4 Character Animation Keys
SkyanUltra edited this page 2025-10-25 18:03:06 -04:00

Overview

This is a full list of every animation key which a character can use. If you would like to learn more about implementing these animation keys, please read up on the JSON Format which is used to implement these animations.

Important Animations

These animations are usually required to create a character without bugged animation behavior, and have no fallbacks. It is HIGHLY recommended that your character has these animations, at the bare minimum.

Idle

Plays when the character is standing still on the ground.

Crouch

Plays when the character is crouched by holding Down.

Move

Plays when the character is moving in anyway, and is additionally used specifically for pipe cutscenes.

Jump

Plays when the character is airborne and rising.

Skid

Plays when the character attempts to move in the opposite direction on the ground after accumulating enough speed. Additionally leaves behind particles when skidding.

Climb

Plays when the character is grabbing onto a vine or otherwise climbable object.

Die

Plays when the character gets defeated.

FaceForward

Used in the character selection screen.

Pose

Plays in the character selection screen when the character is selected.

Grow

Plays when the character grabs a power-up such as a Super Mushroom or a Fire Flower.

Attack

Plays when the character is throwing a fireball after picking up a Fire Flower when pressing Action.

NOTE: Only required for Fire.

AirAttack

Plays when the character is airborne and throwing a fireball after picking up a Fire Flower when pressing Action.

NOTE: Only required for Fire.

SwimAttack

Plays when the character is swimming and throwing a fireball after picking up a Fire Flower when pressing Action.

NOTE: Only required for Fire.

SwimIdle

Plays when the character is in swimmable water and isn't grounded, but isn't performing any particular actions.

SwimUp

Plays when the character is in swimmable water and rising from pressing Jump.

Optional Animations

Aside from the basic animations which most characters have, there are several optional animations which can be added as well. Below is a list of every animation key for the player character, and what situations it appears in, along with its fallback.

A fallback animation simply determine what animation will play in its place if the animation it is trying to use is not defined. If the fallback isn't present, then it'll use its fallback if possible.

LookUp

Plays when the character is looking upwards by holding Up.

Fallback: None. If not present, pressing Up will have no effect, and this behavior will be ignored.

Bump

Plays when the character bumps their head on a block.

Fallback: None. If not present, the player will not play any animation upon hitting a block with their head.

CrouchMove

Plays when the character is crouched and currently moving/sliding.

Fallback: Crouch.

CrouchFall

Plays when the character is crouched whilst airborne and descending.

Fallback: Crouch.

CrouchJump

Plays when the character is crouched whilst airborne and rising.

Fallback: Crouch.

CrouchBump

Plays when the character is crouched after bumping their head against a block.

Fallback: Bump.

Walk

Plays when the character is walking on the ground.

Fallback: Move.

Run

Plays when the character is running on the ground.

Fallback: Move.

Fall

Plays when the character is airborne and descending.

Fallback: None. Will use the last frame that played from the player's animations instead.

JumpFall

Plays when the character is airborne and descending, specifically from a jump.

Fallback: Jump.

JumpBump

Plays when the character bumps their head on a block after a jump.

Fallback: Bump.

FlagSlide

Plays when the character is sliding down the flagpole.

Fallback: Climb.

DieFreeze

Plays when the character is defeated, but before they start moving and fall down.

Fallback: Die.

Kick

Plays when a character kicks any sort of object, most notably shells and bob-ombs.

Fallback: None. If not present, the character will not perform the animation whatsoever.

Pipe

Plays when the character is entering a Pipe from above or below.

Fallback: Idle.

PipeWalk

Plays when the character is entering a Pipe from the side.

Fallback: Move.

PoseDoor

Plays when the character is in front of the end-of-level castle. Upon reaching the door, the character will freeze in place and let their animation play out in full before continuing to walk into the castle.

Fallback: None. If not present, the character will not freeze in front of the castle to perform any animation, and simply walk in like normal.

IdleAttack

Plays when the character is attacking while standing still.

Fallback: Attack.

MoveAttack

Plays when the character is attacking while moving at all.

Fallback: IdleAttack.

WalkAttack

Plays when the character is attacking while walking.

Fallback: MoveAttack.

RunAttack

Plays when the character is attacking while running.

Fallback: MoveAttack.

CrouchAttack

Plays when the character is attacking while crouched.

Fallback: IdleAttack.

SkidAttack

Plays when the character is attacking while skidding.

Fallback: MoveAttack.

FlyAttack

Plays when the character is flying with the Wing power-up.

Fallback: SwimAttack.

StarJump

Plays when the character is jumping while invincible.

Fallback: Jump.

StarFall

Plays when the character is jumping while invincible.

Fallback: StarJump.

RunJump

Plays when a character jumps and has enough speed to be considered running.

Fallback: Jump

RunJumpFall

Plays when a character is falling from a jumps that had enough speed to be considered running.

Fallback: JumpFall

RunJumpBump

Plays when a character bumps their head on a block from a jump that had enough speed to be considered running.

Fallback: JumpBump

WaterIdle

Plays when the character is idle and grounded in swimmable water.

Fallback: Idle.

WaterCrouch

Plays when a character crouches on the ground while underwater.

Fallback: Crouch

WaterCrouchMove

Plays when a character is moving while crouched on the ground while underwater.

Fallback: CrouchMove

WaterMove

Plays when the character is moving and grounded in swimmable water.

Fallback: Move.

WaterLookUp

Plays when a character looks up while underwater.

Fallback: LookUp

SwimBump

Plays when the character bumps their head while in swimmable water.

Fallback: Bump.

WingIdle

Plays when a character is idle with the Wing powerup.

Fallback: WaterIdle

WingCrouch

Plays when a character crouches on the ground with the Wing powerup.

Fallback: WaterCrouch

WingCrouchMove

Plays when a character is moving while crouched on the ground with the Wing powerup.

Fallback: WaterCrouchMove

WingMove

Plays when the character is moving and grounded with the Wing power-up.

Fallback: Idle.

WingLookUp

Plays when a character looks up with the Wing powerup.

Fallback: WaterLookUp

FlyIdle

Plays when the character has the Wing power-up and isn't grounded, but isn't performing any particular actions.

Fallback: SwimIdle.

FlyUp

Plays when the character has the Wing power-up and rising from pressing Jump.

Fallback: SwimUp.

FlyBump

Plays when the character bumps their head while they have the Wing power-up.

Fallback: SwimUp.