#[repr(u16)]pub enum ActionState {
Show 342 variants
NONE = 65_535,
DEAD_DOWN = 0,
DEAD_LEFT = 1,
DEAD_RIGHT = 2,
DEAD_UP = 3,
DEAD_UP_STAR = 4,
DEAD_UP_STAR_ICE = 5,
DEAD_UP_FALL = 6,
DEAD_UP_FALL_HIT_CAMERA = 7,
DEAD_UP_FALL_HIT_CAMERA_FLAT = 8,
DEAD_UP_FALL_ICE = 9,
DEAD_UP_FALL_HIT_CAMERA_ICE = 10,
SLEEP = 11,
REBIRTH = 12,
REBIRTH_WAIT = 13,
WAIT = 14,
WALK_SLOW = 15,
WALK_MIDDLE = 16,
WALK_FAST = 17,
TURN = 18,
TURN_RUN = 19,
DASH = 20,
RUN = 21,
RUN_DIRECT = 22,
RUN_BRAKE = 23,
KNEE_BEND = 24,
JUMP_F = 25,
JUMP_B = 26,
JUMP_AERIAL_F = 27,
JUMP_AERIAL_B = 28,
FALL = 29,
FALL_F = 30,
FALL_B = 31,
FALL_AERIAL = 32,
FALL_AERIAL_F = 33,
FALL_AERIAL_B = 34,
FALL_SPECIAL = 35,
FALL_SPECIAL_F = 36,
FALL_SPECIAL_B = 37,
DAMAGE_FALL = 38,
SQUAT = 39,
SQUAT_WAIT = 40,
SQUAT_RV = 41,
LAND = 42,
LAND_FALL_SPECIAL = 43,
ATTACK_11 = 44,
ATTACK_12 = 45,
ATTACK_13 = 46,
ATTACK_100_START = 47,
ATTACK_100_LOOP = 48,
ATTACK_100_END = 49,
ATTACK_DASH = 50,
ATTACK_S_3_HI = 51,
ATTACK_S_3_HI_S = 52,
ATTACK_S_3_S = 53,
ATTACK_S_3_LW_S = 54,
ATTACK_S_3_LW = 55,
ATTACK_HI_3 = 56,
ATTACK_LW_3 = 57,
ATTACK_S_4_HI = 58,
ATTACK_S_4_HI_S = 59,
ATTACK_S_4_S = 60,
ATTACK_S_4_LW_S = 61,
ATTACK_S_4_LW = 62,
ATTACK_HI_4 = 63,
ATTACK_LW_4 = 64,
ATTACK_AIR_N = 65,
ATTACK_AIR_F = 66,
ATTACK_AIR_B = 67,
ATTACK_AIR_HI = 68,
ATTACK_AIR_LW = 69,
LANDING_AIR_N = 70,
LANDING_AIR_F = 71,
LANDING_AIR_B = 72,
LANDING_AIR_HI = 73,
LANDING_AIR_LW = 74,
DAMAGE_HI_1 = 75,
DAMAGE_HI_2 = 76,
DAMAGE_HI_3 = 77,
DAMAGE_N_1 = 78,
DAMAGE_N_2 = 79,
DAMAGE_N_3 = 80,
DAMAGE_LW_1 = 81,
DAMAGE_LW_2 = 82,
DAMAGE_LW_3 = 83,
DAMAGE_AIR_1 = 84,
DAMAGE_AIR_2 = 85,
DAMAGE_AIR_3 = 86,
DAMAGE_FLY_HI = 87,
DAMAGE_FLY_N = 88,
DAMAGE_FLY_LW = 89,
DAMAGE_FLY_TOP = 90,
DAMAGE_FLY_ROLL = 91,
LIGHT_GET = 92,
HEAVY_GET = 93,
LIGHT_THROW_F = 94,
LIGHT_THROW_B = 95,
LIGHT_THROW_HI = 96,
LIGHT_THROW_LW = 97,
LIGHT_THROW_DASH = 98,
LIGHT_THROW_DROP = 99,
LIGHT_THROW_AIR_F = 100,
LIGHT_THROW_AIR_B = 101,
LIGHT_THROW_AIR_HI = 102,
LIGHT_THROW_AIR_LW = 103,
HEAVY_THROW_F = 104,
HEAVY_THROW_B = 105,
HEAVY_THROW_HI = 106,
HEAVY_THROW_LW = 107,
LIGHT_THROW_F_4 = 108,
LIGHT_THROW_B_4 = 109,
LIGHT_THROW_HI_4 = 110,
LIGHT_THROW_LW_4 = 111,
LIGHT_THROW_AIR_F_4 = 112,
LIGHT_THROW_AIR_B_4 = 113,
LIGHT_THROW_AIR_HI_4 = 114,
LIGHT_THROW_AIR_LW_4 = 115,
HEAVY_THROW_F_4 = 116,
HEAVY_THROW_B_4 = 117,
HEAVY_THROW_HI_4 = 118,
HEAVY_THROW_LW_4 = 119,
SWORD_SWING_1 = 120,
SWORD_SWING_3 = 121,
SWORD_SWING_4 = 122,
SWORD_SWING_DASH = 123,
BAT_SWING_1 = 124,
BAT_SWING_3 = 125,
BAT_SWING_4 = 126,
BAT_SWING_DASH = 127,
PARASOL_SWING_1 = 128,
PARASOL_SWING_3 = 129,
PARASOL_SWING_4 = 130,
PARASOL_SWING_DASH = 131,
HARISEN_SWING_1 = 132,
HARISEN_SWING_3 = 133,
HARISEN_SWING_4 = 134,
HARISEN_SWING_DASH = 135,
STAR_ROD_SWING_1 = 136,
STAR_ROD_SWING_3 = 137,
STAR_ROD_SWING_4 = 138,
STAR_ROD_SWING_DASH = 139,
LIP_STICK_SWING_1 = 140,
LIP_STICK_SWING_3 = 141,
LIP_STICK_SWING_4 = 142,
LIP_STICK_SWING_DASH = 143,
ITEM_PARASOL_OPEN = 144,
ITEM_PARASOL_FALL = 145,
ITEM_PARASOL_FALL_SPECIAL = 146,
ITEM_PARASOL_DAMAGE_FALL = 147,
L_GUN_SHOOT = 148,
L_GUN_SHOOT_AIR = 149,
L_GUN_SHOOT_EMPTY = 150,
L_GUN_SHOOT_AIR_EMPTY = 151,
FIRE_FLOWER_SHOOT = 152,
FIRE_FLOWER_SHOOT_AIR = 153,
ITEM_SCREW = 154,
ITEM_SCREW_AIR = 155,
DAMAGE_SCREW = 156,
DAMAGE_SCREW_AIR = 157,
ITEM_SCOPE_START = 158,
ITEM_SCOPE_RAPID = 159,
ITEM_SCOPE_FIRE = 160,
ITEM_SCOPE_END = 161,
ITEM_SCOPE_AIR_START = 162,
ITEM_SCOPE_AIR_RAPID = 163,
ITEM_SCOPE_AIR_FIRE = 164,
ITEM_SCOPE_AIR_END = 165,
ITEM_SCOPE_START_EMPTY = 166,
ITEM_SCOPE_RAPID_EMPTY = 167,
ITEM_SCOPE_FIRE_EMPTY = 168,
ITEM_SCOPE_END_EMPTY = 169,
ITEM_SCOPE_AIR_START_EMPTY = 170,
ITEM_SCOPE_AIR_RAPID_EMPTY = 171,
ITEM_SCOPE_AIR_FIRE_EMPTY = 172,
ITEM_SCOPE_AIR_END_EMPTY = 173,
LIFT_WAIT = 174,
LIFT_WALK_1 = 175,
LIFT_WALK_2 = 176,
LIFT_TURN = 177,
GUARD_ON = 178,
GUARD = 179,
GUARD_OFF = 180,
GUARD_SET_OFF = 181,
GUARD_REFLECT = 182,
DOWN_BOUND_U = 183,
DOWN_WAIT_U = 184,
DOWN_DAMAGE_U = 185,
DOWN_STAND_U = 186,
DOWN_ATTACK_U = 187,
DOWN_FOWARD_U = 188,
DOWN_BACK_U = 189,
DOWN_SPOT_U = 190,
DOWN_BOUND_D = 191,
DOWN_WAIT_D = 192,
DOWN_DAMAGE_D = 193,
DOWN_STAND_D = 194,
DOWN_ATTACK_D = 195,
DOWN_FOWARD_D = 196,
DOWN_BACK_D = 197,
DOWN_SPOT_D = 198,
PASSIVE = 199,
PASSIVE_STAND_F = 200,
PASSIVE_STAND_B = 201,
PASSIVE_WALL = 202,
PASSIVE_WALL_JUMP = 203,
PASSIVE_CEIL = 204,
SHIELD_BREAK_FLY = 205,
SHIELD_BREAK_FALL = 206,
SHIELD_BREAK_DOWN_U = 207,
SHIELD_BREAK_DOWN_D = 208,
SHIELD_BREAK_STAND_U = 209,
SHIELD_BREAK_STAND_D = 210,
FURA_FURA = 211,
CATCH = 212,
CATCH_PULL = 213,
CATCH_DASH = 214,
CATCH_DASH_PULL = 215,
CATCH_WAIT = 216,
CATCH_ATTACK = 217,
CATCH_CUT = 218,
THROW_F = 219,
THROW_B = 220,
THROW_HI = 221,
THROW_LW = 222,
CAPTURE_PULLED_HI = 223,
CAPTURE_WAIT_HI = 224,
CAPTURE_DAMAGE_HI = 225,
CAPTURE_PULLED_LW = 226,
CAPTURE_WAIT_LW = 227,
CAPTURE_DAMAGE_LW = 228,
CAPTURE_CUT = 229,
CAPTURE_JUMP = 230,
CAPTURE_NECK = 231,
CAPTURE_FOOT = 232,
ESCAPE_F = 233,
ESCAPE_B = 234,
ESCAPE = 235,
ESCAPE_AIR = 236,
REBOUND_STOP = 237,
REBOUND = 238,
THROWN_F = 239,
THROWN_B = 240,
THROWN_HI = 241,
THROWN_LW = 242,
THROWN_LW_WOMEN = 243,
PASS = 244,
OTTOTTO = 245,
OTTOTTO_WAIT = 246,
FLY_REFLECT_WALL = 247,
FLY_REFLECT_CEIL = 248,
STOP_WALL = 249,
STOP_CEIL = 250,
MISS_FOOT = 251,
CLIFF_CATCH = 252,
CLIFF_WAIT = 253,
CLIFF_CLIMB_SLOW = 254,
CLIFF_CLIMB_QUICK = 255,
CLIFF_ATTACK_SLOW = 256,
CLIFF_ATTACK_QUICK = 257,
CLIFF_ESCAPE_SLOW = 258,
CLIFF_ESCAPE_QUICK = 259,
CLIFF_JUMP_SLOW_1 = 260,
CLIFF_JUMP_SLOW_2 = 261,
CLIFF_JUMP_QUICK_1 = 262,
CLIFF_JUMP_QUICK_2 = 263,
APPEAL_R = 264,
APPEAL_L = 265,
SHOULDERED_WAIT = 266,
SHOULDERED_WALK_SLOW = 267,
SHOULDERED_WALK_MIDDLE = 268,
SHOULDERED_WALK_FAST = 269,
SHOULDERED_TURN = 270,
THROWN_F_F = 271,
THROWN_F_B = 272,
THROWN_F_HI = 273,
THROWN_F_LW = 274,
CAPTURE_CAPTAIN = 275,
CAPTURE_YOSHI = 276,
YOSHI_EGG = 277,
CAPTURE_KOOPA = 278,
CAPTURE_DAMAGE_KOOPA = 279,
CAPTURE_WAIT_KOOPA = 280,
THROWN_KOOPA_F = 281,
THROWN_KOOPA_B = 282,
CAPTURE_KOOPA_AIR = 283,
CAPTURE_DAMAGE_KOOPA_AIR = 284,
CAPTURE_WAIT_KOOPA_AIR = 285,
THROWN_KOOPA_AIR_F = 286,
THROWN_KOOPA_AIR_B = 287,
CAPTURE_KIRBY = 288,
CAPTURE_WAIT_KIRBY = 289,
THROWN_KIRBY_STAR = 290,
THROWN_COPY_STAR = 291,
THROWN_KIRBY = 292,
BARREL_WAIT = 293,
BURY = 294,
BURY_WAIT = 295,
BURY_JUMP = 296,
DAMAGE_SONG = 297,
DAMAGE_SONG_WAIT = 298,
DAMAGE_SONG_RV = 299,
DAMAGE_BIND = 300,
CAPTURE_MEWTWO = 301,
CAPTURE_MEWTWO_AIR = 302,
THROWN_MEWTWO = 303,
THROWN_MEWTWO_AIR = 304,
WARP_STAR_JUMP = 305,
WARP_STAR_FALL = 306,
HAMMER_WAIT = 307,
HAMMER_WALK = 308,
HAMMER_TURN = 309,
HAMMER_KNEE_BEND = 310,
HAMMER_FALL = 311,
HAMMER_JUMP = 312,
HAMMER_LANDING = 313,
MUSHROOM_GIANT_START = 314,
MUSHROOM_GIANT_START_AIR = 315,
MUSHROOM_GIANT_END = 316,
MUSHROOM_GIANT_END_AIR = 317,
MUSHROOM_SMALL_START = 318,
MUSHROOM_SMALL_START_AIR = 319,
MUSHROOM_SMALL_END = 320,
MUSHROOM_SMALL_END_AIR = 321,
ENTRY = 322,
ENTRY_START = 323,
ENTRY_END = 324,
DAMAGE_ICE = 325,
DAMAGE_ICE_JUMP = 326,
CAPTURE_MASTER_HAND = 327,
CAPTURE_DAMAGE_MASTER_HAND = 328,
CAPTURE_WAIT_MASTER_HAND = 329,
THROWN_MASTER_HAND = 330,
CAPTURE_KIRBY_YOSHI = 331,
KIRBY_YOSHI_EGG = 332,
CAPTURE_REDEAD = 333,
CAPTURE_LIKE_LIKE = 334,
DOWN_REFLECT = 335,
CAPTURE_CRAZY_HAND = 336,
CAPTURE_DAMAGE_CRAZY_HAND = 337,
CAPTURE_WAIT_CRAZY_HAND = 338,
THROWN_CRAZY_HAND = 339,
BARREL_CANNON_WAIT = 340,
}Expand description
Individual Action State IDs. See ActionRange for state ranges.
ID’s match debug mode names, see docstrings for additional context
Variants§
NONE = 65_535
DEAD_DOWN = 0
Bottom blast zone death
DEAD_LEFT = 1
Left blast zone death
DEAD_RIGHT = 2
Right blast zone death
DEAD_UP = 3
Top blast zone death used in 1P “Team Kirby”, etc.
See DEAD_UP_STAR and DEAD_UP_FALL_* for vs mode upward kills
DEAD_UP_STAR = 4
Standard star KO
DEAD_UP_STAR_ICE = 5
Star KO while encased in ice
DEAD_UP_FALL = 6
64-esque front fall, likely unused per OG Modders
DEAD_UP_FALL_HIT_CAMERA = 7
DEAD_UP_FALL_HIT_CAMERA_FLAT = 8
DEAD_UP_FALL_ICE = 9
DEAD_UP_FALL_HIT_CAMERA_ICE = 10
SLEEP = 11
“Nothing” state - used as sheik/zelda state when the other is active, when a doubles teammate is out of stocks, or for nana when she is dead.
REBIRTH = 12
Entering on halo
REBIRTH_WAIT = 13
Waiting on halo
WAIT = 14
Default standing state
WALK_SLOW = 15
WALK_MIDDLE = 16
WALK_FAST = 17
TURN = 18
TURN_RUN = 19
Slow sliding turnaround when in full run
DASH = 20
RUN = 21
RUN_DIRECT = 22
RUN_BRAKE = 23
KNEE_BEND = 24
Jumpsquat
JUMP_F = 25
First jump, forward
JUMP_B = 26
First jump, backwards
JUMP_AERIAL_F = 27
Aerial jump forward
JUMP_AERIAL_B = 28
Aerial jump backward
FALL = 29
Default fall with no drift
FALL_F = 30
Fall with forward drift
FALL_B = 31
Fall with backwards drift
FALL_AERIAL = 32
Fall after second jump with no drift
FALL_AERIAL_F = 33
Fall after second jump, forward drift
FALL_AERIAL_B = 34
Fall after second jump, backward DI
FALL_SPECIAL = 35
Non-actionable fall used after Up B, air dodge, and some B moves
FALL_SPECIAL_F = 36
Non-actionable fall, forward drift
FALL_SPECIAL_B = 37
Non-actionable fall, backward drift
DAMAGE_FALL = 38
Tumble
SQUAT = 39
Transition state from any standing state to SQUAT_WAIT
SQUAT_WAIT = 40
Full crouch
SQUAT_RV = 41
Transition state from SQUAT_WAIT to WAIT
LAND = 42
Universal no-action landing lag, fully interruptable after 4 frames
LAND_FALL_SPECIAL = 43
Landing from FALL_SPECIAL(_F/B)
ATTACK_11 = 44
Jab 1
ATTACK_12 = 45
Jab 2
ATTACK_13 = 46
Jab 3
ATTACK_100_START = 47
Rapid jab start
ATTACK_100_LOOP = 48
Rapid jab loop
ATTACK_100_END = 49
Rapid jab end
ATTACK_DASH = 50
Dash attack
ATTACK_S_3_HI = 51
Up-angled Ftilt
ATTACK_S_3_HI_S = 52
Slight up-angled F-tilt
ATTACK_S_3_S = 53
No angle Ftilt
ATTACK_S_3_LW_S = 54
Slight down-angled Ftilt
ATTACK_S_3_LW = 55
Down-angled Ftilt
ATTACK_HI_3 = 56
Utilt
ATTACK_LW_3 = 57
Dtilt
ATTACK_S_4_HI = 58
Up-angled Fsmash
ATTACK_S_4_HI_S = 59
Slight up-angled Fsmash
ATTACK_S_4_S = 60
No angle Fsmash
ATTACK_S_4_LW_S = 61
Slight down-angled Fsmash
ATTACK_S_4_LW = 62
Down-angled Fsmash
ATTACK_HI_4 = 63
Usmash
ATTACK_LW_4 = 64
Dsmash
ATTACK_AIR_N = 65
Nair
ATTACK_AIR_F = 66
Fair
ATTACK_AIR_B = 67
Bair
ATTACK_AIR_HI = 68
Uair
ATTACK_AIR_LW = 69
Dair
LANDING_AIR_N = 70
Nair landing animation
LANDING_AIR_F = 71
Fair landing animation
LANDING_AIR_B = 72
Bair landing animation
LANDING_AIR_HI = 73
Uair landing animation
LANDING_AIR_LW = 74
Dair landing animation
DAMAGE_HI_1 = 75
DAMAGE_HI_2 = 76
DAMAGE_HI_3 = 77
DAMAGE_N_1 = 78
DAMAGE_N_2 = 79
DAMAGE_N_3 = 80
DAMAGE_LW_1 = 81
DAMAGE_LW_2 = 82
DAMAGE_LW_3 = 83
DAMAGE_AIR_1 = 84
DAMAGE_AIR_2 = 85
DAMAGE_AIR_3 = 86
DAMAGE_FLY_HI = 87
DAMAGE_FLY_N = 88
DAMAGE_FLY_LW = 89
DAMAGE_FLY_TOP = 90
DAMAGE_FLY_ROLL = 91
LIGHT_GET = 92
Picking up most items
HEAVY_GET = 93
Picking up heavy items (Barrel)
LIGHT_THROW_F = 94
Start of item throw
LIGHT_THROW_B = 95
LIGHT_THROW_HI = 96
LIGHT_THROW_LW = 97
LIGHT_THROW_DASH = 98
LIGHT_THROW_DROP = 99
LIGHT_THROW_AIR_F = 100
LIGHT_THROW_AIR_B = 101
LIGHT_THROW_AIR_HI = 102
LIGHT_THROW_AIR_LW = 103
HEAVY_THROW_F = 104
HEAVY_THROW_B = 105
HEAVY_THROW_HI = 106
HEAVY_THROW_LW = 107
LIGHT_THROW_F_4 = 108
LIGHT_THROW_B_4 = 109
LIGHT_THROW_HI_4 = 110
LIGHT_THROW_LW_4 = 111
LIGHT_THROW_AIR_F_4 = 112
LIGHT_THROW_AIR_B_4 = 113
LIGHT_THROW_AIR_HI_4 = 114
LIGHT_THROW_AIR_LW_4 = 115
HEAVY_THROW_F_4 = 116
HEAVY_THROW_B_4 = 117
HEAVY_THROW_HI_4 = 118
HEAVY_THROW_LW_4 = 119
SWORD_SWING_1 = 120
Beam Sword swing
SWORD_SWING_3 = 121
Beam Sword swing
SWORD_SWING_4 = 122
Beam Sword swing
SWORD_SWING_DASH = 123
Beam Sword swing
BAT_SWING_1 = 124
BAT_SWING_3 = 125
BAT_SWING_4 = 126
BAT_SWING_DASH = 127
PARASOL_SWING_1 = 128
PARASOL_SWING_3 = 129
PARASOL_SWING_4 = 130
PARASOL_SWING_DASH = 131
HARISEN_SWING_1 = 132
HARISEN_SWING_3 = 133
HARISEN_SWING_4 = 134
HARISEN_SWING_DASH = 135
STAR_ROD_SWING_1 = 136
STAR_ROD_SWING_3 = 137
STAR_ROD_SWING_4 = 138
STAR_ROD_SWING_DASH = 139
LIP_STICK_SWING_1 = 140
LIP_STICK_SWING_3 = 141
LIP_STICK_SWING_4 = 142
LIP_STICK_SWING_DASH = 143
ITEM_PARASOL_OPEN = 144
ITEM_PARASOL_FALL = 145
ITEM_PARASOL_FALL_SPECIAL = 146
ITEM_PARASOL_DAMAGE_FALL = 147
L_GUN_SHOOT = 148
L_GUN_SHOOT_AIR = 149
L_GUN_SHOOT_EMPTY = 150
L_GUN_SHOOT_AIR_EMPTY = 151
FIRE_FLOWER_SHOOT = 152
FIRE_FLOWER_SHOOT_AIR = 153
ITEM_SCREW = 154
ITEM_SCREW_AIR = 155
DAMAGE_SCREW = 156
DAMAGE_SCREW_AIR = 157
ITEM_SCOPE_START = 158
ITEM_SCOPE_RAPID = 159
ITEM_SCOPE_FIRE = 160
ITEM_SCOPE_END = 161
ITEM_SCOPE_AIR_START = 162
ITEM_SCOPE_AIR_RAPID = 163
ITEM_SCOPE_AIR_FIRE = 164
ITEM_SCOPE_AIR_END = 165
ITEM_SCOPE_START_EMPTY = 166
ITEM_SCOPE_RAPID_EMPTY = 167
ITEM_SCOPE_FIRE_EMPTY = 168
ITEM_SCOPE_END_EMPTY = 169
ITEM_SCOPE_AIR_START_EMPTY = 170
ITEM_SCOPE_AIR_RAPID_EMPTY = 171
ITEM_SCOPE_AIR_FIRE_EMPTY = 172
ITEM_SCOPE_AIR_END_EMPTY = 173
LIFT_WAIT = 174
LIFT_WALK_1 = 175
LIFT_WALK_2 = 176
LIFT_TURN = 177
GUARD_ON = 178
GUARD = 179
Holding shield
GUARD_OFF = 180
Releasing shield, 15 frames, but can be interrupted by jumping.
GUARD_SET_OFF = 181
Shield stun
GUARD_REFLECT = 182
Powershield
DOWN_BOUND_U = 183
Missed tech bounce, facing upwards
DOWN_WAIT_U = 184
Downed, facing up
DOWN_DAMAGE_U = 185
Jab reset while laying facing up
DOWN_STAND_U = 186
Neutral getup, facing up
DOWN_ATTACK_U = 187
Getup attack, facing up
DOWN_FOWARD_U = 188
Missed tech roll forward
DOWN_BACK_U = 189
Missed tech roll backward
DOWN_SPOT_U = 190
Does not appear to be used
DOWN_BOUND_D = 191
Missed tech bounce, facing down
DOWN_WAIT_D = 192
Downed, facing down
DOWN_DAMAGE_D = 193
Hit while laying on ground, facing down
DOWN_STAND_D = 194
Neutral getup, facing down
DOWN_ATTACK_D = 195
Getup attack, facing down
DOWN_FOWARD_D = 196
Missed tech roll forward
DOWN_BACK_D = 197
Missed tech roll backward
DOWN_SPOT_D = 198
Does not appear to be used
PASSIVE = 199
Neutral tech
PASSIVE_STAND_F = 200
Forward tech
PASSIVE_STAND_B = 201
Backward tech
PASSIVE_WALL = 202
Wall tech
PASSIVE_WALL_JUMP = 203
Walljump and Walljump tech
PASSIVE_CEIL = 204
Ceiling tech
SHIELD_BREAK_FLY = 205
Initial bounce when shield is broken
SHIELD_BREAK_FALL = 206
Fall after SHIELD_BREAK_FLY
SHIELD_BREAK_DOWN_U = 207
SHIELD_BREAK_DOWN_D = 208
SHIELD_BREAK_STAND_U = 209
SHIELD_BREAK_STAND_D = 210
FURA_FURA = 211
Shield break totter
CATCH = 212
Grab
CATCH_PULL = 213
Successful grab, pulling opponent in
CATCH_DASH = 214
Dash grab
CATCH_DASH_PULL = 215
Successful dash grab, pulling opponent in
CATCH_WAIT = 216
Grab hold
CATCH_ATTACK = 217
Pummel
CATCH_CUT = 218
Grab release
THROW_F = 219
Fthrow
THROW_B = 220
Bthrow
THROW_HI = 221
Uthrow
THROW_LW = 222
Dthrow
CAPTURE_PULLED_HI = 223
Being grabbed and pulled
CAPTURE_WAIT_HI = 224
Grabbed and held
CAPTURE_DAMAGE_HI = 225
Pummeled
CAPTURE_PULLED_LW = 226
Being grabbed and pulled
CAPTURE_WAIT_LW = 227
Grabbed and held
CAPTURE_DAMAGE_LW = 228
Pummeled
CAPTURE_CUT = 229
Grab release
CAPTURE_JUMP = 230
Jumping mash out
CAPTURE_NECK = 231
Does not appear to be used
CAPTURE_FOOT = 232
Does not appear to be used
ESCAPE_F = 233
Shield roll forward
ESCAPE_B = 234
Shield roll backward
ESCAPE = 235
Spot dodge
ESCAPE_AIR = 236
Airdodge
REBOUND_STOP = 237
REBOUND = 238
THROWN_F = 239
Being Fthrown
THROWN_B = 240
Being Bthrown
THROWN_HI = 241
Being Uthrown
THROWN_LW = 242
Being Dthrown
THROWN_LW_WOMEN = 243
BeingDthrown
PASS = 244
Drop through platform
OTTOTTO = 245
Ledge teeter
OTTOTTO_WAIT = 246
Teeter loop?
FLY_REFLECT_WALL = 247
Missed wall tech
FLY_REFLECT_CEIL = 248
Missed ceiling tech
STOP_WALL = 249
Wall bonk
STOP_CEIL = 250
Ceiling bonk
MISS_FOOT = 251
Backward shield slideoff
CLIFF_CATCH = 252
Ledge grab
CLIFF_WAIT = 253
Ledge hang
CLIFF_CLIMB_SLOW = 254
Regular getup >100%
CLIFF_CLIMB_QUICK = 255
Regular getup <100%
CLIFF_ATTACK_SLOW = 256
Ledge attack >100%
CLIFF_ATTACK_QUICK = 257
Ledge attack <100%
CLIFF_ESCAPE_SLOW = 258
Ledge roll >100%
CLIFF_ESCAPE_QUICK = 259
Ledge roll <100%
CLIFF_JUMP_SLOW_1 = 260
Ledge jump >100%
CLIFF_JUMP_SLOW_2 = 261
Ledge jump >100%
CLIFF_JUMP_QUICK_1 = 262
Ledge jump <100%
CLIFF_JUMP_QUICK_2 = 263
Ledge jump <100%
APPEAL_R = 264
Taunt facing right
APPEAL_L = 265
Taunt facing left
SHOULDERED_WAIT = 266
DK cargo carry
SHOULDERED_WALK_SLOW = 267
DK cargo carry
SHOULDERED_WALK_MIDDLE = 268
DK cargo carry
SHOULDERED_WALK_FAST = 269
DK cargo carry
SHOULDERED_TURN = 270
DK cargo carry
THROWN_F_F = 271
DK cargo throw
THROWN_F_B = 272
DK cargo throw
THROWN_F_HI = 273
DK cargo throw
THROWN_F_LW = 274
DK cargo throw
CAPTURE_CAPTAIN = 275
Falcon up B grab
CAPTURE_YOSHI = 276
YOSHI_EGG = 277
CAPTURE_KOOPA = 278
Bowser side B
CAPTURE_DAMAGE_KOOPA = 279
Bowser side B
CAPTURE_WAIT_KOOPA = 280
Bowser side B
THROWN_KOOPA_F = 281
Bowser side B
THROWN_KOOPA_B = 282
Bowser side B
CAPTURE_KOOPA_AIR = 283
Bowser side B
CAPTURE_DAMAGE_KOOPA_AIR = 284
Bowser side B
CAPTURE_WAIT_KOOPA_AIR = 285
Bowser side B
THROWN_KOOPA_AIR_F = 286
Bowser side B
THROWN_KOOPA_AIR_B = 287
Bowser side B
CAPTURE_KIRBY = 288
Kirby succ victim
CAPTURE_WAIT_KIRBY = 289
Kirby succ victim
THROWN_KIRBY_STAR = 290
Kirby spit victim
THROWN_COPY_STAR = 291
Kirby swallow victim
THROWN_KIRBY = 292
BARREL_WAIT = 293
BURY = 294
Stuck in ground by DK side b or similar
BURY_WAIT = 295
Stuck in ground by DK side b or similar
BURY_JUMP = 296
Stuck in ground by DK side b or similar
DAMAGE_SONG = 297
Put to sleep by Jiggs sing or similar
DAMAGE_SONG_WAIT = 298
Put to sleep by Jiggs sing or similar
DAMAGE_SONG_RV = 299
Put to sleep by Jiggs sing or similar
DAMAGE_BIND = 300
Hit by Mewtwo disable
CAPTURE_MEWTWO = 301
Does not appear to be used
CAPTURE_MEWTWO_AIR = 302
Does not appear to be used
THROWN_MEWTWO = 303
Hit by Mewtwo confusion
THROWN_MEWTWO_AIR = 304
Hit by Mewtwo’s confusion in the air
WARP_STAR_JUMP = 305
WARP_STAR_FALL = 306
HAMMER_WAIT = 307
HAMMER_WALK = 308
HAMMER_TURN = 309
HAMMER_KNEE_BEND = 310
HAMMER_FALL = 311
HAMMER_JUMP = 312
HAMMER_LANDING = 313
MUSHROOM_GIANT_START = 314
super mushroom
MUSHROOM_GIANT_START_AIR = 315
super mushroom
MUSHROOM_GIANT_END = 316
super mushroom
MUSHROOM_GIANT_END_AIR = 317
super mushroom
MUSHROOM_SMALL_START = 318
poison mushroom
MUSHROOM_SMALL_START_AIR = 319
poison mushroom
MUSHROOM_SMALL_END = 320
poison mushroom
MUSHROOM_SMALL_END_AIR = 321
poison mushroom
ENTRY = 322
Beginning of the match warp in
ENTRY_START = 323
Beginning of the match warp in
ENTRY_END = 324
Beginning of the match warp in
DAMAGE_ICE = 325
DAMAGE_ICE_JUMP = 326
CAPTURE_MASTER_HAND = 327
CAPTURE_DAMAGE_MASTER_HAND = 328
CAPTURE_WAIT_MASTER_HAND = 329
THROWN_MASTER_HAND = 330
CAPTURE_KIRBY_YOSHI = 331
KIRBY_YOSHI_EGG = 332
CAPTURE_REDEAD = 333
CAPTURE_LIKE_LIKE = 334
DOWN_REFLECT = 335
A very rare action state where the character transitions from a DownBoundU or DownBoundD (missed tech) state into a wall bounce. This state is not techable and neither is the probable next floor hit. Most commonly encountered on Pokémon Stadium
CAPTURE_CRAZY_HAND = 336
CAPTURE_DAMAGE_CRAZY_HAND = 337
CAPTURE_WAIT_CRAZY_HAND = 338
THROWN_CRAZY_HAND = 339
BARREL_CANNON_WAIT = 340
Implementations§
Source§impl ActionState
impl ActionState
Source§impl ActionState
impl ActionState
pub const DAMAGED_RANGE: RangeInclusive<Self>
pub const CAPTURE_RANGE: RangeInclusive<Self>
pub const GUARD_RANGE: RangeInclusive<Self>
pub const GUARD_BREAK_RANGE: RangeInclusive<Self>
pub const GROUNDED_CONTROL_RANGE: RangeInclusive<Self>
pub const SQUAT_RANGE: RangeInclusive<Self>
pub const LEDGE_ACTION_RANGE: RangeInclusive<Self>
pub const DOWNED_RANGE: RangeInclusive<Self>
pub const TECH_RANGE: RangeInclusive<Self>
pub const DODGE_RANGE: RangeInclusive<Self>
pub const DYING_RANGE: RangeInclusive<Self>
pub const GROUND_ATTACK_RANGE: RangeInclusive<Self>
pub const AERIAL_ATTACK_RANGE: RangeInclusive<Self>
pub const AERIAL_LAND_LAG_RANGE: RangeInclusive<Self>
pub const THROWN_RANGE: RangeInclusive<Self>
Sourcepub const CMD_GRAB_RANGE_1: RangeInclusive<Self>
pub const CMD_GRAB_RANGE_1: RangeInclusive<Self>
Includes cargo carry/throw, falcon up b, yoshi neutral b, bowser side b, kirby neutral b, DK side b bury, jiggs sing sleeping, mewtwo disable, and mewtwo confusion
Sourcepub const CMD_GRAB_RANGE_2: RangeInclusive<Self>
pub const CMD_GRAB_RANGE_2: RangeInclusive<Self>
Includes several item/singleplayer capture states, as well as yoshi and kirby captures
pub const SPECIAL_FALL_RANGE: RangeInclusive<Self>
Trait Implementations§
Source§impl AsRef<ActionState> for u16
impl AsRef<ActionState> for u16
Source§fn as_ref(&self) -> &ActionState
fn as_ref(&self) -> &ActionState
Source§impl Clone for ActionState
impl Clone for ActionState
Source§fn clone(&self) -> ActionState
fn clone(&self) -> ActionState
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more