Optional Animation Standards

Started by Jmorphman, February 16, 2012, 03:40:11 AM

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Xenomic

So, I'm actually wondering about this. I was looking at Yu-toharu's site at custom states, and couldn't find any information on this one at all. Yes, it is the Sexy KO animation. I'm not doing any sprites for this, but was wondering what exactly the animations for this are? I've only seen it twice, once in SYD's Kung Fu Girl, and once in Choiyer's Haruhi (shudders). What I have is from KFG:

From what I could find from KFG:

[Begin Action 25030]
25030, 0, 0, 0, 5

[Begin Action 25035]
25030, 1, 0, 0, 7

[Begin Action 25050]
25030, 2, 0, 0, -1

[Begin Action 25100]
25030, 6, 0, 0, 1

[Begin Action 25160]
25030, 5, 0, -10, 3

[Begin Action 25110]
25030, 7, 0, 0, 5
25030, 8, 0, 0, 5
25030, 9, 0, 0, 5
25030, 10, 0, 0, 5
25030, 11, 0, 0, 5
Loopstart
25030, 12, 0, 0, 1

Haruhi does it in a weirder way, and I'm not sure how MUGEN actually handles these. As much as I don't like looking in Haruhi's SFF, I did learn that other things can be made to happen during the animation as separate objects. But yeah...anyone that's done these animations and/or added them to characters know if this is how those work??

Jmorphman

While this thread's being bumped, I'd like to mention that I've recently updated the first post with a thorough documentation of several new animation standards. I think I've got pretty much all the major standards (still gotta add the Z2 anims, though), but I'm not sure if it's worth adding every single animation that's listed here.

JustNoPoint

I updated the Cused to include the states needed for flying cursed chars like when Morrigan is turned into a bat.

Xenomic

Much appreciated on that, JNP~ It's nice to see that this was updated while I wasn't looking heh. As to you, JMan, probably not? Some of those I don't even know if they're used at all, or that often. Tiki's Divinestone seems to be used a lot in JP characters I've noticed, though it's only with Tiki so...

As to my question, I'd like to amend it a bit. In addition to what I asked, is there a way to set it based on a timer. For instance, if the character is defeated before 20 seconds or something, then a specific animation happens?? Doesn't even have to be Sexy KO for this one (though it's something I'm still investigating for exchange of help), could be any animation in general I suppose.

Pacsonic

More animations:
Eyedol by Mike Obrecht:
-Humiliation Dance: Animation 29902
      It doesn't matter how many ticks this animation is as far as what I know but  the last tick can't have a time of -1.
-Screen Smack-There's two parts for this.
      -Part 1: Flying towards screen: Animation 29907
            The last tick must end with a time of -1.
      -Part 2: Hit the screen: Animation 29908
            It must have a tick with a time of -1. Do not use sprite with a group of 29908 because of the next animation for when there's one that exists.
-For a Chief Thunder No Mercy: Animation 29908 with a sprite from group 29908.
      The Animation must have a tick with a time of -1. Don't know why Obrecht did this, but ok.

Juano16 fatalites can be seen here as a HTML file download.
-https://www.4shared.com/rar/WxjhSyl1/Adaptar_Fatalities.html

Basara Bogard


Question: is there a special anim about the enemy being cut in half like this?? Something like being squashed on the ground but being cutted in 2 in this case.
I've one seen it in ClayFighter chars (in MUGEN by Shadowtak, a code/anim system I implemented on my Earthworm Jim) and in some attacks of Darkstalkers' Bishamon, but none of them have it in MUGEN as an anim

TiE

#126
Aren't those special (state) anims, one has to implement in the "receiving" char, like it was needed for Andres Borghi's characters?
Maybe it just wasn't included, since it was no full game conversion & so unlikely people would update their chars accordingly.

Sorry if this is unfitting, me not having a clue. MODS, please delete in that case...
[BGdef]
;Filename of sprite data
spr = stages/ ***.sff

Basara Bogard

^Yes, you can add to your character the anims in your AIR and/or SFF to make the custom state works.

Also, I want to add a special anim I made for some of my recent chars and that was already explained in my release thread:


5305 -> Pre-Claytality pose
A state based on what I did with Earthworm Jim and later with Blue Suede Goo, it's a simple anim you can add in your character to make him/her compatible with the pre-Claytality state (for normal chars, it goes to 5300/dizzy state BTW). Only 2 sprites getting down with time 5-6 and the last one on its knees with time -1, all of them with clsn2. If it's a KOF/CVS char, you can use part of the cheap KO sprites to make the anim, but always you can improvise as I did with BSG.
PS: It was originally the 5301 but it clashed with the dizzy sparks anim, so I changed to 5305 instead. But there're some exceptions like Kong's Pocket Fighter chars that have the dizzy sparks on 5305. If there're more chars to use 5305 as dizzy sparks, maybe change it to 5310.

Also, @[user id=20363]Jmorphman[/user]: or @[user id=12]Just No Point[/user]: , there're some stuff I want you to add/discuss here (or anyone who can know about it too, you are welcome):
-My state 5305 is enough qualified to be added here to this list so more people can use it??
-Is there something between states 7681 (breeze (?)) and 7688 (being a ball) to be used?? Or are they free to use for other states??
-A correction: Vertical Spinning states (5250 and 5251) are used by Thomas Hsieh's Jin Saotome, also stated in Yu-Toharu's page as "Saotome Cyclone" states
-If I can explain better some states that aren't in the thread list or are already in the Incomplete section, can you add them to the main list??

Jmorphman

Quote from: Basara Suede Goo on March 01, 2019, 02:35:54 PM
-My state 5305 is enough qualified to be added here to this list so more people can use it??
Yep, lemme add it!

Quote from: Basara Suede Goo on March 01, 2019, 02:35:54 PM
-Is there something between states 7681 (breeze (?)) and 7688 (being a ball) to be used?? Or are they free to use for other states??
I don't believe so; nothing listed between them here, for instance.

Quote from: Basara Suede Goo on March 01, 2019, 02:35:54 PM
-A correction: Vertical Spinning states (5250 and 5251) are used by Thomas Hsieh's Jin Saotome, also stated in Yu-Toharu's page as "Saotome Cyclone" states
Ah, cool. I'll note that.

Quote from: Basara Suede Goo on March 01, 2019, 02:35:54 PM
-If I can explain better some states that aren't in the thread list or are already in the Incomplete section, can you add them to the main list??
Yes, absolutely! :D

Odb718

Quote from: Basara Suede Goo on March 01, 2019, 02:35:54 PMIf there're more chars to use 5305 as dizzy sparks, maybe change it to 5310.

If 5310 isn't taken, I'd suggest using that number. It sets itself apart to be unique but still close enough to know it's sort of related. and it gives 10 alts to the dizzy animation. 05 is too close, imho.
vVv Gouken718 vVv SabreTooth718 vVv


Pacsonic

Juano16's characters have fatality animations, I was going to post them here but I got signed off and all my typing got lost so here's a download to the html file: https://www.mediafire.com/file/p1w14pl70lap5og/custom_english.html/file

Miru962

#131
Spoiler: Burning (Street Fighter II era) - 88500-88504 (click to show)

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.



Spoiler: Defeated Portrait - 9001 (click to show)

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.

Spoiler: Enma Ishi - 7699 (click to show)

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.

Spoiler: Cutting, Darkstalkers Series - 7700-7730 (click to show)

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.

Well, that's the last of the Darkstalkers gethits we know of. AFAIK, nobody's made a standard for Q-Bee's grab where she stings you, nor being covered in honey by her; both are just done with PalFX, standard gethits, and the use of a universal honey/egg sprite covering the hit sprite.

Miru962

#132
And the last of the big three elemental effects has come!
Spoiler: Frozen (click to show)

7698 - Freeze (standing)


Your character has been frozen while standing.  The only real use of this in commercial games I can think of is World Heroes Perfect; even Darkstalkers used a generic block of ice sprite for everyone. Regardless, this is common in MUGEN. The comical exaggeration of this animation may vary wildly depending on what sort of character you make; from the whimsy Homer becoming a snowman to the fairly eerie frozen bodies of MK. Most characters should be something in between, covered in icicles.

7991 - Freeze (Mid-Air)

The character has been frozen in mid-air, and will fall to the ground helplessly in this position.


Spoiler: Squashed Flat (click to show)

7689 - Squashed Flat



The character has cartoonishly been flattened down to the ground like a flapjack. Best known for Pocket Fighter, but this was also used in Clayfighter, as well as a fair few beat em ups like TMNT and even Violent Storm.  This should last for 10 ticks, with the first three having a time of 3 each and the last having a time of 1. There should be no contact boxes in this animation.

Spoiler:  Smashed Into the Screen (click to show)

29907 and 29908 - Screen Crash!


The character is sent flying into the screen away from the foe. The last frame of 29907 should have a timing of -1, while the previous frames have no real timing, but I recommend 2 frames with a timing of 12 each. This is used in a few games, like Fatal Fury 3 and Killer Instinct. Killer Instinct in particular adds 1 more animation after this one; 29908, hitting the screen. This should consist of one frame with a time of -1. The character sending a foe into the screen should handle the zooming of the sprite. Neither animation has hurtboxes. In Fatal Fury 3, Mai would drop her weapon as she fell. This can be handled similarly to Hsien-Ko dropping weapons when she is burned.

Jmorphman

Quote from: Miru962 on October 12, 2020, 06:59:28 PM
Spoiler: Cutting, Darkstalkers Series - 7700-7730 (click to show)

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.
Woah! Are those standards used by anyone? I'd love to actually be able to use all those cut in half sprites for something.

And speaking of Togakubi Sarashi, I've found that that animation usually works well with 5888 (slammed into ground). For example, Demitri gets cut in half at the waist and stares at the camera looking annoyed, which works well with the concept of being driven into the ground with only your upper torso sticking out. Of course, Bishamon's own animation wouldn't really make sense for that purpose since he turns into a weird demon head thing, but perhaps that could be explained away because Darkstalkers is so cartoony.

Miru962

Quote from: Bizarro Santamorphman on December 14, 2020, 05:29:03 AM

Woah! Are those standards used by anyone? I'd love to actually be able to use all those cut in half sprites for something.

And speaking of Togakubi Sarashi, I've found that that animation usually works well with 5888 (slammed into ground). For example, Demitri gets cut in half at the waist and stares at the camera looking annoyed, which works well with the concept of being driven into the ground with only your upper torso sticking out. Of course, Bishamon's own animation wouldn't really make sense for that purpose since he turns into a weird demon head thing, but perhaps that could be explained away because Darkstalkers is so cartoony.

Basara-Kun will add these standards to his Clayfighters and Bishamon. 5888 being used as a placeholder/emergency animation for characters without 7730 is a good idea. Maybe if they don't have either 7730 or 5888, they would just become their small portrait?

Basara Bogard

I just posted about this, but it worked!! :D so the claytalities cutting you in half are coming very soon!!

Quote from: Jmorphman on December 14, 2020, 05:29:03 AM
Woah! Are those standards used by anyone? I'd love to actually be able to use all those cut in half sprites for something.
Oh yeah, I'll use them for my cut-in-half claytalities and probably I'd add it to Bishamon when I come back to work on him. So yeah, you should post that in the main post so anyone else can add them too ;)

Miru962

Here's another standard from SF3:

Spun 180 Degrees Standing - 5600, 5610


In Street Fighter III, several characters had a grab game revolving around grappling victims from behind. While getting behind the enemy was rather difficult, there was a work-around; a "turned back" state that could be triggered with some attacks. In the animation 5600, your character is blown away and spun over while standing, leaning over and having their back face the opponent, and they are stunned for a bit. You will need CLSN2 boxes for it to make the frame work,



The next animation, 5610, shows your character recovering from being spun back. Show them quickly turning.

Examples: GM's SF3 characters use these animations.

Pacsonic

Quote from: Miru962 on October 28, 2020, 04:41:41 AM
Spoiler:  Smashed Into the Screen (click to show)

29907 and 29908 - Screen Crash!


The character is sent flying into the screen away from the foe. The last frame of 29907 should have a timing of -1, while the previous frames have no real timing, but I recommend 2 frames with a timing of 12 each. This is used in a few games, like Fatal Fury 3 and Killer Instinct. Killer Instinct in particular adds 1 more animation after this one; 29908, hitting the screen. This should consist of one frame with a time of -1. The character sending a foe into the screen should handle the zooming of the sprite. Neither animation has hurtboxes. In Fatal Fury 3, Mai would drop her weapon as she fell. This can be handled similarly to Hsien-Ko dropping weapons when she is burned.

I believe I mentioned that one. Also, I started a wiki for these animations. If you want, you can add everything here to the wiki. There's also stuff on the wiki that's not here. Also, there's not much as of the making of this reply but there'll be more.

Ganbare-Lucifer

#138
Not sure if this counts, but lemme contribute:

Rest in Peace! - 11114

The opponent is turned into a ghost and ascends to heaven, while the opponent simply reuses a hit frame with a ghostly palette, this can be taken advantage of by other characters using unique sprites for Rest in Peace!

Example: Yu & Rei by Enterku

Ravange's Mummification - 11360, 11361, 11362, 113603


The opponent is sealed into a sarcophagus with a face of itself on it.

Example: Ravange (No specific author, but compatibility should be implemented)
"Heroes are not applied on good people with powers, they apply on cops, firefighters, medics." ~Lucifer


SaltAddict

#139
Gearing up to release my MK2 Cage, I noticed the existing Mortal Kombat standards are both incomplete, and a little inflexible. I made this system using anims 57600-57699 for special move reactions, 57700-57799 for MK2 Fatality Reactions, 57800-57899 for MK3 Fatality Reactions and 57900-57999 for other assorted reactions. I know that sounds like a lot but these games have a TON of custom anims. Afaik these anim numbers aren't used for anything else.

These are the ones Cage actually uses:
Spoiler (click to show)


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.


57610: Fall flat
Fall flat. Used in MK3 when a character is koed by a normal attack. Character stiffens up and falls backwards, ends with character about to hit the ground.
Last frame should NOT have time -1. No other requirements.

57611: Fallen
The character hits the ground from the above. Usually a single frame of the character just laying on the ground.


57630: Flipped over
The character is flipped over. Used in MK when hit by throws or certain specials like Mileena's Ground Roll and Ermac's Telekinesis.
The sprites for this are used by throws, and are a little different from MUGEN's default sprite standards.
As such, if this anim exists, it's sprites MUST be numbered as follows:
5630,0 = Character begins to flip, head slightly forward. Axis slightly below the feet.
5630,10 = Character keeps flipping, head pointed diagonally down. Axis ~100 pixels below midsection.
5630,20 = Character flips over, torso vertical, head pointed straight down. Axis ~90 pixels below hips.
5630,30 = Character finishes flipping over. Axis ~40 pixels below midsection.
5630,40 = Character has flipped over and is flying through the air. Axis ~35 pixels below midsection.
This is because Cage will use these sprites for his throw if he detects this anim exists.
There isn't really an axis standard for this in MK, it varies slightly by character.
Some characters might have more than 4 frames for this. Those are not used by throws and can be numbered whatever you want.
MK2 characters only have 4 frames. In those cases frames 5075,30 and 5075,40 should be the exact same.

57635: Hit ground from flip
Character hitting the ground from the above. Some characters have unique frames for this but its generally the same as 5110.


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.


57725: Hole in face
Character gets a big hole in their face. These were made for MK2 but ultimately went unused as the finisher that displayed them was scrapped. I re-created this finisher for my version of Cage so these can finally see some use.
Worth noting that for MK2 chars, the actual sprite rips only have the head part, which would have been overlaid over 57700.
For simplicity's sake, I've decided to do away with the overlay method.


57726: Falling
Character falls forward. Can be as many frames as you want but the last frame should NOT have a time of -1. Same deal as the other two.


57727: Ded
Character has fallen. One frame with time -1.

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.

These are anims used by other MK characters for their fatalities and special moves. Cage doesn't actually use these so I'm just proposing some standards here:
Spoiler (click to show)

57640 = Back broken. Character is pulled down to the ground and their spine is painfully snapped. Used by MK2 Jax's BackBreaker and UMK3 Masked Subzero Ice Spike.
Since this is used by throws, it must be 3 frames, and the sprites must be numbered:
5640,0
5640,10
5640,20
Axis should be ~60 pixels below midsection.

57650: Beaten by Goro. Character flails wildly as they are held up by Goro's lower arms and beaten by his upper arms. Axis should be at midsection.

57720-57724: Sliced vertically. Used by MK2 Kung Lao.

57720 = Being sliced vertically, left half. This is the left half of the player as Kung Lao's hat goes through them.
57721 = Being sliced vertically, right half. This is the right half of the player as Kung Lao's hat goes through them.
These two anims are stacked on top of each other to create the visual effect of Kung Lao's hat going through the character.
Usually these will be a single gethit frame split into two halfs.
This anim does not have any gore effects in the actual game.
Final frame should have time -1.
57722 = Character falls to their knees after being sliced. The two halves are still together at this point. Should NOT end in time -1 as Lao needs to know when the character hits the ground.
57723 = The left half of the character splits and falls off.
57724 = The right half of the character splits and falls off. In MK2 itself, this is just 47723 flipped horizontally, but unique frames exist for it, unused in the game's files.

57730 = Character is grabbed by the arms. Used by MK2 Jax for his arm rip fatality.
For MK2 characters, this is a single frame.
If drawing new sprites, the elbows should be positioned at (44, -70)(above) in relation to the axis.
(make sure to take scaling into account; e.g for MK2 characters scaled down to regular size, this will actually be (52,-83))
57731 = Character in pain as their arms are ripped off. Final frame should have a time of -1 or loop.
On the final frame, Jax will spawn blood spurts at (-10,-90) and (18, -90).
57732 = Arms grabbed by Jax. Axis slightly above the wrist

57740 = Impaled by Baraka. Character is impaled through the chest and writhes in pain. Prefereably it should loop.
57741 = Character goes limp after writhing.

57750 = Used by MK2 Shang Tsung's Soul Steal. This is the character being grabbed. For MK2 chars, this is simply a gethit sprite.
Axis should be where you want Shang Tsung to grab them.
57751 = Character is lifted and slowly drained.
57752 = Character is now a rotten skeleton.

57760 = Character inflates and explodes. Last frame should be the character beginning to explode. Do NOT end in -1.
57765 = The same as above but just the first frame. Used by Shang Tsung's Invader fatality.

57770 = Inhaled by Mileena. Character is sucked into Mileena's mouth. Axis should be on the... point of suction?
It should look like the character is being sucked into the axis. I don't know how else to describe it.

57775 = Deep frozen by Subzero. The character is turned into an ice statue.
57776 = Broken after being frozen. The same as above but the torso is missing.

57795 = Burnt by MK2 Scorpion. Character is reduced to a flaming wreck and explodes.
This isn't really a standard in MK2 since every character uses the same anim.
But since this is MUGEN and there is a huge variety of bodytypes I've included it here in case your character needs to display a custom skeleton.

57800 to 57829: MK3 style finishers, AKA "paper-doll" fatalities.
This needs its own standard as the system does some things which are not possible with the MK2 standards. (And also the physics act different).
You can also use these as an alternative if you don't feel like spriting the MK2 standards since they are all super easy to make.
Just take a frame from the dizzy animation and chop it up into different pieces.
57800 = Headless body standing there.
57801 = Head. The axis should be so that the head is in the same position as it would be if it was still attached to the body. Does that make sense?
Ideally this will be around the value of head.pos.y (e.g your head.pos.y is -100 then the head should be 100 pixels above the axis).
57802 = Head on ground. Same as above but axis is on the base of the neck.
57810 = Torso-less body standing there.
57811 = Torso. The axis should be so that the torso is in the same position as it would be if it was still attached to the body.
Ideally this will be around the value of mid.pos.y.
57812 = Torso on ground. Same as above but axis is on the base of the torso.
57820 = Feet just standing there, no legs.
57821 = Legs. The axis should be so that the legs are in the same position as they would be if they were still attached to the body.
Ideally this will be ~30 pixels above the axis, taking scaling into account.
57822 = Legs on ground. Same as above but axis is just below the knee.

57830 = Character has their mouth forced open. This is used for a few different things. Axis on feet.
1st frame: Character has head forced back. Leaning back.
2nd frame: Character's mouth is open in a cartoonish expression.
Final frame should have time -1.
57831 = Same as above, with axis on head for MK3 Kano's Skeleton Rip.
57835 = Character falls to the ground, now an empty bag of skin. Ideally 3 frames. Last frame should have time -1. Axis on feet.
57836 = Character's skeleton after Kano's Skeleton Rip. Use this in case your character has an unusual body type and you want a custom skeleton.
Axis should be where you want Kano to hold the skeleton.

57840 = Head inflated. Character has their head inflated and floats off. Used by Kabal's Gas Pump fatality.
57841 = An optional animation which is overlaid on top of 57840 in case you want the body and head to be separate anims.

57850 = Character is turned into a rotten skeleton. Used by MK3 Shang's Soul Steal and UMK3 Reptile's Acid Bath.
Not really a standard (every character in the game uses the same anim) but its included here in case you want a custom skeleton.
Axis should be at the feet.
57851 = Skeleton dissolves into a pile of goo.

57755 = Burnt by MK3 Scorpion/MK3 Liu Kang. Character is reduced to a flaming skeleton. Same deal as above.
57756 = Skeleton crumbles to ash.

57860 = Character's body is stretched unaturally before they explode. Used by MK3 Kitana's Kiss of Death fatality.

57870 = Character is blasted with such sonic force that their skin flies off. Used by Sindel's Scream fatality.
57871 = The character, reduced to a bloody skeleton. In-game, every character uses the same animation, but the option is there if you want custom skeletons. This one is also used by Sheeva's Skin Rip fatality, so the skeleton should be in a similar pose to 57830.

57880 = Character screams in terror/pain. Preferably a single frame.
57885 = Character is scared and runs away. Used by Kabal's Unmask fatality and UMK3 Reptile's animality.

57890 = Character is pounded into the ground. This is different from the already-existing 5888 standard in that it uses more than one frame.
Used by Sheeva for her Burial fatality.
Frame 1 is the character embedded on the ground up to the knees.
Frame 2 is the character embedded on the ground up to the waist.
Frame 3 is the character embedded on the ground up to the shoulders.

57900 = Character is reduced to a skeleton which falls on its knees. Used by MK1 Scorpion and MK1 Sonya. Use if you want custom skeletons.

57910 = Character has their leg ripped off and falls. Used by MK4 Quan-Chi. MK Project has this and there's Quan-Chi sprites floating around so why not?
57911 = Leg being ripped off. Axis at the ankle.
57915 = Character on the ground, being beaten with their own leg.
57916 = Leg being used to beat the other character. Axis at the ankle.

57920 = Character's body twists in unusual and painful ways before exploding. Used by MK4 Tanya's Kiss of Death. Same deal as above.

In addition, Cage also uses:

5180 = Stumble backwards. One of the lists on the 1st page says 5180 is the number to use for this but doesn't provide any specific examples. Is this widespread enough that characters won't be using it for anything else?