This is a list of optional animations that you can include in your characters to make them compatible with certain aspects of other characters, or to make certain special attacks of theirs look better.
I am now in the process of rewriting and reorganizing the descriptions, so everything's a bit messy. Please be patient!
Spoiler: Collapse/Cheese Kill/Crumple - 5950, 5955, 5130, 5131 (click to see content)
Animation number: 5950The 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. 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: 5955The 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 the opponent doesn't have this animation, 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:
[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.
[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 return them not to their own lie down on floor state but their get up from lie down state, there is no need to include this. But there will be certain attacks that require P2 to be sent into their own lie down state when they hit the floor, so this is needed.

Animation number: 5130, 5131Essentially 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.
Spoiler: Super Slash Collapsing/Face-down collapse - 5330 (click to see content)
Animation number: 5330Pretty 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)
Spoiler: KOF hard knockdown - 5420, 5421, 5422, 5423, 5424, 5430 (click to see content)
To replicate KOF hard knockdown behavior, the following animations are required:
Animation number: 5420The 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: 5421The 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: 5422The 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: 5423The 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: 5424The 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: 5430Aerial 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)
Spoiler: Vertical spinning - 5250, 5251 (click to see content)
Animation number: 5250When hit by certain attacks, the character flies through the air, spinning. Mostly seen in MvC characters.
Notable examples: ??? (Jin's Saotome Cyclone does this in MvC, but I don't know any MUGEN creations that use either animation; still, if your character has sprites for it, it can't hurt to include!)
Animation number: 5251Exactly 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 I don't know of anything that would use it in MUGEN. But like 5250, if you have the sprites, you should put it in!)
Spoiler: Standing Guard Crush - 5910, 5911, 5912, 5915 (click to see content)

Animation number: 5910, 5911If 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: 5912/59155910 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: ???
Spoiler: Crouching Guard Crush - 5920, 5921, 5922 (click to see content)

Animation number: 5920, 5921Works exactly like 5910/5911, but used when crouching. Also used when the character has been guard crushed in the air and lands.
Animation number: 59225920 and 5921 in one continuous animation, but doesn't seem to be used by anyone.
Notable examples: ???
Spoiler: Jumping Guard Crush - 5930 (click to see content)
Animation number: 5930Works exactly like 5912/5922, but used when airborne.
Spoiler: Throw Escape/Tech Hit - 5940 (click to see content)

Animation number: 5940The character escapes from a throw before it can be executed, pushing away the opponent. No set time length or sprite requirement, though the last frame should have a time of -1. For characters in Capcom games, this animation typically uses the same sprites as their guard crush animation; however, for KOF characters, the animation is often one of their attack animations.
Notable examples: Many characters, including ones by PotS', Vans', H'', and more
Spoiler: Throw has been escaped out of - 5945 (click to see content)

Animation number: 5945The 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
Spoiler: Demon Transformation/Red Arremer Transformation - 5960 (click to see content)
Animation number: 5960If 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)
Spoiler: Animal Transformation/Goddess Athena Transformation - 5965 (click to see content)
Animation number: 5965If 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
Spoiler: Hit by Anakaris' Pit to the Underworld/Spinning Horizontally - 7008 (click to see content)
Animation number: 7008The 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)
Spoiler: Seppuku - 7694 (click to see content)
Animation number: 7694A 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
Spoiler: Massive Bee Stings - 7695 (click to see content)
Animation number: 7695The 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)
Spoiler: Electrocution - 7696 (click to see content)

Animation number: 7696One 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, 90129010 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.
Spoiler: Burned - 7697 (click to see content)
Animation number: 7697The 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 it's not required.
Notable examples: Zelgadis296's Donovan (Ifrit Sword), P.o.t.S.'s Lei-Lei (Chuukadan), Jesuszilla's Vampire Chronicle Felicia (Please Help Me)
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). Currently figuring out whether there should be an alternate version of this animation exactly for this purpose, and how that would all work out.
Spoiler: Bloated Up - 7780 (click to see content)
Animation number: 7780An 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

)
Notable examples: Deuce & BBH's Jedah (San=Passare), Rei's Jedah (San=Passare)
In Darkstalkers, after a character explodes, they are split in two, along the waist. Probably should be a standard for that, huh. I'll get on it soon!
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
I hope to cover everything listed in these links, eventually
Spoiler: unsorted, incomplete descriptions (click to see content)
5132,5133 - Collapse while crouching5132 (falling to knees)
5133 (on knees and falling to ground)Same as 5130-5131, only for crouching.
5180,5181 - Stagger5180 (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.
9020 - SVC Version of Demitri's Midnight Bliss. Uses the exact standard seen below
Standard setup:(Each entry is 1 tick)
0 - Standing, Axis at feet.
1-4 - Draining, Axis at neck (or whatever Demitri holds them up by)
5 - Drained, Axis at neck (or whatever Demitri holds them up by)
Example: Demitri's Midnight Bliss in SvC
9999 - An alternate for Electrocution (Index number 7696)12000 - An alternate for the SvC version of Demitri's Midnight Bliss. Solely the standing animation, with no timing limits or sprite requirements, but typically one anim (to avoid special hit problems, it might be best to leave the first sprite in whatever anim you want here 12000,0, and use other numbers for the subsequent animations, such as 12002, etc). Used in conjunction with index number 12000.
12001 - An alternate for the SvC version of Demitri's Midnight Bliss.The draining animation itself. Used in conjunction with index number 12000. Axis is at the character's neck (or whatever Demitri holds them up by).
Standard setup (Sprite Numbers are correct):12000, 1: 18 Ticks
12000, 2: 8 Ticks
12000, 3: 8 Ticks
12000, 4: 27 Ticks
12000, 5: 27 Ticks
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.
66660 - Alternate SvC version of the MB *again*, standing animation. (Part 1 of 3)(Ex-Infernis' Demitri). No sprite requirements, standing animation has a time of -1. Axis at feet.
66661 - Alternate SvC version of the MB, draining, specificially the first sprite of it (Part 2 of 3). Even though it uses only the first sprite of the drain, it uses it three times in the animation, with the first entry being normal with a timing of 10, and the next two looping, the first entry of the loop adding 2 to the axis' value, and the second being normal. Axis at the neck (or whatever). Both use a time of 5 ticks.
So if the sprite was 9020,1, you'd do this as follows:
9020, 1, 0, 0, 10
Loopstart
9020, 1, 2, 0, 5
9020, 1, 0, 0, 566662 - Alternate SvC version of the MB, the rest of the drain (The last 4 sprites). (Part 3 of 3) Each have a specific time of 5 save the last, which has a time of -1. Axis at the neck (or whatever).
19030 to 19038 - Royal Judgement/Retro MutagenThis 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 forward.
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.
Example: Thomas Hsieh's Anakaris is the only Anakaris that, to my knowledge, supports this
apparently there is a hit sound: 19030,0 ???
5937 - Flip KnockoutA special gethit created by Cybaster and Balthazar for their Goku. 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.
5947,5948 - Broken BackAnother special gethit created by Cybaster and Balthazar. Animation 5948 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 FatalityAnother 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 DamageSimple, and straightforward. KoF related.
7591 - Choked grabbed by the neckAxis 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 - FrozenSimple. Character is frozen.
9021 - CFJ Version of Demitri's Midnight Bliss.Pretty straightforward: single animation, just a stance of the character turned female or sexy

Use sound 9021, 0 for the moaning sound when the bliss is over.
9022 - CFJ Version of Demitri's Midnight Bliss (secondary).A secondary one some characters use.
to add:
cybalthazar goku dash collision
lord raptor's basketball move/pots lei-lei bowling ball move
face down liedown stuff
diagonal up(?) and other semi-required animations
royal judgement flying stuff, gethit sound
that one thing for q-bee's ES C→R, you know the cocoon thingy, there should be a standard for that. and also that honey attack
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.
91230-91232 , 912320-912321 , 9123000 - Compatibility with Peketo (by Borghi) You can add compatibility with peketo's fatality, by looking at this
tutorial.
[/quote]
8055000-8055999: Character trait identifiers By Messatsu.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
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
Stuff that's missing: I'm sure there's lots of other stuff missing, but all I can think of right now is Gloomy Puppet Show, and possibly a CFJ version of Midnight Bliss (though I might have imagined that, and it doesn't actually exist). Also, the KOF liedown stuff for when you're face down, I'll wait for KoopaKoot or somebody to fill me in on that.
Please tell me if you see anything missing, and it would be extra helpful to have information on the missing stuff besides just the name.

also I probably should list one or more characters that have the animation in question for each animation, so people can test stuff
this is gonna be a fun project
what have I gotten myself into???