA PassiveWall Wall tech
00CB PassiveWallJump Walljump tech/plain walljump
00CC PassiveCeil Ceiling tech
00CD ShieldBreakFly
00CE ShieldBreakFall
00CF ShieldBreakDownU
00D0 ShieldBreakDownD
00D1 ShieldBreakStandU
00D2 ShieldBreakStandD
00D3 FuraFura Shield-break tottering
00D4 Catch Grab
00D5 CatchPull Successfully grabbing a character - pulling them in
00D6 CatchDash
00D7 CatchDashPull
00D8 CatchWait Grabbing and holding a character
00D9 CatchAttack Pummel
00DA CatchCut When opponent breaks of a character's grab
00DB ThrowF
00DC ThrowB
00DD ThrowHi
00DE ThrowLw
00DF CapturePulledHi
00E0 CaptureWaitHi
00E1 CaptureDamageHi
00E2 CapturePulledLw
00E3 CaptureWaitLw
00E4 CaptureDamageLw
00E5 CaptureCut
00E6 CaptureJump
00E7 CaptureNeck
00E8 CaptureFoot
00E9 EscapeF
00EA EscapeB
00EB Escape
00EC EscapeAir airdodge
00ED ReboundStop
00EE Rebound
00EF ThrownF
00F0 ThrownB
00F1 ThrownHi
00F2 ThrownLw
00F3 ThrownLwWomen
00F4 Pass Drop through platform
00F5 Ottotto Ledge teeter
00F6 OttottoWait
00F7 FlyReflectWall
00F8 FlyReflectCeil
00F9 StopWall
00FA StopCeil
00FB MissFoot
00FC CliffCatch Catching the ledge
00FD CliffWait Hanging on the ledge
00FE CliffClimbSlow Climbing the ledge, >100%
00FF CliffClimbQuick Climbing the ledge, <100%
0100 CliffAttackSlow Ledge attack, >100%
0101 liffAttackQuick Ledge attack, <100%
0102 CliffEscapeSlow Ledge roll, >100%
0103 CliffEscapeQuick Ledge roll, <100%
0104 CliffJumpSlow1
0105 CliffJumpSlow2
0106 CliffJumpQuick1
0107 CliffJumpQuick2
0108 AppealR Taunt right
0109 AppealL Taunt left
010A ShoulderedWait
010B ShoulderedWalkSlow
010C ShoulderedWalkMiddle
010D ShoulderedWalkFast
010E ShoulderedTurn
010F ThrownFF
0110 ThrownFB
0111 ThrownFHi
0112 ThrownFLw
0113 CaptureCaptain
0114 CaptureYoshi
0115 YoshiEgg
0116 CaptureKoopa
0117 CaptureDamageKoopa
0118 CaptureWaitKoopa
0119 ThrownKoopaF
011A ThrownKoopaB
011B CaptureKoopaAir
011C CaptureDamageKoopaAir
011D CaptureWaitKoopaAir
011E ThrownKoopaAirF
011F ThrownKoopaAirB
0120 CaptureKirby
0121 CaptureWaitKirby
0122 ThrownKirbyStar
0123 ThrownCopyStar
0124 ThrownKirby
0125 BarrelWait
0126 Bury
0127 BuryWait
0128 BuryJump
0129 DamageSong
012A DamageSongWait
012B DamageSongRv
012C DamageBind
012D CaptureMewtwo
012E CaptureMewtwoAir
012F ThrownMewtwo
0130 ThrownMewtwoAir
0131 WarpStarJump
0132 WarpStarFall
0133 HammerWait
0134 HammerWalk
0135 HammerTurn
0136 HammerKneeBend
0137 HammerFall
0138 HammerJump
0139 HammerLanding
013A KinokoGiantStart Super/Poison mushroom states
013B KinokoGiantStartAir
013C KinokoGiantEnd
013D KinokoGiantEndAir
013E KinokoSmallStart
013F KinokoSmallStartAir
0140 KinokoSmallEnd
0141 KinokoSmallEndAir
0142 Entry Warp in at beginning of match.
0143 EntryStart
0144 EntryEnd
0145 DamageIce
0146 DamageIceJump
0147 CaptureMasterhand
0148 CapturedamageMasterhand
0149 CapturewaitMasterhand
014A ThrownMasterhand
014B CaptureKirbyYoshi
014C KirbyYoshiEgg
014D CaptureLeadead
014E CaptureLikelike
014F DownReflect
0150 CaptureCrazyhand
0151 CapturedamageCrazyhand
0152 CapturewaitCrazyhand
0153 ThrownCrazyhand
0154 BarrelCannonWait
0155 Wait1
0156 Wait2
0157 Wait3
0158 Wait4
0159 WaitItem
015A SquatWait1
015B SquatWait2
015C SquatWaitItem
015D GuardDamage
015E EscapeN
015F AttackS4Hold
0160 HeavyWalk1
0161 HeavyWalk2
0162 ItemHammerWait
0163 ItemHammerMove
0164 ItemBlind
0165 DamageElec
0166 FuraSleepStart
0167 FuraSleepLoop
0168 FuraSleepEnd
0169 WallDamage
016A CliffWait1
016B CliffWait2
016C SlipDown
016D Slip
016E SlipTurn
016F SlipDash
0170 SlipWait
0171 SlipStand
0172 SlipAttack
0173 SlipEscapeF
0174 SlipEscapeB
0175 AppealS
0176 Zitabata
0177 CaptureKoopaHit
0178 ThrownKoopaEndF
0179 ThrownKoopaEndB
017A CaptureKoopaAirHit
017B ThrownKoopaAirEndF
017C ThrownKoopaAirEndB
017D ThrownKirbyDrinkSShot
017E ThrownKirbySpitSShot
Now this is excluding specials so give or take a few more for each character. I forgot how to do it in game but you can access the game's debug menu and play around with settings in there to see how they did it. I did this on Melee, I don't know how to do it on the N64 version.
 
Last edited by a moderator:
M

Misty

Guest
Super Smash Bros Melee took about 2 years from start to finish. As for the animation sequences, there are about 383 actions per character. Keep in mind that each character can interact with different objects like a sword, hammer, or parasol. They can also have an idle state, crouch, etc. I'll add a complete list of actions that you can look at to get an idea of how much work it takes per character.
Thanks. I eagerly await this.

Holy beans and tomatoes batman! That's a lot of animations! I wonder what "thrownlo women" means.
 
Last edited:
C

Christian

Guest
Thrownlo women probably means a move like Mario's spin throw. DK for example would execute a thrownhi because he throws characters up into the air. So thrownlo women could mean the angle and direction a female character is thrown in relation to the ground. You can look up "ssbm hitboxes and frame data" on Google images to see a bunch of debug animations. Or this site might prove helpful in showing animations
http://www.ssbwiki.com/Ice_Climbers_(SSBM)/Hitboxes
 
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