SFF setup (NDS) = not used for DS game 9000,0 Big Portrait 9000,1 Small portrait Frame Description Axis ------- ------------ ---- 5000,0 Hit high while standing, head back slightly Feet 5000,10 Hit high while standing, head back more Feet 5000,20 Hit high while standing, head back far Feet 5001,0 Frame 5000,0 Midsection 5001,10 Frame 5000,10 Midsection 5001,20 Frame 5000,20 Midsection 5002,0 Frame 5000,0 Head 5002,10 Frame 5000,10 Head 5002,20 Frame 5000,20 Head 5010,0 Hit low while standing, bent over slightly Feet 5010,10 Hit low while standing, bent over more Feet 5010,20 Hit low while standing, bent over far Feet 5010,21 Hit low while standing, bent over farthest Feet 5011,0 Frame 5010,0 Midsection 5011,10 Frame 5010,10 Midsection 5011,20 Frame 5010,20 Midsection 5011,21 Frame 5010,21 Midsection 5012,0 Frame 5010,0 Head 5012,10 Frame 5010,10 Head 5012,20 Frame 5010,20 Head 5012,21 Frame 5010,21 5020,0 Hit while crouching, head back slightly Feet 5020,10 Hit while crouching, head back more Feet 5020,20 Hit while crouching, head back far Feet 5030,0 Hit back, head back slightly Where feet would be if standing 5030,10 Hit back, head back far Where feet would be 5030,20 * Hit in stomach with body horizontal Where feet would be 5030,30 * Hit back, body horizontal Where feet would be 5030,40 * Falling, head down slightly Where feet would be 5030,50 * Falling, head down far Where feet would be 5031,0 Frame 5030,0 Midsection 5031,10 Frame 5030,10 Midsection 5031,20 * Frame 5030,20 Midsection 5031,30 * Frame 5030,30 Midsection 5031,40 * Frame 5030,40 Midsection 5031,50 * Frame 5030,50 Midsection 5032,0 Frame 5030,0 Head 5032,10 Frame 5030,10 Head 5032,20 * Frame 5030,20 Head 5032,30 * Frame 5030,30 Head 5032,40 * Frame 5030,40 Head 5032,50 * Frame 5030,50 Head 5040,0 Fall and hitting ground Ground-level (eg. back) 5040,10 Lying down on ground Ground-level 5040,20 * Hit while lying on ground Ground-level 5041,0 Frame 5040,0 Middle of body 5041,10 Frame 5040,10 Middle of body 5041,20 * Frame 5040,20 Middle of body 5042,0 Frame 5040,0 Head 5042,10 Frame 5040,10 Head 5042,20 * Frame 5040,20 Head 5060,0 * Hit up, head pointed up, body vertical Where feet would be if standing 5060,10 * Head pointed down, body vertical Where feet would be 5061,0 * Frame 5060,0 Midsection 5061,10 * Frame 5060,10 Midsection 5062,0 * Frame 5060,0 Head 5062,10 * Frame 5060,10 Head 5070,0 * Thrown, body tiled forwards slightly Where feet would be if standing 5070,10 * Thrown, body tiled forwards far Where feet would be 5070,20 * Thrown, body horizontal, head in front Where feet would be 5071,0 * Frame 5070,0 Midsection 5071,10 * Frame 5070,10 Midsection 5071,20 * Frame 5070,20 Midsection 5072,0 * Frame 5070,0 Head 5072,10 * Frame 5070,10 Head 5072,20 * Frame 5070,20 Head ==================================================================== II. Recommended group numbers ==================================================================== Group Description Comments ------- ------------ -------- 0 Standing 5 Turning 6 Crouched Turning 10 Stand to crouch 11 Crouching 12 Crouch to Stand 20 Walking forwards 21 Walking backwards 40 Jump start (on ground) 41 Jump neutral (upwards) 42 Jump forwards (upwards) 43 Jump back (upwards) 44 Jump neutral (downwards) 45 Jump fwd (downwards) 46 Jump back (downwards) 47 Jump landing 100 Run fwd (NDS) 103 Dash Forward 105 Hop back (NDS) 110 Dodge up 115 Dodge down (NDS) 120 Start guarding (stand) 121 Start guarding (crouch) 122 Start guarding (air) 130 Guard (stand) 131 Guard (crouch) 132 Guard (air) 133 Alpha Counter Punch (NDS) 134 Alpha Counter Kick (NDS) 140 Stop guarding (stand) 141 Stop guarding (crouch) 142 Stop guarding (air) 150 Guarding a hit (stand) 151 Guarding a hit (crouch) 152 Guarding a hit (air) 160 Taunt 170 Lose 180 Win 190 Intro 200 Weak Punch (stand) 205 Close Weak Punch (stand) 207 Direction + Weak Punch (stand) 210 Medium Punch (stand) 215 Close Medium Punch (stand) 217 Direction + Medium Punch (stand) 220 Fierce Punch (stand) 225 Close Fierce Punch (stand) 227 Direction + Fierce Punch (stand) 230 Weak Kick (stand) 235 Close Weak Kick (stand) 237 Direction + Weak Kick (stand) 240 Medium Kick (stand) 245 Close Medium Kick (stand) 247 Direction + Medium Kick (stand) 250 Fierce Kick (stand) 255 Close Fierce Kick (stand) 257 Direction + Fierce Kick (stand) 400 Weak Punch (crouch) 407 Direction + Weak Punch (crouch) 410 Medium Punch (crouch) 417 Direction + Medium Punch (crouch) 420 Fierce Punch (crouch) 427 Direction + Fierce Punch (crouch) 430 Weak Kick (crouch) 437 Direction + Weak Kick (crouch) 440 Medium Kick (crouch) 447 Direction + Medium Kick (crouch) 450 Fierce Kick (crouch) 457 Direction + Fierce Kick (crouch) 600 Weak Punch (air) 605 Angled Weak Punch (air) 607 Direction + Weak Punch (air) 610 Medium Punch (air) 615 Angled Medium Punch (air) 617 Direction + Medium Punch (air) 620 Fierce Punch (air) 625 Angled Fierce Punch (air) 627 Direction + Fierce Punch (air) 630 Weak Kick (air) 635 Angled Weak Kick (air) 637 Direction + Weak Kick (air) 640 Medium Kick (air) 645 Angled Medium Kick (air) 647 Direction + Medium Kick (air) 650 Fierce Kick (air) 655 Angled Fierce Kick (air) 657 Direction + Fierce Kick (air) 800-849 Ground Trows 805 Throw Miss 850-899 Air Throws 5200 Air Recovery (NDS) 5210 Air Recovery (NDS) 5220 Roll 5250 Spinning vertical anim MVC2 (NDS) 5300 Dizzy 5912 Gaurd Break (stand) (NDS) 5920 Gaurd Break (crouch) (NDS) 5930 Gaurd Break (air) (NDS)