# The sprite standard

M.U.G.E.N, (c) Elecbyte 1999-2009

Documentation for version 1.0 (2009)

Updated 05 October 2009

Contents

- Required Sprites
  - Standard getting hit
  - Diagram
- Recommended group numbers

# Required Sprites

Every character must have what is called "required sprites". These are sprites that you may not necessarily be using for your animations, but must always be included in the character's SFF. These sprites are necessary for your character to appear correctly when thrown.

- Use only these standard frames when making a action in the .air file that characters beside yourself will execute. For example, getting thrown animation.
- The horizontal component of "Axis" means around the center of the character, unless specified otherwise

## Standard getting hit

- You MUST follow the numbers exactly.
- Axes labelled "where feet would be" should have the axis approximately between where both feet would be, if the character was made to stand with his center of gravity fixed in the same position as that required frame
- Axes labelled "midsection" should have the axis around the waist area
- Axes labelled "head" should have the axis in the middle of the character's head
- Some numbers, such as 5000,1 to 5000,9 are for you to add intermediate frames if you choose to do so.
- See Diagram for an example of how the sprites should approximately look and where the axes should be placed.

Frame | Description | Axis
--- | --- | ---
5000,0 | Hit high while standing, head back slightly | Feet
5000,10 | Hit high while standing, head back more | Feet
5000,20 | Hit high while standing, head back far | Feet
5001,0 | Frame 5000,0 | Midsection
5001,10 | Frame 5000,10 | Midsection
5001,20 | Frame 5000,20 | Midsection
5002,0 | Frame 5000,0 | Head
5002,10 | Frame 5000,10 | Head
5002,20 | Frame 5000,20 | Head
5010,0 | Hit low while standing, bent over slightly | Feet
5010,10 | Hit low while standing, bent over more | Feet
5010,20 | Hit low while standing, bent over far | Feet
5011,0 | Frame 5010,0 | Midsection
5011,10 | Frame 5010,10 | Midsection
5011,20 | Frame 5010,20 | Midsection
5012,0 | Frame 5010,0 | Head
5012,10 | Frame 5010,10 | Head
5012,20 | Frame 5010,20 | Head
5020,0 | Hit while crouching, head back slightly | Feet
5020,10 | Hit while crouching, head back more | Feet
5020,20 | Hit while crouching, head back far | Feet
5030,0 | Hit back, head back slightly | Where feet would be if standing
5030,10 | Hit back, head back far | Where feet would be
5030,20 | Hit in stomach with body horizontal | Where feet would be
5030,30 | Hit back, body horizontal | Where feet would be
5030,40 | Falling, head down slightly | Where feet would be
5030,50 | Falling, head down far | Where feet would be
5031,0 | Frame 5030,0 | Midsection
5031,10 | Frame 5030,10 | Midsection
5031,20 | Frame 5030,20 | Midsection
5031,30 | Frame 5030,30 | Midsection
5031,40 | Frame 5030,40 | Midsection
5031,50 | Frame 5030,50 | Midsection
5032,0 | Frame 5030,0 | Head
5032,10 | Frame 5030,10 | Head
5032,20 | Frame 5030,20 | Head
5032,30 | Frame 5030,30 | Head
5032,40 | Frame 5030,40 | Head
5032,50 | Frame 5030,50 | Head
5040,0 | Fall and hitting ground | Ground-level (eg. back)
5040,10 | Lying down on ground | Ground-level
5040,20 | Hit while lying on ground | Ground-level
5041,0 | Frame 5040,0 | Middle of body
5041,10 | Frame 5040,10 | Middle of body
5041,20 | Frame 5040,20 | Middle of body
5042,0 | Frame 5040,0 | Head
5042,10 | Frame 5040,10 | Head
5042,20 | Frame 5040,20 | Head
5060,0 | Hit up, head pointed up, body vertical | Where feet would be if standing
5060,10 | Head pointed down, body vertical | Where feet would be
5061,0 | Frame 5060,0 | Midsection
5061,10 | Frame 5060,10 | Midsection
5062,0 | Frame 5060,0 | Head
5062,10 | Frame 5060,10 | Head
5070,0 | Thrown, body tiled forwards slightly | Where feet would be if standing
5070,10 | Thrown, body tiled forwards far | Where feet would be
5070,20 | Thrown, body horizontal, head in front | Where feet would be
5071,0 | Frame 5070,0 | Midsection
5071,10 | Frame 5070,10 | Midsection
5071,20 | Frame 5070,20 | Midsection
5072,0 | Frame 5070,0 | Head
5072,10 | Frame 5070,10 | Head
5072,20 | Frame 5070,20 | Head

## Diagram

Sample illustration of required sprites and axis placement.

# Recommended group numbers

Group | Description
--- | ---
0 | Standing
5 | Turning
10 | Stand to crouch
11 | Crouching
12 | Stand to crouch
20 | Walking forwards
21 | Walking backwards
40 | Jump start (on ground)
41 | Jump neutral (upwards)
42 | Jump forwards (upwards)
43 | Jump back (upwards)
44 | Jump neutral (downwards)
45 | Jump fwd (downwards)
46 | Jump back (downwards)
47 | Jump landing
100 | Run fwd
105 | Hop back
120 | Start guarding (stand)
121 | Start guarding (crouch)
122 | Start guarding (air)
130 | Guard (stand)
131 | Guard (crouch)
132 | Guard (air)
140 | Stop guarding (stand)
141 | Stop guarding (crouch)
142 | Stop guarding (air)
150 | Guarding a hit (stand)
151 | Guarding a hit (crouch)
152 | Guarding a hit (air)