Bellow is a list of optional animations that are designed to allow compatibility with custom states. They ensure that specific special moves transition smoothly and interact correctly with other fighters in the roster.
Apple For You - 858
Animation number: 858
B.B. Hood gives the character an apple as a present, but it turns out to be a bomb in disguise! The character holds up the apple in confusion right before realizing that it's actually a bomb, at which point it explodes. This does not necessarily need to be animated (some characters use one sprite of them staring at the apple, others have minor reactions like blinking, and others have more elaborate reactions), but the character should be posed in such a way as to allow for them to hold the apple.
Notable examples: B.B. Hood by Jmorphman.
Vertical spinning - 5250, 5251
Animation number: 5250
When hit by certain attacks, the character flies through the air, spinning. Mostly seen in MvC characters.
Notable examples: Jin Saotome by Thomas Hsieh.
Animation number: 5251
Exactly the same as 5250, but with the character's head facing down. In MvC, it uses the exact same sprites as 5250, only flipped vertically.
Notable examples: Partner tag-ins cause this in MvC, but Jin Saotome by Thomas Hsieh also does this.
KOF hard knockdown - 5420, 5421, 5422, 5423, 5424, 5430
Animation number: 5420
The hitshake frame for being knocked down while standing. Consists of one frame (some characters use one of their standard get hit sprites, others have unique frames), with a time of 1.
Animation number: 5421
The hitshake frame for being knocked down while crouching. Consists of one frame (one of their get up from face down liedown sprite, for all characters, but it's possible someone might have a unique frame), with a time of 1.
Animation number: 5422
The character, crashing into the ground. Consists of one frame (some characters use one of their standard get hit sprites, others have unique frames). Timing is generally 4 ticks, but could be changed, if you want, though the code behind this will automatically proceed to the next animation in sequence after 12 ticks.
Animation number: 5423
The character falling to the ground after having their face slammed into it. Some characters have only one frame for this animation; others have multiple, and will either use standard get hit sprites, or have unique frames. Timing is variable (but usually around 7-10 ticks), though the code behind this will automatically proceed to the next animation in sequence after 12 ticks.
Animation number: 5424
The character rebounding off the ground. Some characters have only one frame for this animation; others have multiple, and will either use standard get hit sprites, or have unique frames. No timing requirements.
Animation number: 5430
Aerial knockdowns require only this animation, the character rebounding off the ground after falling from the air. Generally consists of various gethit sprites flipped and realigned, though some characters have unique frames for this.
Notable examples: KoopaKoot's Kyo, Vans's Shingo, CrazyKoopa+Jmorphman's Ryo (this uses a variant in which 5423 is skipped for a more Capcom-ish feeling, and 5430 is not used at all).
Hit by Hammer Throw/Stuck In Ground - 5888
Animation number: 5888
The character is slammed into the ground so forcefully, their entire lower torso is embedded into the ground. No real sprite or animation timing requirements, although you should include a Clsn2 on all frames.
Because this is incredibly easy to make sprites for (just gotta grab a get hit sprite, erase the lower half of the body, and then align the new sprite so that it looks like the character is sticking up out of the floor), I'd very strongly recommend everyone to include it.
Notable examples: Deathmask by Dr. Kelexo.
Standing Guard Crush - 5910, 5911, 5912, 5915
Animation number: 5910, 5911
If a character blocks too many attacks in a short period of time, they will be guard crushed, during which they'll stop blocking and be stunned, open to attack. The first animation ONLY consists of the character being guard crushed, the second being the the recovery animation. The last sprite in 5910 should have a time of -1. The second animation should not loop or go on indefinitely.
Notable examples: Gal129's CvS characters
Animation number: 5912, 5915
5910 and 5911 in one continuous animation; seems to have fallen out of use. Some authors use 5915, apparently. Either way, can't find anything that uses either.
Notable examples: ???
Crouching Guard Crush - 5920, 5921, 5922
Animation number: 5920, 5921
Works exactly like 5910/5911, but used when crouching. Also used when the character has been guard crushed in the air and lands.
Notable examples: ???
Animation number: 5922
5920 and 5921 in one continuous animation, but doesn't seem to be used by anyone.
Notable examples: ???
Jumping Guard Crush - 5930
Animation number: 5930
Works exactly like 5912/5922, but used when airborne.
Notable examples: ???
Throw Escape/Tech Hit - 5940
Animation number: 5940
Works exactly like 5912/5922, but used when airborne.
Notable examples: ???
Throw has been escaped out of - 5945
Animation number: 5945
The counterpart to 5940, this is the animation that plays for the player whose throw was escaped. No set time length or sprite requirement, though the last frame should have a time of -1. For characters in Capcom games, this animation, much like 5940, typically uses the same sprites as their guard crush animation. For KOF characters, the animation is sometimes (but not always) composed of various get hit sprites; other times it uses unique sprites.
Notable examples: Many characters, including ones by PotS', Vans', H'', and more.
Collapse/Cheese Kill/Crumple/Face-down collapse - 5950, 5955, 5330, 5130, 5131
Animation number: 5950
The standard cheese kill animation. Usually triggered by being KO'd by block damage, but certain MUGEN characters also trigger this animation. However, if you are coding an attack that causes a collapse, I would recommend checking if 5955 exists for the opponent, as some characters have different animations for collapse and cheese kill, and many characters do not have hitboxes on their 5950 animation. There is neither a fixed time for the animation nor a sprite requirement; however, on the last frame, do NOT set the time to be -1. Instead, put a loop that final frame, otherwise this will cause problems with special attacks that put you in this animation, and the match will not end if you're cheese killed.
Notable examples: P.o.t.S.'s Shin Gouki (Misogi), Vans's Oswald (2, his throw), and Zero-Sennin's Hibiki (Divine Spirit of Victory).
Animation number: 5955 The standard collapse animation. (Usually) exactly the same as 5950 (some characters, such as Rolento, have differing collapse and cheese kill animations); this animation, unlike 5950, has CLSNs, so the collapsing player can be hit as they're falling to the ground. If you're coding a move that not only causes the opponent to collapse but also lets the player follow up their attack while the opponent is collapsing, you should avoid using 5950, because there is no guarantee that any given opponent's 5950 would contain any hitboxes. In that case, you'll have to use a custom animation made up of required sprites. Better safe than sorry!
Notable examples: none, because I just made this up. Start using it!
A note about characters who collapse and reverse directions: Certain characters, such as Raiden and Zangief in CvS, end up facing the opposite direction from the one they were facing at the end of their collapse animation. This poses certain problems, but they are easily fixable: if left normally, the character in question will change back to their original orientation when their get up from lie down animation plays, producing a very jarring effect. To avoid this, horizontally flip the last frame of 5950 in your .air file, and insert this into your character's -2 state:
CODE:
[State -2, Switch directions after collapse]
type = Turn
trigger1 = Anim = 5950
trigger1 = AnimElemTime(AnimElemNo(0) + 1) = 0
This will cause your character to seamlessly change directions, producing a smooth flow from 5950 to the get up animation.
A note about characters who collapse face-down: in certain games, such as later KOFs, the collapse animation sends the character into a face-down lie down state. If you happen to be coding a move that sends an opponent into a custom state that uses a collapse animation, you should check to make sure if the character has a face-down lie down animation, in which case the collapse animation will almost certainly have that character fall face-down. This piece of code will detect whether that is the case and change to the proper lie down animation if needed.
CODE:
[State X, ChangeAnim to face-down lie down]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0) + 1) = 0
value = ifElse((Anim = 5950 && SelfAnimExist(5112) || Anim = 5400 && SelfAnimExist(5112) || Anim = 6010 && SelfAnimExist(5112) || Anim =5800 && SelfAnimExist(5112) || Anim = 5130 && SelfAnimExist(5112)), 5112, 5110)
persistent = 0
Simply add to the state where the collapse animation plays, and you should be fine. Note that if you keep the opponent in a custom state as they're lying on the floor, and then instead of returning them to their own lie down on floor state, the opponent gets sent to their get up from lie down state, there is no need to include this. Attacks that require P2 to be sent into their own lie down state when they hit the floor, will need this, though!
Animation number: 5330
Pretty much exactly like 5950, except the character MUST fall forward, and lie on their stomach at the end of the animation. Furthermore, the animation should not loop or go on indefinitely, as this will break the super slash coding. In addition, a lying on stomach animation must be included (index number 5112); at the end of the super slash state, your character will be sent to state 5120, which you should override to check if you're character is lying on their stomach in order to play the correct get up animation.
Notable examples: Roque's Nakoruru (Super Slash).
Animation number: 5130, 5131
Essentially the same as the 5950, but seems to have fallen out of use. The only difference is that this animation is is split into two; the first, 5130, consists of the character falling to their knees (but ending just before their fall on their knees in this animation). The second, 5131, consists of the character on their knees, then collapsing to the ground. Not every character falls to their knees, so substitute it with the point where they hit the ground. Or just skip this altogether, honestly. Nobody uses this.
Notable examples: The_None's Segalow (A final day, to be exact) and BBH's Baby Bonnie Hood (Cut & Catch), although Segalow also uses 5950, so one shouldn't be too concerned if they leave these two animations out. BBH's Baby Bonnie Hood only uses 5130 and 5131, though.
Demon Transformation/Red Arremer Transformation - 5960
Animation number: 5960
If defeated by Red Arremer, the character is transformed into a demon or monster of some sort. No set time length nor sprite requirement; however, on the last frame, do NOT set the time to be -1.
Notable examples: Red Arremer by H'' (though it doesn't seem to work very well unless the character has been hard coded into Red Arremer beforehand).
Animal Transformation/Goddess Athena Transformation - 5965
Animation number: 5965
If defeated by Goddess Athena, the character is transformed into an animal of some sort. No set time length nor sprite requirement; however, on the last frame, do NOT set the time to be -1.
Notable examples: Goddess Athena by Warusaki3, although much like Red Arremer by H'', the character has to be hard coded into Athena in order for the transformation to work.
Hit by Kaoloon's Prediction - 5980
Animation number: 5980
A special animation caused by being hit by Hon-Fu's Kaoloon's Prediction attack, which will cause the character to rapidly try to attack Hon-Fu, who effortlessly blocks all the blows and then counterattacks. This animation doesn't actually use any HitDefs or Clsn1's to hit Hon-Fu, instead, he will "block" and produce guard sparks and sounds on specific ticks. Thus, in order for this animation to work, the animation must be timed such that your character is "attacking" on the same tick that Hon-Fu is blocking.
This is pretty easy to make; just need to place four different attack animations after one another, and adjust the timing so that the attacks are both fast enough and to ensure that the attacks occur when they should in relation to Hon-Fu. The first attack occurs on the 7th tick, the second on the 18th, the third on the 28th, and the fourth on the 39th. There should be no Clsn2's in the animation until the final attack.
Notable examples: Hon-Fu by tora.
Spinning Horizontally/Hit by Anakaris' Naraku no Ana/Pit of Darkness - 7008
Animation number: 7008
A special animation caused by being hit by Hon-Fu's Kaoloon's Prediction attack, which will cause the character to rapidly try to attack Hon-Fu, who effortlessly blocks all the blows and then counterattacks. This animation doesn't actually use any HitDefs or Clsn1's to hit Hon-Fu, instead, he will "block" and produce guard sparks and sounds on specific ticks. Thus, in order for this animation to work, the animation must be timed such that your character is "attacking" on the same tick that Hon-Fu is blocking.
The character spins around horizontally, with the axis centered on their waist. As far as I know, only used when hit by Anakaris' Pit to the Underworld attack, so Darkstalkers characters are probably the only characters with this type of animation, although for characters originating in X-Men: Children of the Atom, their get-hits from Colossus's throw would lend themselves to this animation, if properly aligned.
Notable examples: Anakaris by Thomas Hsieh (Pit to the Underworld); do note that this Anakaris only checks to see if an animation with index 7008 exists in the opponent; if one is detected, it will make the opponent play Anakaris's own animation 7008, which looks like this:
CODE:
; Hit Spinning - Horizontal
[Begin Action 7008]
Clsn2Default: 1
Clsn2[0] = -8,-129, 32, -6
5255,0, 0,0, 2
5255,1, 0,0, 2
5255,2, 0,0, 2
5255,3, 0,0, 2
5255,4, 0,0, 2
5255,5, 0,0, 2
Rolled up into a ball/Hell Dunk/Spirit Roller - 7688
Animation number: 7688
The character gets turned into a basketball and gets dunked on. Literally. This animation is derived from Lord Raptor/Zabel's Hell Dunk move, but unfortunately, there isn't actually any Lord Raptor in MUGEN that uses an animation standard for this! This index number is actually derived from PotS's Lei-Lei, whose Spirit Roller move also turns the opponent into a (bowling) ball. Although this animation is almost always composed of three frames, the Spirit Roller move only uses the first frame of this animation; theoretically, however, a Hell Dunk move could be coded using this same animation (the character doing the Dunking would need to use ChangeAnims to ensure the correct AnimElem plays at the right time, though).
Notable examples: Lei-Lei by PotS (Spirit Roller).
Crushed/Smashed flat - 7689
Animation number: 7688
The character is cartoonishly smashed completely flat, like a pancake. No timing or other requirements.
Notable examples: Lei-Lei by PotS (Spirit Roller).
Seppuku - 7694
Animation number: 7694
A form of Japanese ritual suicide by disembowelment. Bishamon has an attack that forces the player do this: the character pulls out some kind of weapon and impales themselves on it. Overall animation time should not exceed 109 ticks, but other than that, go nuts.
Notable examples: Bishamon by 3ha.
Massive Bee Stings - 7695
Animation number: 7694
The aftermath of being stung by a swarm of bees. Q-Bee's +B attack causes this state. Usually one or two frames, but there are no actual sprite or timing requirements.
Notable examples: Q-Bee by Misao (+B).
Electrocution - 7696, 9010, 9011, 9012
Animation number: 7696
One of the most common animations, the result of getting shocked by an electric attack. Anim is usually either 2 or 3 frames. Animations originating from CPS-2 games typically consist of two frames, both surrounded by an aura of electricity, with one frame being a cartoony "x-ray" appearance, complete with visible skeleton. Animations originating from Street Fighter III typically consist of three frames, with no aura of electricity, the first two frames being the same as the CPS-2 ones (though minus the aura), and last one being a negative of the frame with the visible skeleton. Even so, no specific time or frame requirements.
Notable examples: P.o.t.S.'s Ryu (Denjin Hadou Ken), Zelgadis296's Donovan (Lightning Sword/Lightning Fall), many more.
Animation number: 9010, 9011, 9012
9010 is exactly the same as the previous animation, although apparently some characters use it with ChangeAnim2, requiring the sprites to be numbered 9010,0 and 9010,1. Extra precaution for that would be to have a duplicate of 9010,1 in the .sff, numbered 9010,10. However, I have never even seen anyone use it this way, so I wouldn't be too worried. In any case, it doesn't hurt to have an exact copy of 7696, but numbered 9010, in your .air file, just to be safe.
9011 and 9012 are the same deal as 9010, except 9011 has its axis centered on the character's waist, and 9012 has its axis centered on the character's head. Have yet to see it used anywhere, so don't feel too bad about ignoring it.
Burned - 7697
Animation number: 7697
The freshly toasted aftereffect of being struck by a flaming or explosive attack. Characters usually appear scorched, some or all clothing burned away, hair singed, and the like. Generally consists of a single sprite, with a time of -1, but there aren't any requirements.
Notable examples: Zelgadis296's Donovan (Ifrit Sword), P.o.t.S.'s Lei-Lei (Chuukadan), Jesuszilla's Vampire Chronicle Felicia.
Certain characters, such as B.B. Hood and Hsien-Ko/Lei-Lei drop some of their weapons during this animation (a purely aesthetic touch, though). This can be replicated by creating adding a helper or explod sctrl to State -2, and having them activate when the character's animation is 7697.
Vertically sliced in half on the floor - 7700, 7701, 7702
The following animations standards are not in widespread use; they were first defined by Ghostfox12's Bishamon beta, but that user is inactive and the character never came out of beta. Nonetheless, if you have the sprites available, there's no reason not to add them.

Animation number: 7700
When hit by certain attacks, the character flies through the air, spinning. Mostly seen in MvC characters.

Animation number: 7701
Same as the above, but the other half. This half does not move at all in the source game.

Animation number: 7702
Very similar to 7700, but the difference here is that the character never snaps back together, because they've been KO'd by whatever attack sliced them in half in the first place.
Notable examples: Ghostfox12's Bishamon beta. In source, this animation occurs when a character is hit by J. Talbain's Moment Slice.
Animation number: 7700
When hit by certain attacks, the character flies through the air, spinning. Mostly seen in MvC characters.
Animation number: 7701
Same as the above, but the other half. This half does not move at all in the source game.
Animation number: 7702
Very similar to 7700, but the difference here is that the character never snaps back together, because they've been KO'd by whatever attack sliced them in half in the first place.
Notable examples: Ghostfox12's Bishamon beta. In source, this animation occurs when a character is hit by J. Talbain's Moment Slice.
Bisected and left standing - 7710, 7711, 7712, 7713
The following animations standards are not in widespread use; they were first defined by Ghostfox12's Bishamon beta, but that user is inactive and the character never came out of beta. In addition, some of the example gifs should not be used as a model, they are based on an earlier, flawed interpretation of these standards (these erroneous gifs are noted where they happen and will be replaced soon).
Further, 7712 and 7713 also have some major issues: as originally defined in the Bishamon beta, they do not correspond to any animations from Darkstalkers, and the one author who is known to be using these currently (Basara-kun for his Clay Fighter characters) has found these original standards difficult to implement because they don't quite make sense. Therefore, because these are not widely used, I believe it would be best to redefine 7713 from its original standard.

Animation number: 7710
The character is cut in half at the waist, with the lower half remaining grounded while the upper half flies off before cartoonishly reattaching together.
(this gif erroneously has BBH moving, she should instead just be rotating in place)
Animation number: 7711
Same as 7710, but the upper half. This half flies upward a bit before coming back down to reattach to the lower half.

Animation number: 7712
Very similar to 7700, but the difference here is that the character never snaps back together, because they've been KO'd by whatever attack sliced them in half in the first place.

Animation number: 7712
The upper torso, having landed on the ground. This is meant to be played after using 7711 for the upper torso as it flies into the air.
This version is used Basara's Clayfighter characters and is the version that should be used.
Further, 7712 and 7713 also have some major issues: as originally defined in the Bishamon beta, they do not correspond to any animations from Darkstalkers, and the one author who is known to be using these currently (Basara-kun for his Clay Fighter characters) has found these original standards difficult to implement because they don't quite make sense. Therefore, because these are not widely used, I believe it would be best to redefine 7713 from its original standard.
Animation number: 7710
The character is cut in half at the waist, with the lower half remaining grounded while the upper half flies off before cartoonishly reattaching together.
Animation number: 7711
Same as 7710, but the upper half. This half flies upward a bit before coming back down to reattach to the lower half.
Animation number: 7712
Very similar to 7700, but the difference here is that the character never snaps back together, because they've been KO'd by whatever attack sliced them in half in the first place.
Animation number: 7712
The upper torso, having landed on the ground. This is meant to be played after using 7711 for the upper torso as it flies into the air.
This version is used Basara's Clayfighter characters and is the version that should be used.
Bisected and knocked down - 7714, 7717, 7716, 7717, 7718, 7719
The following haven't actually been used anywhere, and are still being revised, so don't consider anything "locked in." Currently wondering whether all of these need to exist, or if only 7714, 7716 are all that is truly necessary (the rest theoretically being substituted for by 7711 through 7713).
Animation number: 7714
Similar to the previous set of animations, but the character is also knocked down and does not remain standing. Each half flies off in different directions before reattaching while still in the air.
(this gif erroneously has BBH moving, she should instead just be rotating in place)
Animation number: 7715
Same as 7714, but the upper half. What differentiates this from 7711 is that the alignment will be higher up and to the left, because it's supposed to line up with 7714.

Animation number: 7716
The "dead" variant of 7714, so the character never snaps back together.

Animation number: 7717
The lower torso, having landed on the ground.
(this gif erroneously has BBH moving, she should instead just be rotating in place)
Animation number: 7718
Same as 7716, but for the upper half.

Animation number: 7716
The upper torso, having landed on the ground.
Notable examples: No character's currently use this, because I just made it up. In source, this animation occurs when the character is hit by Bishamon's Tsuji Hayate.
Animation number: 7714
Similar to the previous set of animations, but the character is also knocked down and does not remain standing. Each half flies off in different directions before reattaching while still in the air.
Animation number: 7715
Same as 7714, but the upper half. What differentiates this from 7711 is that the alignment will be higher up and to the left, because it's supposed to line up with 7714.
Animation number: 7716
The "dead" variant of 7714, so the character never snaps back together.
Animation number: 7717
The lower torso, having landed on the ground.
Animation number: 7718
Same as 7716, but for the upper half.
Animation number: 7716
The upper torso, having landed on the ground.
Notable examples: No character's currently use this, because I just made it up. In source, this animation occurs when the character is hit by Bishamon's Tsuji Hayate.
Bisected while lying down - 7720, 7721, 7722, 7723
Animation number: 7720
The character is cut in half at the waist while lying on the floor; both halves fly upwards before cartoonishly reattaching together.
Animation number: 7721
Same as 7720, but the lower half.
Animation number: 7722
The "dead" variant of 7720, so the character never snaps back together.
Animation number: 7723
Same as 7722, but for the lower half.
Notable examples: Ghostfox12's Bishamon beta. In source, this animation occurs when the character is hit by Bishamon's Togakubi Sarashi. 7722 and 7723 do not actually exist in source; when killed by Togakubi Sarashi, the character instead uses their standard lie down get hit, and when their top half flies off and transforms (see 7730 below), the lower half uses a single sprite of the character's legs+waist lying down, unmoving.
Transformed by Togakubi Sarashi - 7730
Animation number: 7730
The character is cut in half at the waist while lying on the floor; the upper half fly upwards and lands on a table that Bishamon summons, whereupon they are humorously transformed in some way and displayed for sale (Hsien-Ko is turned into a mini version of herself, Sasquatch becomes a shaved ice maker, etc.).
Notable examples: Ghostfox12's Bishamon beta. In source, this animation occurs when the character is killed by Bishamon's Togakubi Sarashi.
Bloated Up - 7780
Animation number: 7780
An animation from Darkstalkers, where the character bloats up like a balloon until they burst. Usually only one part of the character bloats up, which can range from their cheeks (B.B. Hood), their stomachs (Talbain, Jedah), their chin (Anakaris), their hands (Demitri), their butt (Lord Raptor/Zabel) or their boobs (pretty much every single original, custom-made version of this animation).
Deuce & BBH's Jedah will make the opponent play this animation for 122 ticks, but exceeding this limit won't cause any problems (anything after 122 ticks will not be displayed, however).
Notable examples: Deuce & BBH's Jedah (Sangue=Passare).
Animation number: 9050
This is somewhat similar to the previous animation, but it works a bit differently; as far as I'm aware, only rei's Jedah uses this animation standard. Each animation element lasts for only one tick, with Jedah himself controlling which animation element is displayed at what time. This animation must have at least 4 elements, and a maximum of 8 (anything beyond 8 will not be played, but it won't cause any errors).
Notable examples: rei's Jedah (Sangue=Passare).
Midnight Bliss/Pharaoh Decoration - 9020, 9021, 9022, 9025, 9026, 66660, 66661, 66662, 99020, 99021, 99022
Demitri's signature attack, transforming his opponent into a lady (often, but not always a very sexualized one; in Vampire Savior, this was actually only rarely a "sexy" animation, and instead the transformation tended to reference some aspect of the character, or be a little weird or wacky, or some combination thereof), and then has their all the blood drained from their body, making them shrivel up and look like a corpse. This is the big one, by far one of the most popular optional animation standard in all of MUGEN. As such, there are a TON of different animation standards out there.
Important note: you can add a unique sound to this! In the games in which Midnight Bliss appears, the character usually cries out or moans in pain (and/or pleasure) after they've been drained of all blood. Use the index 9021,0 in your .snd file, and (most) Demitri's will have your character play that sound when the blood draining is over!
Vampire Savior style - 99020, 99021, 99022
SVC Chaos style - 9020

Animation number: 9020
This is by far the most common Midnight Bliss standard, but is unfortunately pretty limited; it's based on SVC's version of the move, and unlike in Darkstalkers, every character has the same amount of animation frames, and is animated at the same speeds, and the way this specific animation standard is implemented keeps all of those limitations.
This standard consists of six animation elements (and do note, it must have six animation elements, or stuff will break!), and each element lasts for only one tick, with Demitri himself controlling which animation element is displayed at what time. The first frame is of the character standing, with the axis at their feet; the second, third, fourth, and fifth elements are of the character being held up, with the axis at the neck (or where ever Demitri is supposed to be grabbing them), gradually being drained of blood; the sixth and final element is very similar to the previous ones, but has the character completely drained of all blood.
Do note that you don't need 6 completely unique sprites in order to use this animation; the absolute bare minimum required for this to work is a single standing sprite for the first element, and then a single sprite of the character being held up, that will be used for all the other animation elements.
Capcom Fighting Evolution style/ Pharaoh Decoration - 9021, 9022

Animation number: 9021
This is a much less complex animation compared to the other Midnight Bliss ones; it consists only of the character standing on the ground (most often as a single, static sprite, but occasionally there might be some minor animation). This is used for CFE/CFJ styled Midnight Bliss (where Demitri does not actually grab the opponent, but instead wraps his cape around the opponent after transforming them, which causes the screen to turn black while Demitri drains their blood, unseen; it is also used in Anakaris's Pharaoh Decoration super, as one of the transformations Anakaris inflicts onto the opponent. Typically, if a character supports this standard, they will also support 9020, so this is really only a priority for characters that have only one Midnight Bliss sprite. And if that's the case, it's definitely worth including!!!
Notable examples:Anakaris by Thomas Hsieh (Pharaoh Decoration), Demitri by Jmorphman (Midnight Bliss; but only if the opponent has no other compatible Bliss animation, in which case Demitri will use this standard, if the opponent has it).
Apparently, some characters also use 9022 for this exact same purpose, but I've never actually seen any character that uses this.
ex-inferis's Bliss standard - 66660, 66661, 66662
Gal129's Bliss standard - 9025, 9026
Important note: you can add a unique sound to this! In the games in which Midnight Bliss appears, the character usually cries out or moans in pain (and/or pleasure) after they've been drained of all blood. Use the index 9021,0 in your .snd file, and (most) Demitri's will have your character play that sound when the blood draining is over!
Vampire Savior style - 99020, 99021, 99022
These animation standards are specifically patterned on Vampire Savior, and are designed to offer maximum flexibility to the character being transformed, allowing them to determine how they should animate (as opposed to Demitri dictating how they animate, which is how most of Midnight Bliss standards work). This is a brand new standard invented by me, and is (so far) exclusively used by my Demitri. Start using it!
The standard is broken up into three animations:

Animation number: 99020
The character stands on the ground, often (but not always) reacting to their transformation in some way; this is sometimes a multi-sprite animation, like in the case of Felicia above, but in other cases, the character might just stand completely still. This animation can be any length, but only 47 ticks will be displayed before the character switches to the next animation in sequence.

Animation number: 99021
The character is held by their neck (or possibly some other body part; Felicia is held by her tail, e.g.) and drained of their blood. Typically consists of a single frame while the character is being held up, but before Demitri starts draining their blood, and then the rest of the animation consists of a few being drained frames that are looped and play for the rest of the animation. The animation (or sprite) axis must be centered on the location on the character's body that you want them to be held up by; otherwise, things will be displayed incorrectly. From the small amount of characters I've tested in Vampire Savior, there doesn't seem to be any set time period for when the character starts reacting to having their blood be drained; however, it's generally 39 ticks or in that general ballpark, so if you're not sure how long to have the first frame displayed, use that. This animation is displayed for a total of 93 ticks, but as with the previous animation, it's OK to exceed that length.
The standard is broken up into three animations:
Animation number: 99020
The character stands on the ground, often (but not always) reacting to their transformation in some way; this is sometimes a multi-sprite animation, like in the case of Felicia above, but in other cases, the character might just stand completely still. This animation can be any length, but only 47 ticks will be displayed before the character switches to the next animation in sequence.
Animation number: 99021
The character is held by their neck (or possibly some other body part; Felicia is held by her tail, e.g.) and drained of their blood. Typically consists of a single frame while the character is being held up, but before Demitri starts draining their blood, and then the rest of the animation consists of a few being drained frames that are looped and play for the rest of the animation. The animation (or sprite) axis must be centered on the location on the character's body that you want them to be held up by; otherwise, things will be displayed incorrectly. From the small amount of characters I've tested in Vampire Savior, there doesn't seem to be any set time period for when the character starts reacting to having their blood be drained; however, it's generally 39 ticks or in that general ballpark, so if you're not sure how long to have the first frame displayed, use that. This animation is displayed for a total of 93 ticks, but as with the previous animation, it's OK to exceed that length.
SVC Chaos style - 9020
Animation number: 9020
This is by far the most common Midnight Bliss standard, but is unfortunately pretty limited; it's based on SVC's version of the move, and unlike in Darkstalkers, every character has the same amount of animation frames, and is animated at the same speeds, and the way this specific animation standard is implemented keeps all of those limitations.
This standard consists of six animation elements (and do note, it must have six animation elements, or stuff will break!), and each element lasts for only one tick, with Demitri himself controlling which animation element is displayed at what time. The first frame is of the character standing, with the axis at their feet; the second, third, fourth, and fifth elements are of the character being held up, with the axis at the neck (or where ever Demitri is supposed to be grabbing them), gradually being drained of blood; the sixth and final element is very similar to the previous ones, but has the character completely drained of all blood.
Do note that you don't need 6 completely unique sprites in order to use this animation; the absolute bare minimum required for this to work is a single standing sprite for the first element, and then a single sprite of the character being held up, that will be used for all the other animation elements.
Capcom Fighting Evolution style/ Pharaoh Decoration - 9021, 9022
Animation number: 9021
This is a much less complex animation compared to the other Midnight Bliss ones; it consists only of the character standing on the ground (most often as a single, static sprite, but occasionally there might be some minor animation). This is used for CFE/CFJ styled Midnight Bliss (where Demitri does not actually grab the opponent, but instead wraps his cape around the opponent after transforming them, which causes the screen to turn black while Demitri drains their blood, unseen; it is also used in Anakaris's Pharaoh Decoration super, as one of the transformations Anakaris inflicts onto the opponent. Typically, if a character supports this standard, they will also support 9020, so this is really only a priority for characters that have only one Midnight Bliss sprite. And if that's the case, it's definitely worth including!!!
Notable examples:Anakaris by Thomas Hsieh (Pharaoh Decoration), Demitri by Jmorphman (Midnight Bliss; but only if the opponent has no other compatible Bliss animation, in which case Demitri will use this standard, if the opponent has it).
Apparently, some characters also use 9022 for this exact same purpose, but I've never actually seen any character that uses this.
ex-inferis's Bliss standard - 66660, 66661, 66662
This is another SVC Chaos style Bliss standard, but doesn't really seem to be used that much. In contrast to 9020, it offers more flexibility in how the character animates.
Animation number: 66660 Works in exactly the same way as 99020: a standing animation with no sprite or animation requirements.
Animation number: 66661
Works similarly to 99021, but is the majority of the draining frames happen in the next animation; this is primarily just the character being held up, and the early portion of the blood draining bit. Axis at the neck, lasts for a total 50 ticks, and you should include either a LoopStart or have the final animation element have a time of -1, to ensure the animation plays correctly.
Animation number: 66662
Consists of the rest of the draining animation frames, as well the totally drained/dead animation frame(s). Axis at the neck, lasts for a total 50 ticks, and you should include either a LoopStart or have the final animation element have a time of -1, to ensure the animation plays correctly.
Animation number: 66660 Works in exactly the same way as 99020: a standing animation with no sprite or animation requirements.
Animation number: 66661
Works similarly to 99021, but is the majority of the draining frames happen in the next animation; this is primarily just the character being held up, and the early portion of the blood draining bit. Axis at the neck, lasts for a total 50 ticks, and you should include either a LoopStart or have the final animation element have a time of -1, to ensure the animation plays correctly.
Animation number: 66662
Consists of the rest of the draining animation frames, as well the totally drained/dead animation frame(s). Axis at the neck, lasts for a total 50 ticks, and you should include either a LoopStart or have the final animation element have a time of -1, to ensure the animation plays correctly.
Gal129's Bliss standard - 9025, 9026
This is sort of a combination of the Vampire Savior and SVC Chaos styles; 9025 works like 99020, it's a standing animation with no set sprite or time requirements. 9026, however, works like 9020 (minus 9020's first animation element); it consists only of the animation elements where the character is being held up by Demitri, with axis centered on the neck, and each animation element having a time of 1.
Royal Judgement/Retro Mutagen: 19030 to 19038
This is for Anakaris's Royal Judgement special (and Shredder's Retro Mutagen), which transforms you into a various things, depending on the character. All animations are required for the attack to work properly (if you're missing one, you'll turn back into the generic transformation for that animation). There is no need for any specific timings or sprites for all of these animations (except for the get hit).
19030: (Standing): The cursed player, standing.
19032: (Crouching): The cursed player, crouching
19034: (Walking Forward): The cursed player, walking forward.
19035: (Walking Forward): The cursed player, walking backward.
19036: (Jumping): The cursed player, jumping. Unfortunately you are limited to only one jump animation, so Guile, for instance, who has a different neutral jumping animation, can either have the neutral jump be used for all 3 directions or have the forwards/backwards one used instead.
19038: (Jump Start): The cursed player, starting a jump
19039: (Jump Landing): The cursed player, landing from a jump
19040: (Being Hit): The cursed player, being hit by an attack. From my very limited experience, this only consists of one frame with a animtime of one tick.
Flying cursed char (IE: Morrigan turns into a bat)
19050: (Standing): The cursed player, standing.
19052: (Crouching): The cursed player, crouching
19054: (Walking Forward): The cursed player, walking forward.
19055: (Walking Forward): The cursed player, walking backward.
19056: (Jumping): The cursed player, jumping. Unfortunately you are limited to only one jump animation, so Guile, for instance, who has a different neutral jumping animation, can either have the neutral jump be used for all 3 directions or have the forwards/backwards one used instead.
19058: (Jump Start): The cursed player, starting a jump
19059: (Jump Landing): The cursed player, landing from a jump
19060: (Being Hit): The cursed player, being hit by an attack. From my very limited experience, this only consists of one frame with a animtime of one tick.
Example: Thomas Hsieh's Anakaris is the only Anakaris that, to my knowledge, supports this. POTS Rare Akuma and Hyper Dragton Ball Z's Babidi also support this.
hitsound is 19030, 0
19030: (Standing): The cursed player, standing.
19032: (Crouching): The cursed player, crouching
19034: (Walking Forward): The cursed player, walking forward.
19035: (Walking Forward): The cursed player, walking backward.
19036: (Jumping): The cursed player, jumping. Unfortunately you are limited to only one jump animation, so Guile, for instance, who has a different neutral jumping animation, can either have the neutral jump be used for all 3 directions or have the forwards/backwards one used instead.
19038: (Jump Start): The cursed player, starting a jump
19039: (Jump Landing): The cursed player, landing from a jump
19040: (Being Hit): The cursed player, being hit by an attack. From my very limited experience, this only consists of one frame with a animtime of one tick.
Flying cursed char (IE: Morrigan turns into a bat)
19050: (Standing): The cursed player, standing.
19052: (Crouching): The cursed player, crouching
19054: (Walking Forward): The cursed player, walking forward.
19055: (Walking Forward): The cursed player, walking backward.
19056: (Jumping): The cursed player, jumping. Unfortunately you are limited to only one jump animation, so Guile, for instance, who has a different neutral jumping animation, can either have the neutral jump be used for all 3 directions or have the forwards/backwards one used instead.
19058: (Jump Start): The cursed player, starting a jump
19059: (Jump Landing): The cursed player, landing from a jump
19060: (Being Hit): The cursed player, being hit by an attack. From my very limited experience, this only consists of one frame with a animtime of one tick.
Example: Thomas Hsieh's Anakaris is the only Anakaris that, to my knowledge, supports this. POTS Rare Akuma and Hyper Dragton Ball Z's Babidi also support this.
hitsound is 19030, 0
Hit by Itadaki Scoop - 333666777
Animation number: 333666777
A special animation caused by being hit by Hinata's Itadaki Scoop super, which will cause the character to pose for pictures with Hinata before being sucker punched. An example animation is as follows:
CODE:
[State -2, Switch directions after collapse]
;Hit by Itadaki Scoop
[Begin Action 333666777]
; First pose
3310,0, 0,0, 1
; Second pose
3310,1, 0,0, 11
;Third pose
3310,2, 0,0, 11
; Final pose, character gets whacked
Clsn2Default: 1
Clsn2[0] = -25, -91, 37, 0
3305,0, 10,0, 3
3310,3, 0,0, 35
The poses that each character does is completely up to you, all that really matters here is matching the timing of the photos being taken. The final pose can even comprise multiple frames, forming a little mini-animation within this overall animation, like the example gif shown above.
This is very easy to make; as long as the character has a Clsn2 up when the actual physical attack comes out, things should work out fine, even if the timing is off. But since the timing is kind of the whole point of the move, you should make sure the timing is right anyway!
Notable examples: Ghostfox12's Bishamon beta. In source, this animation occurs when the character is killed by Bishamon's Togakubi Sarashi.
The following have things not yet listed, if you're looking for something and it's not here it's probably below:
+ http://shakesdream.web.fc2.com/SpecialStatus_top.html
+ http://shakesdream.web.fc2.com/AnimNo.html
+ http://shakesdream.web.fc2.com/SpecialStatus_top.html
+ http://shakesdream.web.fc2.com/AnimNo.html
+ Source.
Unsorted, incomplete descriptions
5132,5133: Collapse while crouching
5132: (falling to knees)
5133: (on knees and falling to ground)
Same as 5130-5131, only for crouching.
5180,5181 - Stagger
5180: (staggering)
5181: (recovering)
Used in many games such as GGXX, Inyuasha, Mortal Kombat, and others. The character staggers back, then recovers. 5180 has no fixed time; in fact, it's recommended that it loops. 5181, however, should ideally last for 3 frames. For both anims, all frames require collision boxes.
5301 - 'Birdies'
When hit by some of Hsien-Ko's weapons and knocked out, a trio of little chibi like sprites of the character encircles himself/herself.
Example: Some of Hsien-Ko's (aka Lei-Lei's) hits cause this to appear.
9999 - An alternate for Electrocution (Index number 7696)
13000 - Alternate entry for Athena Transformation (Index number 5965)
14000 - Alternate entry for Red Arremer Transformation (Index number 5960)
15312 - Blinded
Character is blinded from something, and is open to attack. Pretty much just like Dizzy.
950 - Dash Collision
A special gethit created by Hyper Dragon Ball Z. Just download Goku for more details. And AFAIK, no set timing or sprite requirements.
5937 - Flip Knockout
Another special gethit created by Hyper Dragon Ball Z. Cybaster's explanation of how to create it is located in Goku's readme so just download that. AFAIK, no set timing or sprite requirements.
5946,5947 - Broken Back
Another special gethit created by Hyper Dragon Ball Z. Animation 5947 is optional, but it will make any move using this animation look better. Again, just download Goku for more details. And AFAIK, no set timing or sprite requirements.
5941,5942 - Chou Kamehameha Fatality
Another special gethit created by Cybaster and Balthazar. Jeez, what showoffs. Animation 5942 is optional, but will make the entire fatality look better. And again, no set timing or sprite requirements.
5900 - Wire Damage
Simple, and straightforward. KoF related.
7591 - Choked grabbed by the neck
Axis at the neck animation for character being grabbed by the neck or choked. Notably used by Queen Beryl's grab attack, but can have other purposes.
9000-9007 - Gloomy Puppet Show
Each of these animations releates to a specific animation for the gloomy puppet show move:
-9000: WP
-9001: MP
-9002: HP
-9003: WK
-9004: MK
-9005: HK
-9006: Standing
-9007: Ending (no loop)
9015 - Burned
Alternate for the normal burned anim.
9016 - Frozen
Simple. Character is frozen.
29989-29999 - Mortal Kombat Fatalities (by Orbeck)
29990: Sub-Zero's spine ripper, when he holds the opponent's head like a trophy. As the last sentence implies, this sprite is the characters head. One sprite animation, numbered 29990, 0
29991: Character's severed head spinning, like in Johnny Cage's decap uppercut. Can have as many animation frames as you want and the squence should be allowed to loop. Number the most upright frame 29991,0
29992: Charater's inanimate head lying on the ground. 1 frame in the anim, numbered 29992,0.
29993: Character's headless body keeling over. The body should start standing and end up lying on the ground. Can have as many frames as you want as want, but should be under 70 ticks. The last frame should have -1 on its animation time. Number 1st frame 29993,0 and the last 29994,0
29994: Inanimate headless body, lying on the ground. Should look indentical to the last frame in animation 29993. No other requirements.
29995: Severed lower half of charater's body. The animation is handled the same way as animation 29993. Number 1st frame 29995,0 and the last 29996,0. Make a duplicate frame for 29996,0 if you only used 1 frame for this squence.
29996: Inanimate severed lower half of body, lying on the ground. Should look indentical to the last frame in animation 29995. No other requirements.
29997: Severed lower half of charater's body. The animation is handled the same way as animation 29993. Number 1st frame 29997,0 and the last 29998,0. The appearance of the animations sprites should start upright and end with the torso on it's stomach.
29998: Inanimate severed upper half of body, lying on the ground. Should look indentical to the last frame in animation 29997. No other requirements.
29999: Exactly like 29997, only the torso should be missing its head. Number 1st frame 29999,0 and the last 29989,0 (not a typo) in this case.
29989: Inanimate severed and headless upper half of body, lying on the ground. Should look indentical to the last frame in animation 29999. No other requirements.
Character trait identifiers By Messatsu: 8055000-8055999
This is a simple, painless method that can be added into any character to make interactions function better. For instance, CvS Vega's intro vs. beautiful women, or ugly people; then there's blood color or hit sounds (should a robot bleed? do androids dream of electric sheep?). Simply add these as air entries into your character (sprite reference or animation info is totally unimportant, just as long as the animation entry is present and valid).
(Not finished just yet...will be all up in a bit) or not?
Gender:
8055001 - Male
8055002 - Female
8055003 - Neither
Age he/she/it appears to be:
8055010 - Baby
8055011 - Child
8055012 - Teenager
8055013 - Young Adult
8055014 - Middle Aged
8055015 - Old
8055016 - Ancient
8055017 - Timeless
Type:
8055020 - Human
8055021 - Robot
8055022 - Animal
8055023 - Monster
8055024 - Ghost
8055025 - Mech
8055026 - Mythological Creature
8055027 - Alien
8055028 - God
8055029 - Object
Blood Color:
8055030 - Red
8055031- Green
8055032 - Blue
8055033 - Yellow
8055034 - Purple
8055035 - Orange
8055036 - Black
8055037 - White
8055038 - Grey
8055039 - Does not bleed
Armor Type / Body Composition (i.e. For hitsounds):
8055040 - None
8055041 - Metal
8055042 - Stone
8055043 - Wood
8055044 - Flame
8055045 - Ice
8055046 - Force
Blocking Armor Type (Think shields, for example):
8055047 - None
8055048 - Metal
8055049 - Stone
8055050 - Wood
8055051 - Flame
8055052 - Ice
8055053 - Force
Weapon:
8055054 - Unarmed
8055055 - Bladed
8055056 - Piercing
8055057 - Blunt
8055058 - Magic
8055059 - Projectile (guns, etc)
Attractiveness:
8055060 - God Awful
8055061 - Ugly
8055062 - Average
8055063 - Hot
8055064 - Cute/Dead Sexy
Coolness:
8055065 - Really Dorky
8055066 - A Little Dorky
8055067 - Normal
8055068 - Cool
8055069 - Very Cool
Morality:
8055070 - Evil
8055071 - Mean
8055072 - Neutral
8055073 - Good Natured
8055074 - Absolutely Moral (?!)
Intelligence:
8055080 - No Cognition
8055081 - Stupid
8055082 - Average
8055083 - Smart
8055084 - Genius
8055085 - Winane (^_-)
Artificial Inteligence:
8055090 - Is a Joke
8055091 - Easy to Beat
8055092 - Average
8055093 - Difficult to beat
8055094 - Boss
8055095 - Uber Cheap
Height:
8055100 - Tiny
8055101 - Midget
8055102 - Short
8055103 - Average Height
8055104 - Tall
8055105 - Towering
Physical Build:
8055110 - Ghastly Thin
8055111 - Slender
8055112 - Average
8055113 - Buff
8055114 - Massive
8055115 - Chubby
8055116 - Fat
Fighting Styles:
8055120 - Aikido
8055121 - Boxing
8055122 - Capoeira
8055123 - Choy Li Fut
8055124 - Dim Mak
8055125 - Gojukai Karate
8055126 - Goju Ryu Karate
8055127 - Hapkido
8055128 - Hsing
8055129 - Iaido
8055130 - Jeet Kune Do
8055131 - Judo
8055132 - Jujutsu
8055133 - Ju Jitsu
8055134 - Kali
8055135 - Karate
8055136 - Kendo
8055137 - Kenpo Karate
8055138 - Kickboxing
8055139 - Krav Maga
8055140 - Kung Fu
8055141 - Kyokushinkai
8055142 - Muay Thai
8055143 - Ninjutsu
8055144 - Pentjak Silat
8055145 - Pa Kua
8055146 - Sambo
8055147 - Savate
8055148 - Shito Ryu Karate
8055149 - Shorin Ryu
8055150 - Shorinji Kempo
8055151 - Shotokan Karate
8055152 - Shukokai
8055153 - Sumo
8055154 - Taekwondo
8055155 - Tai Chi Chuan
8055156 - Tang Soo Do
8055157 - Uechi Ryu
8055158 - Wado Ryu Karate
8055159 - Wing Chun Kung Fu
8055160 - Yoseikan
8055161 - Ansatsukan
8055162 - Wrestling
8055163 - Drunken Boxing
8055164 - Ankoku Karate
8055165 - Koppo
8055166 - KOBUJUTSU
8055167 - SELF-TAUGHT FIGHTING
8055168 - WU SHU
8055169 - Unknown fighting style
8055170 - KITANTAN-RYUU
8055171 - DAINANRYU-AIKI JUUJUTSU
8055172 - Kenka Sappou
8055173 - Hizoku
8055174 - Vale Tudo
8055175 - Saikyo-ryuu
8055176 - Bushin-ryuu
Blood Types: Just for SF2 fun :D Use both A and B for AB:
8055190 - A
8055191 - B
8055192 - O
8055193 - +
8055194 - -
Race: (pick multiple) uses US census list. don't complain about how limited it is until you, I or Messatsu can find a comprehensive list (this proves rather difficult):
8055200 - White
8055201 - African
8055202 - Chinese
8055203 - American Indian
8055204 - Japanese
8055205 - Filipino
8055206 - Indian
8055207 - Korean
8055208 - Hawaiian
8055209 - Vietnamese
8055210 - Guamanian
8055211 - Samoan
8055212 - Latino
Gender:
8055001 - Male
8055002 - Female
8055003 - Neither
Age he/she/it appears to be:
8055010 - Baby
8055011 - Child
8055012 - Teenager
8055013 - Young Adult
8055014 - Middle Aged
8055015 - Old
8055016 - Ancient
8055017 - Timeless
Type:
8055020 - Human
8055021 - Robot
8055022 - Animal
8055023 - Monster
8055024 - Ghost
8055025 - Mech
8055026 - Mythological Creature
8055027 - Alien
8055028 - God
8055029 - Object
Blood Color:
8055030 - Red
8055031- Green
8055032 - Blue
8055033 - Yellow
8055034 - Purple
8055035 - Orange
8055036 - Black
8055037 - White
8055038 - Grey
8055039 - Does not bleed
Armor Type / Body Composition (i.e. For hitsounds):
8055040 - None
8055041 - Metal
8055042 - Stone
8055043 - Wood
8055044 - Flame
8055045 - Ice
8055046 - Force
Blocking Armor Type (Think shields, for example):
8055047 - None
8055048 - Metal
8055049 - Stone
8055050 - Wood
8055051 - Flame
8055052 - Ice
8055053 - Force
Weapon:
8055054 - Unarmed
8055055 - Bladed
8055056 - Piercing
8055057 - Blunt
8055058 - Magic
8055059 - Projectile (guns, etc)
Attractiveness:
8055060 - God Awful
8055061 - Ugly
8055062 - Average
8055063 - Hot
8055064 - Cute/Dead Sexy
Coolness:
8055065 - Really Dorky
8055066 - A Little Dorky
8055067 - Normal
8055068 - Cool
8055069 - Very Cool
Morality:
8055070 - Evil
8055071 - Mean
8055072 - Neutral
8055073 - Good Natured
8055074 - Absolutely Moral (?!)
Intelligence:
8055080 - No Cognition
8055081 - Stupid
8055082 - Average
8055083 - Smart
8055084 - Genius
8055085 - Winane (^_-)
Artificial Inteligence:
8055090 - Is a Joke
8055091 - Easy to Beat
8055092 - Average
8055093 - Difficult to beat
8055094 - Boss
8055095 - Uber Cheap
Height:
8055100 - Tiny
8055101 - Midget
8055102 - Short
8055103 - Average Height
8055104 - Tall
8055105 - Towering
Physical Build:
8055110 - Ghastly Thin
8055111 - Slender
8055112 - Average
8055113 - Buff
8055114 - Massive
8055115 - Chubby
8055116 - Fat
Fighting Styles:
8055120 - Aikido
8055121 - Boxing
8055122 - Capoeira
8055123 - Choy Li Fut
8055124 - Dim Mak
8055125 - Gojukai Karate
8055126 - Goju Ryu Karate
8055127 - Hapkido
8055128 - Hsing
8055129 - Iaido
8055130 - Jeet Kune Do
8055131 - Judo
8055132 - Jujutsu
8055133 - Ju Jitsu
8055134 - Kali
8055135 - Karate
8055136 - Kendo
8055137 - Kenpo Karate
8055138 - Kickboxing
8055139 - Krav Maga
8055140 - Kung Fu
8055141 - Kyokushinkai
8055142 - Muay Thai
8055143 - Ninjutsu
8055144 - Pentjak Silat
8055145 - Pa Kua
8055146 - Sambo
8055147 - Savate
8055148 - Shito Ryu Karate
8055149 - Shorin Ryu
8055150 - Shorinji Kempo
8055151 - Shotokan Karate
8055152 - Shukokai
8055153 - Sumo
8055154 - Taekwondo
8055155 - Tai Chi Chuan
8055156 - Tang Soo Do
8055157 - Uechi Ryu
8055158 - Wado Ryu Karate
8055159 - Wing Chun Kung Fu
8055160 - Yoseikan
8055161 - Ansatsukan
8055162 - Wrestling
8055163 - Drunken Boxing
8055164 - Ankoku Karate
8055165 - Koppo
8055166 - KOBUJUTSU
8055167 - SELF-TAUGHT FIGHTING
8055168 - WU SHU
8055169 - Unknown fighting style
8055170 - KITANTAN-RYUU
8055171 - DAINANRYU-AIKI JUUJUTSU
8055172 - Kenka Sappou
8055173 - Hizoku
8055174 - Vale Tudo
8055175 - Saikyo-ryuu
8055176 - Bushin-ryuu
Blood Types: Just for SF2 fun :D Use both A and B for AB:
8055190 - A
8055191 - B
8055192 - O
8055193 - +
8055194 - -
Race: (pick multiple) uses US census list. don't complain about how limited it is until you, I or Messatsu can find a comprehensive list (this proves rather difficult):
8055200 - White
8055201 - African
8055202 - Chinese
8055203 - American Indian
8055204 - Japanese
8055205 - Filipino
8055206 - Indian
8055207 - Korean
8055208 - Hawaiian
8055209 - Vietnamese
8055210 - Guamanian
8055211 - Samoan
8055212 - Latino

