57600: Nut punched
Character is hit in the nuts. For MK characters, this is a 3 frame animation with timings 4, 76, 6.
For other characters, the animation should not exceed 86 ticks in length. Character will shake between ticks 4 and 80.
When Cage is in MK1 mode, this animation is cut short at tick 80 and transitions into anim 12.
57700: Decaf
Character has lost his head! A single frame (or a loop) of the character just standing there, headless.
57701: Falling
Character falls forward, no head. Can be as many frames as you want but the last frame should NOT have a time of -1. This is so Cage can know when the character has hit the ground and apply envshake. This anim transitions directly into 57702.
57702: Ded
Character has fallen. One frame with time -1.
57705: The head flying off.
No requirements whatsoever.
57706: The head on the ground.
57707: Head held as trophy. Used by MK1 Subzero for his spine rip. Single frame, axis should be on the base of the neck.
MK1 characters have unique frames for this, but for everyone else, you can just get grab a frame from 57701 of the head standing upright.
57710: Sliced
Character is cut. A single frame (or a loop) of the legs just standing there.
57711: Sliced Falling
Character falls forward, no torso. Can be as many frames as you want but the last frame should NOT have a time of -1. This isn't actually used in MK2 (only 57710 is displayed), but the frames exist.
57712: Sliced Ded
Character has fallen. One frame with time -1. Like the above, this goes unused in the game.
57715: The torso flying off.
No requirements whatsoever.
57716: The torso on the ground.
57717: torso held as trophy and then thrown.
Used by MK2 Cage for his torso rip. Axis should be the same as 57712.
First frame is the torso being ripped, 4 ticks.
Second frame is the torso being held above Cage's head, 56 ticks.
The third and fourth frames are the torso being flung to the ground. 4 and 5 ticks, respectively.
57780: Babality!
Character is totally defeated and turned into a baby as mockery. No requirements.
57790: Knocked into the PIT II
Character flays wildly as they fall in an overhead perspective. Should loop.
57791: Hit ground
Character hits ground from the above.
For the PIT 2 anims, you can also add a 57795 group to your snd file to have the character do a long scream as they fall down. 57795,0 is the screaming and 57795,1 is the sound they make when they hit the ground.