88500-
88504 Burning (Street Fighter II Era Style)





The Street Fighter II era style of burning, also seen in games from 1989-1995, but fell to the wayside over the years in favor of other effects. In this effect, the victim is engulfed in flames, with their body and face rendered invisible from the raging inferno. The flame effect will then show a silhouette of the victim along with their flaming sprites. Is around 2-4 frames in length. Most of the time, this can be taken from an existing game, especially the character's source game. Most games had the same animation for every character, and would sometimes change animation based on the character's general body shape, as shown with Zangief and T. Hawk in SF2, or Tung and Jubei in FFS. This standard was established by ELECTR0's characters.
88500 is burning while flying backwards, as in the original SF2.
88501 is the same, but with blue flames, as in the Psycho Crusher.
88502 has purple flames.
88503 is the standing burning animation, like in SSF2.
88504 is the crouching burn animation. These animations must have the same hurtboxes as the respective normal hit animations, for the purpose of combo attacks, such as with Burnov's repeated fireball move.
9001 - Defeated Portrait

; Portrait - Opponent Defeated
[Begin Action 9001]
9000,11, 0,0, -1
This should be a single-frame animation of a portrait of your character, looking rather busted-up. Much like the burning above, this was seen in many early games, such as the World Heroes series prior to Perfect, the Fighter's History games, and the original Fatal Fury. Even the original Street Fighter had them. Power Instinct had a slightly different take; the character’s face would have been scribbled on, rather than busted up. OmegaPsycho is an author who also uses this for his SSF2X characters. This animation should not have hitboxes.
7699 - Enma Ishi

The character has been placed on a wooden board (not part of the animation), is bound down (part of the animation), forced to kneel, and has blocks of concrete dropped onto their knees. The start of the animation has a time of 50, and the overall animation lasts for around 80 ticks, with the final frame having a time of -1. There should not be hitboxes in this animation.
Cutting - Darkstalkers series:
7700.
7701,
7702 Head-to-Toe Cut laying on ground

Your character's been split from head to toe as they lay down on the floor. Animation 7700 is the half of their body that is not facing the screen, and the inside of it is to be shown. The half slides away along the X axis via animation timing, and then slides back into position, lasting about 55 ticks. There should be no contact boxes included, and there should be a 20 tick pause before it slides back into position. 7702 is the same, except there is no slide back into position, which is used when the slice is a finisher attack. Animation 7701 is the inanimate half of the victim's body, which remains the same in both cases. The inside of the body should be somewhat detailed, but not too gruesome, unlike Mortal Kombat. Try to add funny details to the sliced body; like Bishamon's tertiary mouth.
7710,
7711,
7712,
7713 - Cut at waist while standing and then falling after.

Your character is now split at the waist, much like Clayfighter standard 10910, but more complex. 7710 is your character's lower half standing on the ground and flinching back, sometimes displaying a stub of flesh. 7711 is your character's upper half flipping through the air; this half rotates around while reeling in pain. 7712 has the lower body collapse to the ground. 7713 has the character's lower half flying away before landing on the ground; these poses should look similar to standard liedown poses. None of these need hurtboxes whatsoever. You can use the animation trigger "Elem =" with either 7712 or 7710 to recreate the Claytalities from Clayfighter 63&1/3.
7720,
7721,
7722,
7723 - Cut at waist on the ground

The character has been sliced at the waist while on the ground. 7720 is the upper half reeling in pain as it slides forward. 7721 is the lower half reeling in pain and sliding back. 7722 is the upper half reeling in pain and then collapsing to the ground defeated. 7723 is simply the lower half laying on the ground defeated. A stump of flesh is also shown, showing some of the character's insides. Again, don't make this too grisly.
7730 - Togakubi Sarashi result

The character has been sliced at the waist, and their upper half is subsequently placed on a table for sale. This upper half then usually transforms into something weird (Hsien Ko becomes a mini version of herself, Sasquatch becomes a shaved ice maker, Bishamon becomes a demonic head...) as it is lain on a table. The animation shouldn't have hitboxes, but otherwise, anything goes. First used by Ghostfox12's Bishamon, when his Togakubi Sarashi finishes off a foe. I recommend you add 5888 as a backup animation if the target lacks 7730.