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More complete action ID list

Amazing Ampharos

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It is still missing a lot, but in the process of developing Balanced Brawl, I found a bunch of previously undocumented action IDs. Anyone wanting to do frame speed or conditional modification should find this handy. Feel free to use this on any of your own projects; I consider this, as research, to be properly free information.

Do note that this is based off the list in one of the old sticky topics, just updated. I noted what I added not out of egoism but so you know the difference in sources (that is, my guess versus other guesses). If anyone has any other documented action IDs, I'll happily add them. Do note that a lot of my unknown action IDs with very poor descriptions are probably aerial actions... I didn't do nearly as much testing in the air as I did on the ground.

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)

The character specific special action IDs aren't documented very well. Some of them can be found in use in either Brawl+ or Balanced Brawl so inspection of the code for those two projects could be of some help to someone wanting to utilize them. Otherwise, you really just have to fish for them, being especially aware that many specials use a series of action IDs for various specific purposes (for instance, Ness's Pk Flash uses different action IDs for normal termination and termination via colliding the undetonated Pk Flash with an object).

EDIT 1: More thorough documentation of smash action IDs added.
 

Eternal Yoshi

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Thanks. I've been playing around with these alot so I can help.

For the smashes, I can elaborate more for you.

02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

Windup refers to the frames before you can charge the smash attack.

Charge refers to the time it takes to charge a smash attack(the glowing yellow state).

Attack referrs to everything AFTER the charge window, including the hitbox.

I have more elaborations on the way.
 

Amazing Ampharos

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Your documentation for the smashes is added and appreciated. Any further additions you have will see similar treatment.
 

Dan_X

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This is awesome. What does this stuff allow us to do?

Has this open any doors that we thought previously locked?

Good work Ampharos!
 

Eternal Yoshi

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Super codes are a good place to look too.
119 appears to be the ID for Snake's C4 detination(NOW!)
This MIGHT be something else for a different character.
 
D

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very nice. I'm working on a documentation of all character specific specials. oncce that is done I will add it here.

maybe you can put the list in a CODE block to improve readability.
 

Eternal Yoshi

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I'm back with more info with certain Action IDs.

List of specials that 118 affect:

Code:
Ground Lag of MK's tornado and Wolf's up B

Snake's Cypher Let Go animation

Recoil and Lag of Diddy's popgun

D3 and Kirby's Inhale Cancel animation

Marth's uncharged Shield Breaker Strike

Input window of Second Part of Pika's Quick Attack

Lag of ROB's forward B attack, Din's fire and Sheik's Needles

Charge time of Zamus's Paralyzer

Hitboxes of Link and Toon Link's Spin Attacks

Strike Animation and Hitbox of Peach Bomber and Falcon's Raptor Boost

Launch animation of Luigi's Green Missle and Sonic's forward B. Affects distance.

Squirtle's Water Gun, Ike's Eruption, and Mario's Fludd after Charge WIndow

Lag time after PK freeze and PK Flash

Yoshi's Egg Lay digestion time

Length of Ganondorf's Murder Choke animation (excluding lag) on Ground
As I thought 119 affected other things than Snake's C4 detonation time.

Here's the list for 119:
Code:
MK's drill rush after windup

Snake's C4 Detonation speed(NOW!)

hitbox and lag of Marth's Shield breaker

Ice Climbers belay(distance and synch window)

Throw animation of Lucario's Aura Sphere

Toon Link and Link's return boomerang animation

Peach Bomber's lag

Luigi's Green Missle lag

Fox's Fire fox lag

Landing lag of Sonic's homing attack

Zelda and Sheik's transformation lag(after white glow).

Ground launch animation of Bowser Bomb
As for 11A, this is the list:

Code:
MK's drill rush lag

Wario's biting animation when you press B

Kirby and Dedede's Inhale enter mouth animation

2nd Strike of Marth's double-edge dance

Lucario's Force Palm with physical contact

Lag of Pit's arrows

Ground Lag of Farore's Wind

Sheik's chain when you can control her arm

Lag of Squirtle's Side B

Yoshi's Egg Roll Exit Animation

Samus Charge Shot Lag

Falcon Dive after contact(Yes!)
This is for 11B:


Code:
MK's dimensional cape ending(slash only) 

Diddy's monkey flip without contact

Third attack of Marth's Double edge dance.

Affects speed of the Launch of Pika's Skull bash. Affects launch distance too.

Affects Lucario's extremespeed boost. Seem to give significantly more vertical distance when sped up.

Peach's open parasol animation from her up and b

Sheik putting away her chain

PK thunder lag when PK thunderball disappears for both Ness and Lucas

Falcon Kick lag
 
D

Deleted member

Guest
eternal yoshi, you're gonna be busy for a while if you do it like that.

this is what I have so far:

mario
neutral
112
side
113
down
charge
115 117
release
115 118
up
114 (010)
link
neurtral
112
side
113
return 119
down
115
throw 9B
up
ground
114 118
air
114
luigi
neutral
112
side
charge 113 117
release 118
end 119
down
115 (both)
up
114 11B
peach
neutral
112
side
113 117 119
hit 118
down
115
throw 9B
up
114 11A
collapse 11B
open 11A
land 11C
bowser
neutral
112
side
113
hit 11E 11F 120 121
down
115 11A 11B
up
114
DK
neutral
charge
112 12E
release
112 130
side
113
down
115 131 132
(131 is repeated if to tap B)
up
114
need to work on the layout. but as you can see soem attacks go up to 132, so working character by charter I found easier
 
D

Deleted member

Guest
almas sticky this or something, it's already on the third page now.
 

GameSystem

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you could link it to the welcome wagon sticky or one of the other 6 we have. I think they were against more stickies.
 

Thinkaman

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Post-switch Pokemon entrances, from down-b:

Charizard: 118
Squirtle: 11E
Ivysaur: 11A

Edit: Hmm, I can't get much to work with conditional changes after Zelda or Sheik transformations.
 

The Cape

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Updates:

043 = Hitstun for super weak hits
This is for anything that makes you stagger but doesnt have alot of KB. Link Arrows, Falco Laser, most jabs

044 = Hitstun on anything that doesnt tumble
This is between 043 and 045. This is anything thats stronger than 043 and doesnt send you into tumble

045 = Hitstun that sends you into tumble
Plain and simple


Hope that clarifies this stuff for you.
 

B3Brawler

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bump for sticky. This looks very useful, thank you for your hard work. Hopefully I can dig up some effect values. PW said it was possible to combine effects, so I'd like to experiment with dark and fire, electric and slash ect.
 

Yoshi6852

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I support the stick and i'm putting this on every PSA thing I see does anyone know if it is possiable to edit kirby's copy ablties? If so do you know what values they are?
 

SymphonicSage12

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I thought smashes were in the 50's and 60's and stuff. and I thought down tilt and up tilt were in the earlier 50' before smashes. this looks all wrong to me.
 

MysticKenji

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Wait a second, I've been editing Pikachu, and 5D is his ^Smash!
I thought smashes were in the 50's and 60's and stuff. and I thought down tilt and up tilt were in the earlier 50' before smashes. this looks all wrong to me.
These are action IDs not sub-action IDs

edit: Fall/Land Disabled is FallSpecial right?
 

DarkDragoon

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These are action IDs not sub-action IDs

edit: Fall/Land Disabled is FallSpecial right?
Yes, yes it is.

Also, can these be added to PSA? That would be dandy. Same thing with all the other IDs too.
-DD
 

MysticKenji

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moar IDs

002 = some odd pose that freezes you in place unless you hit left/right (ground only)
009 = stop from a run
093 = descend down ladder
094 = descend down ladder/some really strange thing
095 = climbing up off a ladder/normal fall
096 = pick up a small item from the ground
097 = pick up crate/barrel/blast-box
098 = walk with crate/barrel/box
099 = walk with crate/barrel/box 2
111 = freezes you in place, allows unconstrained movement of character even through stages
 

Thinkaman

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121 = DK cargo grab release?
0DA = victim DK cargo grab release?
 

shanus

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73 = ledegrab (hence why it refreshes your double jump)
80=tether grab success

confirmed through use of fighter.pac
 

Dantarion

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This list needs to be completed desperately.
I am going to add a feature where notes can be added to the actions of a .pac file into OpenSA.
Then we can add descriptions to all the Fighter.pac actions.

Then I will make it so that you can export all the notes, or store the notes alongside a modified .pac.
Could be useful for Brawl+
 

Eldiran

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A very small addition to this thread (which really could use some filling out):
Action 7F is air tether.
 

Amazing Ampharos

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Good job, though the list really needs cleaning up, probably by the ability to track action IDs at any time.

I will just add that 10D and 111 are very obviously unused. They have no code and an offset of 0x0.

9 calls subaction "TurnRunBrake" so I'm guessing it's your status when doing a pivot and then just letting go of the stick (instead of continuing the dash in the opposite direction). I think 8 is normal pivoting (where you continue to run), and I honestly have no idea what 6 and 7 are supposed to be but their code is very similar.
 

shanus

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Good job, though the list really needs cleaning up, probably by the ability to track action IDs at any time.

I will just add that 10D and 111 are very obviously unused. They have no code and an offset of 0x0.

9 calls subaction "TurnRunBrake" so I'm guessing it's your status when doing a pivot and then just letting go of the stick (instead of continuing the dash in the opposite direction). I think 8 is normal pivoting (where you continue to run), and I honestly have no idea what 6 and 7 are supposed to be but their code is very similar.
6 and 7 are Turns during Dash.
 

Amazing Ampharos

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6 and 7 are Turns during Dash.
To be precise, I have always defined a "dash" as the initial state and a "run" as the continuous state. Hence it's "dashdancing" and not "rundancing". Turning during a dash is impossible in standard Brawl so there can't be states for it.

A pivot is defined as turning during a running state. Hence a pivot grab is just a grab done while turning around out of a running state.

The thing about the numbers that don't make sense is that, if the sub-action names aren't lying, 8 should be the action ID for a pivot to continue running while 9 should be the sub-action for a pivot to stop running. The only opposite directional movement possible out of a running state in Brawl is a pivot, and no opposite directional movement is possible out of a dash. Also, pivots have unique animations assigned to them so surely any action IDs involved will call sub-actions... which 6 and 7 do not. It's possible 6 and 7 are initial actions that transition to 8 and 9, but I don't think they're the primary actions for any kind of pivot. It just wouldn't make sense.
 

shanus

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To be precise, I have always defined a "dash" as the initial state and a "run" as the continuous state. Hence it's "dashdancing" and not "rundancing". Turning during a dash is impossible in standard Brawl so there can't be states for it.

A pivot is defined as turning during a running state. Hence a pivot grab is just a grab done while turning around out of a running state.

The thing about the numbers that don't make sense is that, if the sub-action names aren't lying, 8 should be the action ID for a pivot to continue running while 9 should be the sub-action for a pivot to stop running. The only opposite directional movement possible out of a running state in Brawl is a pivot, and no opposite directional movement is possible out of a dash. Also, pivots have unique animations assigned to them so surely any action IDs involved will call sub-actions... which 6 and 7 do not. It's possible 6 and 7 are initial actions that transition to 8 and 9, but I don't think they're the primary actions for any kind of pivot. It just wouldn't make sense.
Follow th eflow of logic and its clear that they are.

During Dash:
Change Action(Status)(EXT=1) - StatusID=0x2740, ID=0x7, IC-Basic[1012] >= IC-Basic[3122]
Additional Requirement - IC-Basic[21001] < IC-Basic[23031]
Additional Requirement - IC-Basic[0] <= IC-Basic[23032]
Change Action(Status)(EXT=1) - StatusID=0x273C, ID=0x3, IC-Basic[1011] >= IC-Basic[3122]
Additional Requirement - IC-Basic[21001] < IC-Basic[23031]
Additional Requirement - IC-Basic[0] >= IC-Basic[23033]

1012 is the opposite of 1011, so it codes for: If Press back, change action 7.

Then it runs a subroutine which calls for turn at the end of it. Then transitions back into dash. Its Turn (a la pivot) during a dash for dash dancing.

So yeah, this is a "pivot" during dash which immediately changes action back into dash.
 
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