Hex ID |
Short Name |
Description |
Subactions Called
|
000
|
Wait
|
Idle.
|
|
001
|
Walk
|
Walking.
|
|
002
|
WalkBrake
|
Stopping from a walk.
|
|
003
|
Dash
|
Initial dash.
|
|
004
|
Run
|
Running.
|
|
005
|
RunBrake
|
Stopping from a run.
|
|
006
|
Turn 1
|
Turning while standing.
|
|
007
|
Turn 2
|
Turning while dashing.
|
|
008
|
TurnRun
|
Turning while running.
|
|
009
|
TurnRunBrake
|
Turning while running and stopping during the turn.
|
|
00A
|
JumpSquat
|
Preparing to jump.
|
|
00B
|
JumpF/JumpB
|
First jump.
|
|
00C
|
JumpAerial(F/B)
|
Double jump.
|
|
00D
|
MultiJump
|
Multijump.
|
|
00E
|
Fall
|
Regular fall.
|
|
00F
|
FallAerial
|
Regular fall after having used last jump.
|
|
010
|
FallSpecial
|
Falling while disabled.
|
|
011
|
Squat
|
Entering crouching state.
|
|
012
|
SquatWait
|
Crouching.
|
|
013
|
SquatF
|
Crawling forwards.
|
|
014
|
SquatB
|
Crawling backwards.
|
|
015
|
SquatRv
|
Standing up from crouching state.
|
|
016
|
LandingHeavy
|
Hardlanding.
|
|
017
|
LandingLight
|
Light landing.
|
|
018
|
|
Landing during an aerial attack.
|
|
019
|
LandingFallSpecial
|
Land Dissabled
|
|
01A
|
GuardOn
|
Enter Shield
|
|
01B
|
Guard
|
Shield
|
|
01C
|
GuardOff
|
Exit Shield
|
|
01D
|
GuardDamage
|
shield stun
|
|
01E
|
EscapeN
|
Spotdodge
|
|
01F
|
EscapeF
|
Roll Forward
|
|
020
|
EscapeB
|
Roll Back
|
|
021
|
EscapeAir
|
Air Dodge
|
|
022
|
|
Rebound (transitions to 23)
|
|
023
|
|
Rebound
|
|
024
|
|
Jab1, Jab2, Jab3
|
|
025
|
|
Rapid jab
|
|
026
|
AttackDash
|
Dash attack.
|
|
027
|
AttackS3
|
Forward tilt.
|
|
028
|
AttackHi3
|
Up tilt.
|
|
029
|
AttackLw3
|
Down tilt.
|
|
02A
|
AttackS4Start
|
Side Smash Windup
|
|
02B
|
AttackS4Hold
|
Side Smash Charge
|
|
02C
|
AttackS4S
|
Side Smash Attack
|
|
02D
|
AttackLw4Start
|
Down Smash Windup
|
|
02E
|
AttackLw4Hold
|
Down Smash Charge
|
|
02F
|
AttackLw4
|
Down Smash Attack
|
|
030
|
AttackHi4Start
|
Up Smash Windup
|
|
031
|
AttackHi4Hold
|
Up Smash Charge
|
|
032
|
AttackHi4
|
Up Smash Attack
|
|
033
|
|
Air Attack(All)
|
|
034
|
Catch
|
Grab
|
|
035
|
CatchWait
|
Grabbing Enemy
|
|
036
|
CatchDash
|
Dash Grab
|
|
037
|
|
Holding Enemy
|
|
038
|
CatchTurn
|
Pivot Grab
|
|
039
|
CatchWait
|
Hold
|
|
03A
|
CatchAttack
|
Grab Attack
|
|
03B
|
CatchCut
|
Release
|
|
03C
|
|
Throw
|
|
03D
|
|
Grabbed
|
|
03E
|
CaptureWaitHi
|
Held
|
|
03F
|
|
Held Damage
|
|
040
|
CaptureCut
|
Escape
|
|
041
|
CaptureJump
|
jump break
|
|
042
|
|
Thrown
|
|
043
|
GroundHit
|
Occurs when you get hit and remain grounded?
|
|
044
|
AirHitLand
|
Occurs when landing after being hit in the air?
|
|
045
|
|
Hitstun
|
|
046
|
|
Hit ground
|
|
047
|
|
Hit wall
|
|
048
|
|
Hit ceiling
|
|
049
|
DamageFall
|
Tumble
|
|
04A
|
|
Hit ground (tumble)
|
|
04B
|
|
Hit wall (tumble)
|
|
04C
|
|
Hit ceiling (tumble)
|
|
04D
|
|
Lying
|
|
04E
|
|
tech roll from lying on ground
|
|
04F
|
|
struggle on ground a bit
|
|
050
|
|
tech roll from lying on ground
|
|
051
|
|
get up
|
|
052
|
|
tech roll from lying on ground
|
|
053
|
|
get up attack
|
|
054
|
|
bounce on ground
|
|
055
|
|
hit ground hard
|
|
056
|
|
broken shield that flies up
|
|
057
|
|
hit ground hard with broken shield
|
|
058
|
|
hit ground softly with broken shield
|
|
059
|
|
get up from lying on ground with broken shield
|
|
05A
|
|
shield broken dizziness
|
|
05B
|
|
recover from broken shield
|
|
05C
|
|
fall asleep
|
|
05D
|
|
something in the middle of sleep
|
|
05E
|
|
wake up from sleep
|
|
05F
|
|
stunned from Deku Nut
|
|
060
|
|
tech (gound)
|
|
061
|
|
tech roll
|
|
062
|
|
tech (wall)
|
|
063
|
|
tech jump
|
|
064
|
|
tech (ceiling)
|
|
065
|
|
Running into a wall
|
|
066
|
|
Hitting head on ceiling
|
|
067
|
|
WallJump
|
|
068
|
|
Wallcling initial
|
|
069
|
|
Wallcling wait
|
|
06A
|
|
Wallcling end
|
|
06B
|
|
Goes to 6A
|
|
06C
|
|
Jump from wallcling
|
|
06D
|
|
Footstool
|
|
06E
|
|
Getting Footstooled
|
|
06F
|
|
Getting back up from being footstooled
|
|
070
|
|
get footstooled in air
|
|
071
|
|
Spinning after being footstooled in air
|
|
072
|
|
Flipping through platform
|
|
073
|
|
Begin to grab ledge [if forced in air, puts you in fal1 state with aerial jumps restored]
|
|
074
|
|
Ledge grab
|
|
075
|
|
Ledge hang
|
|
076
|
|
Ledge attack
|
|
077
|
|
Ledge climb
|
|
078
|
|
Ledge roll
|
|
079
|
|
Ledge jump start
|
|
07A
|
|
Ledge jump end
|
|
07B
|
|
Ledge jump end?
|
|
07C
|
|
Begins to teeter off a ledge
|
|
07D
|
|
Teetering off a ledge
|
|
07E
|
EdgeSlip
|
When knocked back off an edge
|
|
07F
|
FireTether
|
Z-Air
|
|
080
|
|
Tether aiming
|
|
081
|
|
Tether grabbing stage
|
|
082
|
|
Rising from tether wait
|
|
083
|
|
big smoke cloud landing effect ???
|
|
084
|
GlideStart
|
- begins glide. - Will flop over if on the ground.
|
|
085
|
GlideDirection
|
- The part of the glide animation in which you control your angle
|
|
086
|
GlideLanding
|
- get up from lying on stomach???
|
|
087
|
Glide Attack
|
Glide Attack
|
|
088
|
GlideEnd
|
GlideEnd - The end of a glide.
|
|
089
|
|
Trip on rear end, running over banana peel activates this
|
|
08A
|
|
Hitting ground from slip
|
|
08B
|
|
turn around and trip
|
|
08C
|
|
fall forward and trip
|
|
08D
|
|
on the ground in a tripped state
|
|
08E
|
|
get up from tripped state
|
|
08F
|
|
attack from tripped state
|
|
090
|
|
roll forward out of tripped state
|
|
091
|
|
roll backward out of tripped state
|
|
092
|
|
grab,climb ladder
|
|
094
|
|
waiting on ladder
|
|
096
|
GrabItem
|
|
|
097
|
GrabHeavyItem
|
|
|
098
|
|
Heavy item stand
|
|
099
|
|
Heavy item turn
|
|
09A
|
|
Heavy item walk
|
|
09B
|
ThrowItem
|
Throwing/dropping item
|
|
09C
|
ThrowItemRun
|
Throwing item from running
|
|
09D
|
ThrowHeavyItem
|
Throwing heavy item
|
|
09E
|
NeutralSwingItem
|
|
|
09F
|
TiltSwingItem
|
|
|
0A0
|
SmashSwingItemWindup
|
|
|
0A1
|
SmashSwingItem
|
|
|
0A2
|
SmashSwingItemCharge
|
|
|
0A3
|
DashSwingItem
|
|
|
0A4
|
|
Shooting item stand/Cracker Launcher stand
|
|
0A5
|
|
Shooting item f-walk/Cracker Launcher walk
|
|
0A6
|
|
|
|
0A7
|
|
Shooting item b-walk
|
|
0A8
|
|
|
|
0A9
|
|
Shooting item f-dash/Cracker Launcher dash
|
|
0AA
|
|
Shooting item b-dash
|
|
0AB
|
|
Shooting item/Cracker Launcher jumpsquat
|
|
0AC
|
|
Shooting item/Cracker Launcher jump/fall
|
|
0AD
|
|
Shooting item air fire/Cracker Launcher platform drop and air fire
|
|
0AE
|
|
Shooting item/Cracker Launcher land
|
|
0AF
|
ItemScrew
|
Screw attack first jump
|
|
0B0
|
ItemScrew
|
Screw attack second jump
|
|
0B1
|
ItemScrewFall
|
Falling from screw attack
|
|
0B2
|
ItemAssist
|
Assist trophy
|
|
0B3
|
Fall
|
Falling in water
|
|
0B4
|
SwimRise
|
surfacing animation
|
|
0B5
|
SwimDamage,SwimUp
|
surfacing animation (same?)
|
|
0B6
|
Swim
|
treading water (good health)
|
|
0B7
|
SwimF
|
actively swimming (as in swimming forward)
|
|
0B8
|
SwimEnd
|
going from swimming forward to treading
|
|
0B9
|
SwimTurn
|
turning around in water
|
|
0BA
|
JumpF
|
about to jump out of water (essentially JumpCrouch)
|
|
0BB
|
SwimDrown
|
floundering (about to drown)
|
|
0BC
|
SwimDrownOut
|
drowning
|
|
0BD
|
|
Death
|
|
0BE
|
|
Respawn
|
|
0BF
|
|
|
|
0C0
|
|
|
|
0C1
|
|
|
|
0C2
|
|
|
|
0C3
|
|
|
|
0C4
|
|
Spring Jump
|
|
0C5
|
|
|
|
0C6
|
|
Eaten by fish on summit
|
|
0C7
|
|
Enter grounded state
|
|
0C8
|
|
In grounded state
|
|
0C9
|
|
Exit grounded state
|
|
0CA
|
|
Frozen state
|
|
0CB
|
|
Exiting frozen state
|
|
0CC
|
ChompGrabbed
|
Caught in Chomp
|
|
0CD
|
|
Being chomped?
|
|
0CE
|
|
|
|
0CF
|
FalconDiveGrabbed
|
Caught in Falcon Dive
|
|
0D0
|
BeingInhaled
|
Kirby/Dedede Inhaled Flying
|
|
0D1
|
|
Kirby/Dedede Inhaled Swallowed
|
|
0D2
|
|
Kirby/Dedede Inhaled Inside
|
|
0D3
|
|
Kirby/Dedede Inhaled Spit/Copy
|
|
0D4
|
|
Kirby/Dedede Inhaled Post Spit/Copy Recoil (1 frame)
|
|
0D5
|
|
|
|
0D6
|
MonkeyFlipGrabbed
|
Caught in Monkey Flip
|
|
0D7
|
|
Diddy Kong Monkey Flip thrown (either)
|
|
0D8
|
|
|
|
0D9
|
|
Start of DK's Cargo
|
|
0DA
|
|
Caught in DK's Cargo
|
|
0DB
|
|
|
|
0DC
|
|
Riding Warp Star
|
|
0DD
|
|
Diving Warp Star
|
|
0DE
|
|
Using Dragoon
|
|
0DF
|
|
Hammer stand
|
|
0E0
|
|
Hammer turn
|
|
0E1
|
|
Hammer walk
|
|
0E2
|
|
Hammer jumpsquat
|
|
0E3
|
|
Hammer jump/fall
|
|
0E4
|
|
|
|
0E5
|
|
Hammer landing
|
|
0E6
|
DarkDiveGrabbed
|
Caught in Dark Dive
|
|
0E7
|
FlameChokeGroundGrabbed
|
Caught in Flame Choke (initially) (ground)
|
|
0E8
|
FlameChokeAirGrabbed
|
Caught in Flame Choke (air)
|
|
0E9
|
FlameChokeAirPlummetingGrabbed
|
Caught in Flame Choke and plummeting (?)
|
|
0EA
|
FlameChokeScramble
|
Caught in Flame Choke and flailing (ground)
|
|
0EB
|
EggImmiment
|
Caught by Egg Lay (being dragged by tongue)
|
|
0EC
|
Egged
|
Caught in an egg
|
|
0ED
|
|
Action victims go into when caught by Link's/Toon Link's Final Smash.
|
|
0EE
|
FlyingSlamGrabbed
|
Caught in Flying Slam
|
|
0EF
|
|
Action victims go into when caught by Meta Knight's Final Smash.
|
|
0F0
|
|
Plunged (i.e. Pitfall through soft platform)
|
|
0F1
|
|
This action is what Kirby and MK go into when they use their Uthrows
|
|
0F2
|
|
Enlarge(and Size Revert)
|
|
0F3
|
|
Shrink(and Size Revert)
|
|
0F4
|
|
|
|
0F5
|
|
|
|
0F6
|
|
|
|
0F7
|
|
First Action victims go into for Ike's Final Smash.
|
|
0F8
|
|
Second Action victims go into for Ike's Final Smash.
|
|
0F9
|
|
|
|
0FA
|
|
Action victims go into when grabbed by Master/Crazy Hand.
|
|
0FB
|
|
|
|
0FC
|
|
|
|
0FD
|
|
First Action victims go into for Captain Falcon's Final Smash.
|
|
0FE
|
|
Second Action victims go into for Captain Falcon's Final Smash.
|
|
0FF
|
|
|
|
100
|
|
First Action victims go into for Kirby's Final Smash.
|
|
101
|
|
Second Action victims go into for Kirby's Final Smash.
|
|
102
|
|
Swallowed by kirby/dedede?
|
|
103
|
|
Shot out by kirby/dedede?
|
|
104
|
|
Action victims go into for Tabuu's whip/chain grab.
|
|
105
|
|
Action victims go into when grabbed by the Bucculus Enemy on the ground.
|
|
106
|
|
Action victims go into when grabbed by the Buccluls Enemy in the air.
|
|
107
|
|
Yoshi normal grabbed
|
|
108
|
|
Yoshi held grab?
|
|
109
|
|
Yoshi held pummel?
|
|
10A
|
|
Yoshi held pummel/release?
|
|
10B
|
|
Unloaded
|
|
10C
|
|
Taunt(All 3)
|
|
10D
|
|
smash taunt
|
|
10E
|
|
Entrance
|
|
10F
|
|
Victory(All)
|
|
110
|
|
Loss
|
|
111
|
|
??
|
|