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Optional Animation Standards

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

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Miru962

#140
About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I've also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang's fatalities.

Pacsonic

Quote from: SaltAddict on April 27, 2023, 12:52:40 AM
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.


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.

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?

Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

SaltAddict

#142
Quote from: Pacsonic on March 05, 2024, 02:14:25 AM
Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.

Quote from: Miru962 on August 01, 2023, 11:33:43 PM
About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I've also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang's fatalities.

Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?




Pacsonic

Quote from: SaltAddict on March 10, 2024, 02:06:51 PM
Quote from: Pacsonic on March 05, 2024, 02:14:25 AM
Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.

Quote from: Miru962 on August 01, 2023, 11:33:43 PM
About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I've also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang's fatalities.

Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?





Juano16's animation standards used by various characters:
Decapitated Body: 9108112 (First frame must have a tick of 60 or -1)
Decapitated Head:
          -Head in Air: 912320
          -Head on Floor: 912321 (Last frame must have a tick of -1)
          -Head Hold(Sub Zero's Trophy Head Fatality): 9108113 (This haves 11 frames and the required ticks per frame goes by this: 7, 7, 7, 39, 10, 1, 1, 1, 17, 18, -1.)
      -Alternatively, you can also use the decapitation animation and coding for The Black Heart characters.
Torso Slash:
          -Lower Body Cut: 9108091
          -Upper Body in air: 9108092 (Usually 4 frames like this: 20, 5, 5, -1
          -Upper Body on Floor: 9108093 (Last frame must have a tick of -1.)
Inflation (AKA something various Deviantart Users like): 9108094 (4 ticks: 30, 30, 30, -1)
Arm Rip:
          -Body with ripped off arms: 9108095 (5 frames. First frame is the character about to get its arm ripped off. Rest of the frames are the character without their arms. Ticks go by this: 41, 60, 5, 5, -1)
          -Arms ripped off: 9108096
            The arm ripped off contains motion done by animating the position of the arms. This is the exact animation code:

[Begin Action 9108096]
6000,88, -50,-45, 9
6000,90, -10,-50, 2
6000,90, 10,-45, 2
6000,90, 20,-40, 2
6000,90, 30,-35, 2
6000,90, 40,-30, 2
6000,90, 50,-25, 2
6000,90, 60,-20, 2
6000,90, 70,-15, 2
6000,90, 80,-10, 2
6000,92, 90,-5, -1

Deep Freeze
           -Getting Frozen: 9108097 (2 frames, both frames must have hitboxes on them. Each frame haves a tick of 3.
           -Frozen: 9108098 (Must have a tick of -1 and have a hitbox.
           -Shattered: 9108099
Pit Stage Fatality
            -Falling: 9108101
            -Splat: 9108102 (Must have a tick of -1)
Babality (Character turns into a baby version of themself): 9108104
Scared (Used in Scorpion's Hell Hand Fatality and Subway Stage Fatality): 9108106
Fits into bell tower: 9108107
Vertical cut (Character sliced vertically, falls and splits in half): 9108108
Staff Impale:  9108111
Heart Ripped (Currently not used as far as I know but is there if you want it): 9108110
Head Inflation: 9108116
Eaten by Millena: 9108117
Deep Freeze Tipped Over: 9108118 (6 frames with frame 1 having 60 ticks, frame 6 having a tick of -1, and the other frames having 5 ticks)
Alternate Toasty Animation: 9108120

Animation to identify a character as female (Used for "Finish Her" instead of "Finish Him" and disabling Johnny Cage's ball breaker move): 9108119
Speaking of Johnny Cage's Ball breaker move, animation for when a character gets hit in the balls (I believe there's a Bevus or Butthead that also uses this animation): 9108100 (Hitboxes needed)
Pulled by Harpoon (Scorpion's "Get Over Here!"): 9108103 (Hitboxes needed)
Slipping (Used by Sub Zero's ice puddle, Scorpion's Torso Slice, and DGKirby's fatalities: 9108109 (Hitboxes needed)


SorrySad

My Custom 8055??? Character trait identifiers

Spoiler (click to show)
LGBTQ (Orientation):
8055213 - Bi
8055214 - Progress Pride
8055215 - Straight
8055216 - Lesbian
8055217 - Gay
8055218 - Transgender
8055219 - Demiboy
8055220 - Demigirl
8055221 - Demigender
8055222 - Bigender
8055223 - Asexual
8055224 - Pansexual
8055225 - Intersex
8055226 - Leather Pride
8055227 - Demisexual
8055228 - Genderfluid
8055229 - Queer
8055230 - Trigender
8055231 - Polysexual
8055232 - Rubber
8055233 - BDSM Rights
8055234 - Omnisexual
8055235 - Bear Brotherhood

Nail Position:
8055236 - Both Fingernails and toenails
8055237 - Have only fingernails
8055238 - Have only toenails
8055239 - No Nails

B**b Size (only for 8055002):
8055240 - Small
8055241 - Medium
8055242 - Huge

Eye Color:
8055243 - Blue
8055244 - Brown
8055245 - Red
8055246 - Black
8055247 - White
8055248 - Light Blue
8055249 - Other

Occupation:
8055250 - Hobbyist
8055251 - Artist
8055252 - Student
8055253 - Artist (Student)
8055254 - Other Job

Have electronics:
8055255 - Laptop and phone
8055256 - Only laptop
8055257 - Only Console
8055258 - Only Phone
8055259 - Multiple

Shoe Size (European):
8055260 - 10
8055261 - 11
8055262 - 12
8055263 - 13
8055264 - 14
8055265 - 15
8055266 - 16
8055267 - 17
8055268 - 18-21
8055269 - 22-31
8055270 - 32
8055271 - 33
8055272 - 34
8055273 - 35-38
8055274 - 38-42
8055275 - 42-Maxinum size

Enjoy this!

Pacsonic

Think we can reserve 7693 for being for being engulfed in flames?

Miru962

#146
Quote from: Pacsonic on April 09, 2025, 01:33:17 AM
Think we can reserve 7693 for being for being engulfed in flames?
Like in Darkstalkers? Because the SF2 "engulfed in flames" animation already has a standard in 88500.

The "sweep" standard of 5070 & 5071 is actually a universal standard, it's just that some games like SF2 and some of the 2D MK games have a different animation while other games reuse standard fall frames. Technically, "hit low standing" is also a custom animation, albeit one that dates back to SF2 and is found in tons of characters/games, as are the various Vs. Capcom gethits based on strength. Do Red Earth fatality standards exist? The horizontal slice standards could just be Darkstalkers/Clayfighter (or maybe MK) standards, but the vertical slice (which also appears in Survival Arts and some Capcom beat em ups) would have to be new, as would the "heart" standards for Kenji's unique fatality.


As for SamSho standards; the 2019 game basically just used the Darkstalkers standard (plus fading out), but earlier games have a few;

* Sliced diagonally flying backwards - Similar to the Red Earth standard mentioned above, but diagonal, with objects flying out of the loser in 1 & 2 (similar to perhaps the Eternal Champions (Genesis) item standard)
* Sliced diagonally on ground - The upper half slowly slides off of the loser, before the lower half collapses.
* Blood Spray - While older games just used the standard fall frames or the Collapse, 2019 for example seems to have a unique blood spray animation.
* Blood Puke - Used for blunt attacks: the victim pukes up blood before dying.
* Sliced Vertically - Basically just the MK standard; the two halves fall away from each other to the floor after the fighter is left standing.
* Decapitation - Similar to the MK standard, but the head will then roll on the floor after landing. Could easily use The Black Heart standards.
* Personal Item - Used for certain fatalities in 5 Special, a personal item of the loser falls on the ground/is spit out. In some cases, this is the fighter's skull, which might be worth a standard of its own. This also appeared in Eternal Champions. Clayfighter 63 1/3 also had this, albeit there were multiple items released at a time, and with multiple possible items.
* Heart - Same standard as in Red Earth, only used by Rasetsumaru; the foe's heart is torn out and crushed.
* Petrified - I think this is already a standard
* Petrified and Shattered - The victim is broken apart while a statue.
* Holes in Body - Used by Amakusa; the victim has holes pierced through their body repeatedly before being blown up.
* Quartered - Used by Jubei, the foe's body is quartered up as it falls to the floor.
* Vertical vaporization - Basically just a vertical version of the Hyper DBZ Vaporization standard, used by Enja.

Standard 5301, "Birdies" is used in Clayfighter 2: Judgement Clay as well, so Darkstalkers isn't the only game to have it.

Pacsonic

Quote from: Miru962 on April 28, 2025, 09:40:36 PM
Quote from: Pacsonic on April 09, 2025, 01:33:17 AM
Think we can reserve 7693 for being for being engulfed in flames?
Like in Darkstalkers? Because the SF2 "engulfed in flames" animation already has a standard in 88500.

The "sweep" standard of 5070 & 5071 is actually a universal standard, it's just that some games like SF2 and some of the 2D MK games have a different animation while other games reuse standard fall frames. Technically, "hit low standing" is also a custom animation, albeit one that dates back to SF2 and is found in tons of characters/games, as are the various Vs. Capcom gethits based on strength. Do Red Earth fatality standards exist? The horizontal slice standards could just be Darkstalkers/Clayfighter (or maybe MK) standards, but the vertical slice (which also appears in Survival Arts and some Capcom beat em ups) would have to be new, as would the "heart" standards for Kenji's unique fatality.


As for SamSho standards; the 2019 game basically just used the Darkstalkers standard (plus fading out), but earlier games have a few;

* Sliced diagonally flying backwards - Similar to the Red Earth standard mentioned above, but diagonal, with objects flying out of the loser in 1 & 2 (similar to perhaps the Eternal Champions (Genesis) item standard)
* Sliced diagonally on ground - The upper half slowly slides off of the loser, before the lower half collapses.
* Blood Spray - While older games just used the standard fall frames or the Collapse, 2019 for example seems to have a unique blood spray animation.
* Blood Puke - Used for blunt attacks: the victim pukes up blood before dying.
* Sliced Vertically - Basically just the MK standard; the two halves fall away from each other to the floor after the fighter is left standing.
* Decapitation - Similar to the MK standard, but the head will then roll on the floor after landing. Could easily use The Black Heart standards.
* Personal Item - Used for certain fatalities in 5 Special, a personal item of the loser falls on the ground/is spit out. In some cases, this is the fighter's skull, which might be worth a standard of its own. This also appeared in Eternal Champions.
* Heart - Same standard as in Red Earth, only used by Rasetsumaru; the foe's heart is torn out and crushed.
* Petrified - I think this is already a standard
* Petrified and Shattered - The victim is broken apart while a statue.
* Holes in Body - Used by Amakusa; the victim has holes pierced through their body repeatedly before being blown up.
* Quartered - Used by Jubei, the foe's body is quartered up as it falls to the floor.
* Vertical vaporization - Basically just a vertical version of the Hyper DBZ Vaporization standard, used by Enja.

Standard 5301, "Birdies" is used in Clayfighter 2: Judgement Clay as well, so Darkstalkers isn't the only game to have it.


Good to know engulfed in flames is already in 88500. I couldn't find anything about it.