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Sonic Adventure 2/Character Animation Files

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The following tables list all the animations found in each character's MTN.PRS files in Sonic Adventure 2, along with the special animations that are tied to most stages.

When the game data is split using SA Tools Hub, all of the extracted character animations will be placed in the (Project Name)\figure\bin folder path, labeled using their internal IDs within the MTN binaries. As many duplicate references exist within the files, only one file will be produced if there are multiple references to the same animation in a given binary. These references can be edited by opening the .ini file found within the given animation binary's folder and adjusting the information as necessary.

Certain SA2 projects generated by SA Tools Hub now feature generated filenames for every character animation stored in each MTN.PRS archive, as well as those stored in the stage binaries. Editing works in a similar fashion to how the ID-based filenames are handled: the mod loader and any building tools will only check for the internal animation label (i.e. the animation_???????? portion of the file) when acquiring data from all files in the given directory. In order for changes to be applied, this segment must match the appropriate label found within the MTN pack's generated .ini file.

Common Animations

Common animations are used universally for every character, apart from Eggman. Not all animations are used for all characters. Some animations are in other character PRS archives for their respective character.

These animations are stored in the (Project Name)\figure\bin\plcommtn folder path.

Common Animations
ID File Source (Custom Filename) Description Notes
0 cmn_stand_a Stand
1 cmn_stand_b Alternate stand Used for standing still with a lightdash charge, and spawning into a stage
2 cmn_stand_a Stand Copy of 0, unused
3 cmn_stand_a Stand Copy of 0, unused
4 cmn_sakataiki0 Standing on an upwards slope
5 cmn_sakataiki1 Standing on an downwards slope
6 cmn_walk0 Walking (Sonic, Metal Sonic)
7 cmn_run0 Fast walk (Sonic, Knuckles, Metal Sonic)
8 cmn_run1 Jogging (Sonic, Knuckles)
9 cmn_run2 Running (Sonic, Knuckles)
10 cmn_maxrun Sprinting (Sonic)
11 cmn_spindash Spinning Spin Dash charge
12 cmn_spindash Spinning Copy of 11, Spin Dash/Light Attack
13 cmn_baneup0 Springing
14 cmn_baneup1 Spring to fall transition
15 cmn_baneup2 Falling
16 cmn_baneup3 Landing
17 cmn_baneup4 Landing high
18 cmn_stop0 Braking
19 cmn_push0 Begin pushing
20 cmn_push1 Pushing
21 cmn_damage0 Hurt
22 cmn_stand_a Stand Copy of 0, used as a transition from hurt animation
23 cmn_rollfly Floating
24 cmn_crash0 Wall slam
25 cmn_standup0 Wall slam recovery
26 cmn_stand_a Stand Copy of 0, used for uncurling from a Spin Dash
27 cmn_stop1 Turning around after braking
28 cmn_waitmove0 Skidding on an upwards slope
29 cmn_waitmove1 Skidding on an downwards slope
30 cmn_spinball Jumpball spin
31 cmn_hold0 Pick up object
32 cmn_holdrun Running with object
33 cmn_holdstop0 Braking with object
34 cmn_holdstop1 Turning around with object
35 cmn_hwait0 Standing with object
36 cmn_h_sakataiki0 Standing on upward slope with object
37 cmn_h_sakataiki1 Standing on downward slope with object
38 cmn_holdwalk0 Walking with object
39 cmn_stand_a Stand Copy of 0
40 cmn_takeback0 Pulling
41 cmn_shake0 Shaking tree
42 cmn_eggshake0 Shaking object
43 cmn_touch0 Grabbing tree
44 cmn_touch1 Holding tree
45 cmn_holdup0 Springing with object
46 cmn_holdup1 Midair transition with object
47 cmn_holdup2 Falling with object
48 cmn_holdup3 Landing with object
49 cmn_throw0 Throwing object Used for targeting other objects
50 cmn_throw0 Throwing object Copy of 49, non-targeting
51 cmn_throwup0 Throwing object in midair Used for targeting other objects
52 cmn_throwup0 Throwing object in midair Copy of 51, non-targeting
53 cmn_hold0 Put object down Copy of 31
54 sn_kimepose0 Stage clear (Sonic)
55 cmn_furatsuki Captured by ghost/slime
56 cmn_awa0 Breathe air bubble
57 cmn_chissoku0 Begin drowning
58 cmn_chissoku1 Drowning
59 cmn_die0 Death by enemy
60 cmn_stand_a Stand Copy of 0
61 cmn_oto0 Balancing on edge
62 cmn_ckabe0 Grabbing ledge
63 cmn_ckabe1 Climb up ledge
64 cmn_ckabe1 Flip up ledge
65 cmn_jump0 Jump
66 cmn_jump1 Jump spin
67 cmn_baneup1 Begin falling from jump Copy of 14
68 cmn_baneup2 Falling from jump Copy of 15
69 cmn_hlfail0 Begin failing to pick up a heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
70 cmn_hlfail1 Failing to pick up a heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
71 cmn_hlfail2 End failing to pick up a heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
72 cmn_kutibue Whistle
73 cmn_chaothrow0 Throwing Chao into machine
74 cmn_zitabata Dash Ramp launch
75 cmn_tukamari0 Pulley hang
76 cmn_rocket0 Rocket grab
77 cmn_rocket1 Rocket hang
78 cmn_chaonade0 Pet Chao
79 cmn_uproot Uproot Unused
80 cmn_obake0 Scared
81 cmn_obake1 Recovery from being scared
82 cmn_knudai0 Mystic Melody
83 cmn_knudai1 Looking at Mystic Melody shrine Used when the Mystic Melody Shrine has already been activated
84 cmn_knudai1 Looking at Mystic Melody shrine Copy of 83, used when examining the shrine without Mystic Melody
85 sn_losepose0 Sonic losing pose

Main Character Animations

Sonic the Hedgehog

Contains idles, lightdash, somersault, homing attacks, rails and trick animations.

These animations are stored in the (Project Name)\figure\bin\sonicmtn folder path.

Sonic Animations
ID File Source (Custom Filename) Description Notes
87 sn_ldash Lightdash
88 sn_wait_c Idle 1
89 sn_wait_d Idle 2
90 sn_gspin0 Somersault start
91 sn_gspin0 Somersault start Copy of 90
92 sn_gspin_a1 Somersault uncurl
93 sn_gspin_a2 Somersault slide
94 sn_gspin_a3 Somersault end
95 sn_gspinjump Somersault cancel
96 sn_gspin0 Somersault start Copy of 90, used for running somersault
97 sn_gspin_b1 Somersault to forward flip
98 sn_gspin_b2 Somersault punch begin
99 sn_gspin_b3 Somersault punch
100 sn_jumpdash Jump dash reuses jump spin (66)
101 sn_hpose0 Homing Attack Trick 1
102 sn_hpose1 Homing Attack Trick 2
103 sn_hpose2 Homing Attack Trick 3 Also used for the somersault jump with stick input
104 sn_grleft0 Grinding R (standing, lean left)
105 sn_grright0 Grinding R (stanidng, lean right)
106 sn_grleft1 Grinding R (crouching, lean left)
107 sn_grright1 Grinding R (crouching, lean right)
108 sn_grleft2 Grinding L (standing, lean left)
109 sn_grright2 Grinding L (standing, lean right)
110 sn_grleft3 Grinding L (crouching, lean left)
111 sn_grright3 Grinding L (crouching, lean right)
112 sn_grleftfall Losing balance Grind R (lean left)
113 sn_grrightfall Losing balance Grind R (lean right)
114 sn_gjump0 Grind trick (Awesome!)
115 sn_gjump1 Grind trick (Cool!)
116 sn_gjump2 Grind trick (Nice!)
117 sn_tjump Ramp trick
118 sn_tokupose 2P Special Attack
119 sn_mpose1 2P Intro 2
120 sn_mpose0 2P Intro 1

Shadow the Hedgehog

Shadow's animation list was extended in SA2B to accommodate the use of exclusive animations for board tricks for all speed-type characters.

These animations are stored in the (Project Name)\figure\bin\teriosmtn folder path when the contents are extracted with SA Tools Hub.

Shadow Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
87 87 sd_ldash Light Dash
91 91 sd_gspin0 Start Somersault
92 92 sd_gspin_a1 Somersault uncurl
93 93 sd_gspin_a2 Somersault slide
94 94 sd_gspin_a3 Somersault end
95 95 sd_gspinjump Somersault cancel
96 96 sd_gspin0 Start Somersault Copy of 91, used for running somersault
97 97 sd_gspin_b0 Somersault to forward flip
98 98 sd_gspin_b1 Begin Somersault punch
99 99 sd_gspin_b2 Somersault punch
100 100 sd_jumpdash Jump dash Unused, the jump spin animation is used instead
101 101 sd_hpose0 Homing Attack Trick 1
102 102 sd_hpose1 Homing Attack Trick 2
103 103 sd_hpose2 Homing Attack Trick 3 Also used when jumping out of a somersault
104 104 sd_grleft0 Grinding R (standing, lean left)
105 105 sd_grright0 Grinding R (standing, lean right)
106 106 sd_grleft1 Grinding R (crouching, lean left)
107 107 sd_grright1 Grinding R (crouching, lean right)
108 108 sd_grleft2 Grinding L (standing, lean left)
109 109 sd_grright2 Grinding L (standing, lean right)
110 110 sd_grleft3 Grinding L (crouching, lean left)
111 111 sd_grright3 Grinding L (crouching, lean right)
112 112 sd_grleftfall Losing balance (lean left)
113 113 sd_grrightfall Losing balance (lean right)
114 114 sd_gjump0 Grind trick (Awesome!)
115 115 sd_gjump1 Grind trick (Cool!)
116 116 sd_gjump2 Grind trick (Nice!)
117 246 sd_tjump Ramp trick Altered in SA2B
151 169 sd_wait_a Standing
152 170 sd_wait_b Alternate standing
153 171 sd_run0 Speed-Walking
154 172 sd_run1 Skating 1
155 173 sd_run2 Skating 2
156 174 sd_maxrun Skating 3
157 175 sd_stop1 Turning around
158 176 sd_wait_c Idle 1
159 177 sd_wait_d Idle 2
160 178 sd_gspin0 Spinning Copy of 91
161 179 sd_baneup4 Landing on ground (high altitude)
162 180 sd_kimepose0 Victory pose
163 181 sd_losepose0 Losing pose
164 182 sd_tokupose 2P Special Attack
165 183 sd_mpose1 2P Intro 2
166 184 sd_mpose0 2P Intro 1

Knuckles the Echidna

These animations are stored in the (Project Name)\figure\bin\knuckmtn folder path when the contents are extracted with SA Tools Hub.

Knuckles Animations
ID File Source (Custom Filename) Description Notes
87 kn_wait_c Idle 1
88 kn_wait_d Idle 2
89 kn_kabe0 Climbing
90 kn_anahori0 Begin digging
91 kn_anahori1 Digging
92 kn_anaup0 Jump out of digging
93 kn_anaup1 Begin falling from digging jump
94 kn_anafail0 Failed digging
95 kn_anahori0 Begin digging into wall Copy of 90
96 kn_anahori1 Digging into wall Copy of 91
97 kn_anakabeup0 Begin digging out of wall
98 kn_anakabeup1 Digging out of wall
99 kn_anafail Failed wall digging Copy of 94
100 kn_kabe0 Climbing Copy of 89
101 kn_lkabe Climbing left
102 kn_rkabe Climbing right
103 kn_kabe1 Holding onto wall
104 kn_kabeup0 Climb up wall ledge
105 kn_fly0 Gliding
106 kn_fly1 Grab onto wall
107 kn_fly2 Cancel gliding
108 kn_fly2 Cancel gliding Copy of 107
109 kn_punch0 First punch
110 kn_punch1 Second punch
111 kn_punch2 Third punch (Uppercut)
112 kn_runpunch0 First punch (running)
113 kn_runpunch1 Second punch (running)
114 kn_runpunch2 Drill attack (running punch combo)
115 kn_drill0 Drill Claw
116 kn_drill1 Landing from Drill Claw
117 kn_swim0 Paddling in water DC Only
118 kn_swimdown0 Begin diving in water DC Only
119 kn_swimdown1 Diving in water DC Only
120 kn_swimup0 Begin surfacing in water DC Only
121 kn_swimup1 Surfacing in water DC Only
122 kn_swimwait0 Floating in water DC Only
123 kn_trip0 Knocked over from Level 1 special attack
124 kn_trip1 Recovery from knockdown
125 kn_walk0 Walking
126 kn_maxrun Sprinting
127 kn_upper Spiral Uppercut
128 kn_wait_a Standing
129 kn_kimepose0 Victory pose
130 kn_losepose0 Losing pose
131 kn_baneup3 Land on ground (low altitude)
132 kn_baneup4 Land on ground (high altitude)
133 kn_kutibue Whistle
134 kn_tokupose 2P Special Attack
135 kn_sunglass Put on Sunglasses
136 kn_mpose1 2P Intro 2
137 kn_mpose0 2P Intro 1
138 kn_quake Hammer Punch
139 kn_holdwalk0 Walking with object
140 kn_throwup0 Throwing object in midair

Rouge the Bat

These animations are stored in the (Project Name)\figure\bin\rougemtn folder path when the contents are extracted with SA Tools Hub.

Rouge Animations
ID File Source (Custom Filename) Description Notes
141 rg_wait_c Idle 1
142 rg_wait_d Idle 2
143 rg_wait_c Idle 1 Copy of 141
144 rg_kick0 First kick
145 rg_kick1 Second kick
146 rg_kick2 Third kick (bicycle kick)
147 rg_runkick0 First kick (running)
148 rg_runkick1 Second kick (running)
149 rg_runkick2 Helicopter Kick (running kick combo)
150 rg_walk0 Walking
151 rg_run0 Speed-walking
152 rg_run1 Jogging
153 rg_run2 Running
154 rg_run2 Running Copy of 153
155 rg_fly0 Gliding
156 rg_fly1 Grab onto wall
157 rg_fly2 Cancel gliding
158 rg_fly2 Cancel gliding Copy of 157
159 rg_kabe0 Climbing
160 rg_lkabe Climbing left
161 rg_rkabe Climbing right
162 rg_kabe1 Holding onto wall
163 rg_drill0 Drill Dive
164 rg_anahori0 Begin digging
165 rg_anahori1 Digging
166 rg_anahori0 Begin digging into wall Copy of 164
167 rg_anahori1 Digging into wall Copy of 165
168 rg_wait_a Standing
169 rg_hold0 Pick up object
170 rg_hold0 Pick up object Copy of 169
171 rg_hwait0 Hold object
172 rg_hlfail0 Begin failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
173 rg_baneup4 Land on ground (high altitude)
174 rg_kimepose0 Victory pose
175 rg_losepose0 Losing pose
176 rg_tokupose 2P Special Attack
177 rg_scope Put on Treasure Scope
178 rg_quake Hip Drop
179 rg_mpose1 2P Intro 2
180 rg_mpose0 2P Intro 1
181 rg_upper Screw Kick
182 rg_swim0 Paddling in water DC Only
183 rg_swimdown0 Begin diving in water DC Only
184 rg_swimdown1 Diving in water DC Only
185 rg_swimup0 Begin surfacing in water DC Only
186 rg_swimup1 Surfacing in water DC Only
187 rg_swimwait0 Floating in water DC Only
188 rg_kutibue Whistle
189 rg_anaup0 Jump out of digging
190 rg_anaup1 Begin falling from digging jump
191 rg_anafail Failed digging
192 rg_anakabeup0 Begin digging out of wall
193 rg_anakabeup1 Digging out of wall
194 rg_anafail Failed wall digging Copy of 191
195 rg_kabeup0 Climb up wall ledge
196 rg_trip0 Knocked over from Level 1 special attack
197 rg_trip1 Recovery from knockdown
198 rg_tukamari0 Holding onto pulley
199 rg_holdwalk0 Walking with object
200 rg_holdrun Running with object
201 rg_eggshake0 Shaking object
202 rg_holdup0 Jump with object
203 rg_holdup1 Begin falling with object
204 rg_holdup2 Falling with object
205 rg_wing_a Wing movements while gliding Wing animation
206 rg_wing_sa Wings opening This is a shape motion for the wings, used while gliding
207 rg_wing_b Wing movements (Default) Wing animation
208 rg_wing_sb Wings closing This is a shape motion used for the wings
209 rg_wing_c (DC)

rg_wing_b (SA2B)

Wing movements (Default) This animation is used with Rouge's alternate costume, copy of 207 in SA2B
210 rg_wing_sc (DC)

rg_wing_sb (SA2B)

Wings closing This shape motion is used with Rouge's alternate costume, copy of 208 in SA2B

Mech Eggman

These animations are stored in the (Project Name)\figure\bin\ewalkmtn folder path when the contents are extracted with SA Tools Hub.

Mech Eggman Animations
ID File Source (Custom Filename) Description Notes
87 ew_wait_c Idle 1
88 ew_wait_d Idle 2
89 ew_wait_a Standing
90 ew_wait_a Standing Copy of 89, used by default and for standing on slopes as well
91 ew_walk0 Walking
92 ew_run1 Speed-walking
93 ew_maxrun Jogging
94 ew_baneup0 Spring
95 ew_baneup1 Spring transition
96 ew_wait_a Standing Copy of 89, used for falling
97 ew_baneup3 Land on ground (low altitude)
98 ew_baneup4 Land on ground (high altitude)
99 ew_stop0 Brake
100 ew_damage0 Taking damage
101 ew_wait_a Standing Copy of 89
102 ew_rollfly Carried by updraft
103 ew_wait_a Standing Copy of 89, used for melee attack knockback
104 ew_wait_a Standing Copy of 89, used for recovering from melee attack knockback
105 ew_stop1 Turning around
106 ew_waitmove0 Skidding on upward slope
107 ew_waitmove1 Skidding on downward slope
108 ew_kimepose0 Victory pose
109 ew_wait_a Standing Copy of 89, supposed to be used for being captured, which is impossible
110 ew_wait_a Standing Copy of 89, used for breathing air bubbles
111 ew_wait_a Standing Copy of 89, used for the start of the drowning sequence
112 ew_wait_a Standing Copy of 89, used for dying in midair
113 ew_die0 Death animation
114 ew_oto0 Ledge Balance Unused under normal circumstances
115 ew_jump0 Jump
116 ew_jump3 Falling from jump
117 ew_baneup3 Land from jump Copy of 97
118 ew_wait_a Standing Copy of 89
119 ew_kutibue Whistle
120 ew_zitabata Launch from dash panel
121 ew_runjump Running jump
122 ew_wait_a Standing Copy of 89
123 ew_tukamari0 Hanging onto pulley
124 ew_knudai1 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
125 ew_knudai1 Looking at Mystic Melody shrine Copy of 124, used when the Mystic Melody has already been activated
126 ew_knudai0 Mystic Melody
127 ew_hover0 Hovering
128 ew_punch Activate Boxing Glove
129 ew_glove_punch Boxing Glove punch Boxing Glove mechanism animation
130 ew_lc_open Open front hatch Power Laser Cannon animation, used when Power Laser is ready to be activated
131 ew_punch Activate Laser Missile Attack Copy of 128, used at the start of the Level 1 Special Attack sequence
132 ew_punch Activate Rocket Launcher Copy of 128, used at the start of the Level 2 Special Attack sequence
133 ew_laser Firing Power Laser
134 ew_losepose0 Losing animation
135 ew_tokupose 2P Special Attack
136 ew_mpose1 2P Intro 2
137 ew_mpose0 2P Intro 1

Mech Tails

These animations are stored in the (Project Name)\figure\bin\twalkmtn folder path when the contents are extracted with SA Tools Hub.

Mech Tails Animations
ID File Source (Custom Filename) Description Notes
139 tw_wait_c Idle 1
140 tw_wait_d Idle 2
141 tw_wait_a Standing
142 tw_wait_a Standing Copy of 141, used by default and for standing on slopes as well
143 tw_walk0 Walking
144 tw_run1 Speed-walking
145 tw_maxrun Jogging
146 tw_baneup0 Spring
147 tw_baneup1 Spring transition
148 tw_baneup2 Falling
149 tw_baneup3 Land on ground (low altitude)
150 tw_baneup4 Land on ground (high altitude)
151 tw_stop0 Brake
152 tw_damage0 Taking damage
153 tw_wait_a Standing Copy of 141
154 tw_rollfly Carried by updraft
155 tw_wait_a Standing Copy of 141, used for melee attack knockback
156 tw_wait_a Standing Copy of 141, used for recovering from melee attack
157 tw_stop1 Turning around
158 tw_waitmove0 Skidding on upward slope
159 tw_waitmove1 Skidding on downward slope
160 tw_kimepose0 Victory pose
161 tw_wait_a Standing Copy of 141, supposed to be used for being captured, which is impossible
162 tw_wait_a Standing Copy of 141, used for breathing air bubbles
163 tw_wait_a Standing Copy of 141, used for the start of the drowning sequence
164 tw_wait_a Standing Copy of 141, used for dying in midair
165 tw_die0 Death animation
166 tw_oto0 Ledge Balance Copy of 141, unused under normal circumstances
167 tw_jump0 Jump
168 tw_jump3 Falling from jump
169 tw_baneup3 Land from jump Copy of 149
170 tw_wait_a Standing Copy of 141
171 tw_kutibue Whistle
172 tw_zitabata Launch from dash panel
173 tw_runjump Running jump
174 tw_wait_a Standing Copy of 141
175 tw_tukamari0 Hanging onto pulley
176 tw_knudai1 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
177 tw_knudai1 Looking at Mystic Melody shrine Copy of 176, used when the Mystic Melody has already been activated
178 tw_knudai0 Mystic Melody
179 tw_hover0 Hovering
180 tw_punch Activate Propeller Punch
181 tw_part_punch Propeller Punch Propeller Punch mechanism animation
182 tw_punch Activate Laser Missile Attack Copy of 180, used at the start of the Level 1 Special Attack sequence
183 tw_punch Activate Rocket Launcher Copy of 180, used at the start of the Level 2 Special Attack sequence
184 tw_laser Firing Power Laser
185 tw_losepose0 Losing animation
186 tw_tokupose 2P Special Attack
187 tw_mpose1 2P Intro 2
188 tw_mpose0 2P Intro 1

Miles "Tails" Prower

These animations are stored in the (Project Name)\figure\bin\milesmtn folder path when the contents are extracted with SA Tools Hub.

Tails Animations
ID File Source (Custom Filename) Description Notes
87 mi_wait_c Idle 1
88 mi_wait_d Idle 2
89 mi_wait_a Standing
90 mi_flyup Flying
91 mi_fly0 Descending from flight Used for beginning of descent
92 mi_fly0 Descending from flight Copy of 91
93 mi_fly1 Land on ground from flight
94 mi_attack Tail swipe attack
95 mi_wait_a Standing Copy of 89, used by default
96 mi_walk0 Walking
97 mi_run2 Hovering Used for the running and sprinting animations
98 mi_wait_a Standing Copy of 89, used for victory pose
99 mi_hold0 Pick up object
100 mi_hwait0 Hold object
101 mi_hlfail0 Begin picking up heavy object Used for the test object SAMPLE L and the large enemy bombs
102 mi_hlfail0 Begin picking up heavy object Copy of 101
103 mi_eggshake0 Shaking object
104 mi_chaonade0 Petting
105 mi_jump0 Jump
106 mi_jump1 High jump
107 mi_jump2 Begin falling from jump
108 mi_jump3 Falling from jump
109 mi_ckabe0 Grab onto ledge
110 mi_ckabe1 Climb up ledge
111 mi_ckabe1 Climb up ledge Copy of 110
112 mi_holdup3 Land with object
113 mi_run0 Speed-walking
114 mi_run1 Jogging
115 mi_baneup3 Landing on ground (low altitude)
116 mi_holdwalk0 Walking with object SA2B Only
117 mi_holdrun Walking with object Used for running with object, SA2B Only

Dr. Eggman

These animations are stored in the (Project Name)\figure\bin\eggmtn folder path when the contents are extracted with SA Tools Hub.

Eggman Animations
ID File Source (Custom Filename) Description Notes
87 eg_wait_c Idle 1
88 eg_wait_d Idle 2
89 eg_wait_a Standing
90 eg_wait_a Standing Copy of 89, used for standing on slopes as well
91 eg_walk0 Walking
92 eg_run0 Speed-walking
93 eg_run0 Speed-walking Copy of 92
94 eg_run2 Running
95 eg_run2 Running Copy of 92
96 eg_wait_a Standing Copy of 89, used for victory pose
97 eg_hold0 Pick up object
98 eg_hwait0 Hold object
99 eg_hlfail0 Begin failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
100 eg_hlfail1 Failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
101 eg_hlfail2 End failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs
102 eg_eggshake0 Shake object
103 eg_chaonade0 Petting
104 eg_jump0 Jump
105 eg_jump1 High jump
106 eg_jump2 Begin falling from jump
107 eg_jump3 Falling from jump
108 eg_wait_a Standing Copy of 89, used for springing
109 eg_jump2 Begin falling Copy of 106, used for springing transition
110 eg_baneup2 Falling
111 eg_baneup3 Land on ground (low altitude)
112 eg_baneup4 Land on ground (high altitude)
113 eg_stop0 Brake
114 eg_push0 Begin pushing
115 eg_push1 Pushing
116 eg_damage0 Taking damage
117 eg_wait_a Standing Copy of 89, used for recovery from damage
118 eg_wait_a Standing Copy of 89, used for being caught in updraft
119 eg_crash0 Bump into wall
120 eg_wait_a Standing Copy of 89, used for recovery from wall bump
121 eg_stop1 Turning around
122 eg_wait_a Standing Copy of 89, used for skidding on upward slope
123 eg_wait_a Standing Copy of 89, used for skidding on downward slope
124 eg_holdrun Running with object
125 eg_holdstop0 Braking with object
126 eg_holdstop1 Turning around with object
127 eg_h_sakataiki0 Standing on downward slope with object
128 eg_h_sakataiki1 Standing on upward slope with object
129 eg_holdwalk0 Walking with object
130 eg_takeback Pulling
131 eg_shake0 Shake tree
132 eg_touch0 Grab onto tree
133 eg_touch1 Holding tree
134 eg_holdup0 Springing with object
135 eg_holdup1 Begin falling from springing with object
136 eg_holdup2 Begin falling with object
137 eg_holdup3 Falling with object
138 eg_throw0 Throw object Used for targeting other objects
139 eg_throw0 Throw object Copy of 138, non-targeting
140 eg_throwup0 Throw object in midair Used for targeting other objects
141 eg_throwup1 Throw object in midair Copy of 141, non-targeting
142 eg_hold0 Put down object Copy of 97
143 eg_wait_a Standing Copy of 89, used for being captured
144 eg_wait_a Standing Copy of 89, used for breathing air bubbles
145 eg_wait_a Standing Copy of 89, used for the start of the drowning sequence
146 eg_wait_a Standing Copy of 89, used for drowning
147 eg_die0 Death animation
148 eg_wait_a Standing Copy of 89
149 eg_wait_a Standing Copy of 89, used for ledge balancing
150 eg_ckabe0 Grab onto ledge Unused under normal circumstances
151 eg_ckabe1 Climb up ledge Unused under normal circumstances
152 eg_ckabe1 Climb up ledge Copy of 151
153 eg_kutibue Whistle
154 eg_chaothrow0 Throw Chao into machine
155 eg_wait_a Standing Copy of 89, used for dash panel launch
156 eg_wait_a Standing Copy of 89, used for holding onto pulley, which is impossible
157 eg_wait_a Standing Copy of 89, used for grabbing rockets
158 eg_wait_a Standing Copy of 89, used for holding rockets
159 eg_wait_a Standing Copy of 89
160 eg_wait_a Standing Copy of 89, used for being scared
161 eg_wait_a Standing Copy of 89, used for recovery from being scared
162 eg_attack0 Swipe attack
163 eg_attack1 Kick

Super Sonic

These animations are stored in the (Project Name)\figure\bin\ssonicmtn folder path when the contents are extracted with SA Tools Hub.

Super Sonic Animations
ID File Source (Custom Filename) Description Notes
87 ssn_wait0 Float in place
88 ssn_move0 Flying
89 ssn_dash0 Homing dash
90 ssn_dash_u0 Begin ascent
91 ssn_dash_u1 Ascending
92 ssn_dash_d0 Begin descending
93 ssn_dash_d1 Descending
94 ssn_dash_uf0 Begin forward dash
95 ssn_dash_uf1 Forward dash
96 ssn_dash_df0 Begin downward dash
97 ssn_dash_df1 Downward dash
98 ssn_damage0 Hit
99 ssn_damage1 Recovery from hit
100 ssn_spose1 Intro 2
101 ssn_kimepose0 Victory pose
102 ssn_kimepose1 Victory pose Used when Super Shadow is controlled by the player
103 ssn_die0 Death animation
104 ssn_wait0 Float in place Copy of 87
105 ssn_wait0 Float in place Copy of 87
106 ssn_spose_c1 Camera positioning (Intro 2) Camera animation
107 ssn_spose0 Intro 1
108 ssn_spose_c0 Camera positioning (Intro 1) Camera animation
109 ssn_wait1 Idle Used after dealing damage to FinalHazard

Super Shadow

These animations are stored in the (Project Name)\figure\bin\sshadowmtn folder path when the contents are extracted with SA Tools Hub.

Super Shadow Animations
ID File Source (Custom Filename) Description Notes
87 ssd_wait0 Float in place
88 ssd_move0 Flying
89 ssd_dash0 Homing dash
90 ssd_dash_u0 Begin ascent
91 ssd_dash_u1 Ascending
92 ssd_dash_d0 Begin descending
93 ssd_dash_d1 Descending
94 ssd_dash_uf0 Begin forward dash
95 ssd_dash_uf1 Forward dash
96 ssd_dash_df0 Begin downward dash
97 ssd_dash_df1 Downward dash
98 ssd_damage0 Hit
99 ssd_damage1 Recovery from hit
103 ssd_die0 Death animation
104 ssd_wait0 Float in place Copy of 87
105 ssd_wait0 Float in place Copy of 87
110 ssd_spose1 Intro 2
111 ssd_spose_c1 Camera positioning (Intro 2) Camera animation
112 ssd_kimepose0 Victory pose
113 ssd_kimepose1 Victory pose Used when Super Sonic is controlled by the player
114 ssd_spose0 Intro 1
115 ssd_spose_c0 Camera positioning (Intro 1) Camera animation
116 ssd_wait1 Idle Used after dealing damage to FinalHazard

Multiplayer Character Animations

In the Dreamcast version of Sonic Adventure 2, the unlockable multiplayer characters generally use the same animation IDs as their main game counterparts. SA2B changes this so that the characters can function properly when playing against their counterparts, as ID conflicts would result in Player 1's character animations being applied for both characters that share the same animation IDs.

Amy Rose

These animations are stored in the (Project Name)\figure\bin\amymtn folder path when the contents are extracted with SA Tools Hub.

Amy Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
87 87 am_ldash Light Dash
88 216 am_wait_c Idle 1
89 217 am_wait_d Idle 2
90 218 am_gspin_a1 Spinning
91 240 am_gspin0 Start Somersault
92 92 am_gspin_a1 Somersault uncurl Copy of 90(DC)/218(SA2B)
93 93 am_gspin_a2 Somersault slide
94 94 am_gspin_a3 Somersault end
95 95 am_gspinjump Somersault cancel
96 241 am_gspin0 Start Somersault Copy of 91(DC)/240(SA2B)
97 97 am_gspin_b0 Somersault to forward flip
98 242 am_gspin_b1 Begin running somersault attack Somersault punch in DC, somersault hammer swing in SA2B
99 245 am_gspin_b2 Running somersault attack Somersault punch in DC, somersault hammer swing in SA2B
100 100 am_jumpdash Jump dash Unused, jump spin animation is used instead
104 104 am_grleft0 Grinding (lean left)
105 105 am_grright0 Grinding (lean right)
106 106 am_grleft1 Grinding (lean left, crouching)
107 107 am_grright1 Grinding (lean right, crouching)
108 108 am_grleft2 Reverse grinding (lean left)
109 109 am_grright2 Reverse grinding (lean right)
110 110 am_grleft3 Reverse grinding (lean left, crouching)
111 111 am_grright3 Reverse grinding (lean right, crouching)
112 112 am_grleftfall Losing balance left
113 113 am_grrightfall Losing balance right
114 114 am_gjump0 Grind trick (Awesome!)
115 115 am_gjump1 Grind trick (Cool!)
116 235 am_gjump2 Grind trick (Nice!)
117 248 am_tjump Ramp trick Altered in SA2B
118 219 am_tokupose 2P Special Attack Altered in SA2B
119 220 am_mpose1 2P Intro 2
120 221 am_mpose0 2P Intro 1
185 203 am_wait_a Standing
186 204 am_walk0 Walking
187 205 am_run0 Speed-walking
188 206 am_run1 Jogging
189 207 am_run2 Running
190 208 am_maxrun Sprinting
191 209 am_hpose0 Homing Attack rebound 1
192 210 am_hpose1 Homing Attack rebound 2
193 211 am_hpose2 Homing Attack rebound 3 Also used for jumping out of a somersault
194 212 am_roltuta0 Grabbing onto swinging vine
195 213 am_roltuta1 Holding onto swinging vine
196 214 am_kimepose0 Victory pose
197 215 am_losepose0 Losing pose Altered in SA2B
N/A 228 am_jump0 Jump SA2B Only
N/A 229 am_piko0 Hammer growth Piko-Piko Hammer animation, SA2B Only
N/A 230 am_jump1 Jump spin SA2B only
N/A 231 am_piko1 Hammer shrink Piko-Piko Hammer animation, SA2B Only
N/A 232 am_jump2 Begin falling from jump SA2B Only
N/A 233 am_piko1 Hammer shrink Copy of 231
N/A 234 am_jump3 Falling from jump SA2B Only
N/A 238 am_baneup4 Landing on ground (high altitude) SA2B Only

Metal Sonic

These animations are stored in the (Project Name)\figure\bin\metalsonicmtn folder path when the contents are extracted with SA Tools Hub.

Metal Sonic Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
87 87 ms_ldash Light Dash
91 91 ms_gspin0 Start Somersault
92 92 ms_gspin_a1 Somersault uncurl
93 93 ms_gspin_a2 Somersault slide
94 94 ms_gspin_a3 Somersault end
95 95 ms_gspinjump Somersault cancel
96 96 ms_gspin0 Start Somersault Copy of 91, used for running somersault
97 97 ms_gspin_b0 Somersault to forward flip
98 98 ms_gspin_b1 Begin Somersault punch
99 99 ms_gspin_b2 Somersault punch
100 100 ms_jumpdash Jump dash Unused, jump spin animation is used instead
101 101 ms_hpose0 Homing Attack rebound 1
102 102 ms_hpose1 Homing Attack rebound 2
103 103 ms_hpose2 Homing Attack rebound 3 Also used for jumping out of a somersault
104 104 ms_grleft0 Grinding (lean left)
105 105 ms_grright0 Grinding (lean right)
106 106 ms_grleft1 Grinding (lean left, crouching)
107 107 ms_grright1 Grinding (lean right, crouching)
108 108 ms_grleft2 Reverse grinding (lean left)
109 109 ms_grright2 Reverse grinding (lean right)
110 110 ms_grleft3 Reverse grinding (lean left, crouching)
111 111 ms_grright3 Reverse grinding (lean right, crouching)
112 112 ms_grleftfall Losing balance left
113 113 ms_grrightfall Losing balance right
114 114 ms_gjump0 Grind trick (Awesome!)
115 236 ms_gjump1 Grind trick (Cool!)
116 116 ms_gjump2 Grind trick (Nice!)
117 247 ms_tjump Ramp trick Altered in SA2B
151 169 ms_wait_a Standing
152 170 ms_wait_b Alternate standing
153 222 ms_run0 Speed-walking movement Hovering in DC, speed-walking in SA2B
154 223 ms_run1 Hovering (Jogging speed) Altered in SA2B
155 224 ms_run2 Hovering (Running speed) Altered in SA2B
156 225 ms_maxrun Hovering (Sprinting speed) Altered in SA2B
157 175 ms_stop1 Turning around
158 176 ms_wait_c Idle 1
159 177 ms_wait_d Idle 2
160 178 ms_gjump0 Spinning Copy of 91
161 179 ms_baneup4 Landing on ground (high altitude)
162 237 ms_kimepose0 Victory pose Altered in SA2B
163 239 ms_losepose0 Losing pose Altered in SA2B
164 182 ms_tokupose 2P Special Attack Unused in SA2B
165 226 ms_mpose1 2P Intro 2 Altered in SA2B
166 227 ms_mpose0 2P Intro 1 Altered in SA2B
N/A 243 ms_bshield0 Engage Black Shield SA2B Only
N/A 244 ms_bshield1 Black Shield SA2B Only

Tikal the Echidna

These animations are stored in the (Project Name)\figure\bin\ticalmtn folder path when the contents are extracted with SA Tools Hub.

Tikal Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
87 217 tk_wait_c Idle 1
88 218 tk_wait_d Idle 2
89 89 tk_kabe0 Climbing
90 234 tk_anahori0 Begin digging into ground
91 235 tk_anahori1 Digging into ground
92 236 tk_anaup0 Jump out of digging
93 237 tk_anaup1 Begin falling from digging jump
94 94 tk_anafail Failed ground digging
95 238 tk_anahori0 Begin digging into wall Copy of 90(DC)/234(SA2B)
96 239 tk_anahori1 Digging into wall Copy of 91(DC)/235(SA2B)
97 240 tk_anakabeup0 Begin digging out of wall
98 98 tk_anakabeup1 Digging out of wall
99 99 tk_anafail Failed wall digging Copy of 94
100 231 tk_kabe0 Climbing Copy of 89
101 232 tk_lkabe Climbing left
102 233 tk_rkabe Climbing right
103 103 tk_kabe1 Holding onto wall
104 104 tk_kabe2 Climb up wall ledge
105 241 tk_fly0 Gliding
106 106 tk_fly1 Grab onto wall
107 107 tk_fly2 Cancel gliding
108 108 tk_fly2 Cancel gliding Copy of 107
109 109 tk_punch0 First punch
110 110 tk_punch1 Second punch
111 111 tk_punch2 Third punch (Uppercut)
112 112 tk_runpunch0 First punch (running)
113 113 tk_runpunch1 Second punch (running)
114 114 tk_runpunch2 Drill attack (running punch combo)
115 115 tk_drill0 Drill Claw
116 116 tk_drill1 Landing from Drill Claw
117 N/A tk_swim0 Paddling in water DC Only
118 N/A tk_swimdown0 Begin diving in water DC Only
119 N/A tk_swimdown1 Diving in water DC Only
120 N/A tk_swimup0 Begin surfacing in water DC Only
121 N/A tk_swimup1 Surfacing in water DC Only
122 N/A tk_swimwait0 Floating in water DC Only
123 123 tk_trip0 Knocked over from Level 1 special attack
124 124 tk_trip1 Recovery from knockdown
125 226 tk_walk0 Walking Altered in SA2B
126 230 tk_maxrun Sprinting Altered in SA2B
127 219 tk_upper Spiral Uppercut
128 220 tk_wait_a Standing
129 221 tk_kimepose0 Victory pose
130 222 tk_losepose0 Losing pose
131 131 tk_baneup3 Land on ground (low altitude)
132 255 tk_baneup4 Land on ground (high altitude)
133 133 tk_kutibue Whistle
134 223 tk_tokupose 2P Special Attack
135 135 tk_sunglass Put on Sunglasses
136 224 tk_mpose1 2P Intro 2
137 225 tk_mpose0 2P Intro 1
138 259 tk_quake Hammer Punch
139 139 tk_hwalk0 Walking with object
140 140 tk_throwup0 Throwing object in midair
N/A 227 tk_run0 Speed-walking SA2B Only
N/A 228 tk_run1 Jogging SA2B Only
N/A 229 tk_run2 Running SA2B Only

Chaos Zero

These animations are stored in the (Project Name)\figure\bin\chaos0mtn folder path when the contents are extracted with SA Tools Hub.

Chaos Zero Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
116 116 c0_drill1 Drill Claw Landing
141 256 c0_wait_c Idle 1
142 257 c0_wait_d Idle 2
143 258 c0_wait_c Idle 1 Copy of 141(DC)/256(SA2B)
144 242 c0_punch0 First punch
145 243 c0_punch1 Second punch
146 244 c0_punch2 Third punch (Uppercut)
147 245 c0_runpunch0 First punch (running)
148 246 c0_runpunch1 Second punch (running)
149 247 c0_runpunch2 Drill attack (running punch combo)
150 261 c0_walk0 Walking
151 262 c0_run0 Speed-walking
152 263 c0_run1 Jogging
153 264 c0_run2 Running
154 265 c0_run2 Running Copy of 153(DC)/264(SA2B)
155 105 c0_fly0 Gliding
156 106 c0_fly1 Grab onto wall
157 107 c0_fly2 Cancel gliding
158 108 c0_fly2 Cancel gliding Copy of 157(DC)/107(SA2B)
159 100 c0_kabe0 Climbing
160 101 c0_lkabe Climbing left
161 102 c0_rkabe Climbing right
162 103 c0_kabe1 Holding onto wall
163 115 c0_drill0 Drill Claw
164 90 c0_anahori0 Begin ground digging
165 91 c0_anahori1 Digging into ground
166 95 c0_anahori0 Begin digging into wall Copy of 164(DC)/90(SA2B)
167 96 c0_anahori1 Digging into wall Copy of 165(DC)/91(SA2B)
168 260 c0_wait_a Standing
169 268 c0_hold0 Pick up object
170 270 c0_hold0 Pick up object Copy of 169(DC)/268(SA2B)
171 269 c0_hwait0 Hold object
172 N/A c0_hlfail0 Begin failing to pick up heavy object Used for the test object SAMPLE L and attempting to pick up giant bombs, DC Only
173 132 c0_baneup4 Land on ground (high altitude)
174 253 c0_kimepose0 Victory pose Altered in SA2B
175 254 c0_losepose0 Losing pose Altered in SA2B
176 271 c0_tokupose 2P Special Attack Altered in SA2B
177 177 c0_scope Put on Treasure Scope
178 138 c0_quake Hammer Punch
179 248 c0_mpose_k1 2P Intro 2 Altered in SA2B, Chaos rising from puddle
180 251 c0_mpose_p0 2P Intro 1 Uses stationary puddle form in SA2B
181 252 c0_upper Spiral Uppercut
182 N/A c0_swim0 Paddling in water DC Only
183 N/A c0_swimdown0 Begin diving in water DC Only
184 N/A c0_swimdown1 Diving in water DC Only
185 N/A c0_swimup0 Begin surfacing in water DC Only
186 N/A c0_swimup1 Surfacing in water DC Only
187 N/A c0_swimwait0 Floating in water DC Only
188 188 c0_kutibue Whistle
189 92 c0_anaup0 Jump out of digging
190 93 c0_anaup1 Begin falling from digging jump
191 94 c0_anafail Failed digging
192 97 c0_anakabeup0 Begin digging out of wall
193 98 c0_anakabeup1 Digging out of wall
194 99 c0_anafail Failed wall digging Copy of 191(DC)/94(SA2B)
195 104 c0_kabe2 Climb up wall ledge
196 196 c0_trip0 Knocked over from Level 1 special attack
197 124 c0_trip1 Recovery from knockdown
198 N/A c0_tukamari0 Holding onto pulley DC Only
199 266 c0_holdwalk0 Walking with object
200 267 c0_holdrun Running with object
201 N/A c0_eggshake0 Shaking object DC Only
202 N/A c0_holdup0 Jump with object DC Only
203 N/A c0_holdup1 Begin falling with object DC Only
204 N/A c0_holdup2 Falling with object DC Only
N/A 249 c0_mpose_p1 2P Intro 2 Puddle moving off-screen, SA2B only
N/A 250 c0_wait_c Idle 1 Copy of 256, SA2B only, used as a placeholder for Chaos during 2P Intro 1

Chao Walker

These animations are stored in the (Project Name)\figure\bin\cwalkmtn folder path when the contents are extracted with SA Tools Hub.

Chao Walker Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
139 190 cw_wait_c Idle 1
140 88 cw_wait_d Idle 2
141 89 cw_wait_a Standing
142 191 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used by default and for standing on slopes as well
143 91 cw_walk0 Walking
144 92 cw_run1 Speed-walking
145 93 cw_maxrun Jogging
146 94 cw_baneup0 Spring
147 95 cw_baneup1 Spring transition
148 96 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used for falling
149 97 cw_baneup3 Land on ground (low altitude)
150 98 cw_baneup4 Land on ground (high altitude)
151 99 cw_stop0 Brake
152 100 cw_damage0 Taking damage
153 101 cw_wait_a Standing Copy of 141(DC)/89(SA2B)
154 102 cw_rollfly Carried by updraft
155 103 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used for melee attack knockback
156 104 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used for recover from melee attack
157 105 cw_stop1 Turning around
158 106 cw_waitmove0 Skidding on upward slope
159 107 cw_waitmove1 Skidding on downward slope
160 108 cw_kimepose0 Victory pose
161 109 cw_wait_a Standing Copy of 141(DC)/89(SA2B), supposed to be used for being captured, which is impossible
162 110 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used for breathing air bubbles
163 111 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used for the start of the drowning sequence
164 112 cw_wait_a Standing Copy of 141(DC)/89(SA2B), used for dying in midair
165 113 cw_die0 Death animation
166 114 cw_oto0 Ledge Balance Unused under normal circumstances
167 115 cw_jump0 Jump
168 116 cw_jump2 Falling from jump
169 117 cw_baneup3 Land from jump Copy of 149(DC)/97(SA2B)
170 118 cw_wait_a Standing Copy of 141(DC)/89(SA2B)
171 119 cw_kutibue Whistle
172 120 cw_zitabata Launch from dash panel
173 121 cw_runjump Running jump
174 122 cw_wait_a Standing Copy of 141(DC)/89(SA2B)
175 123 cw_tukamari0 Hanging onto pulley
176 124 cw_knudai1 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
177 125 cw_knudai1 Looking at Mystic Melody shrine Copy of 176(DC)/124(SA2B), used when the Mystic Melody has already been activated
178 126 cw_knudai0 Mystic Melody
179 127 cw_hover0 Hovering
180 192 cw_punch Activate Omochao
181 193 cw_msger_punch Omochao Attack Omochao mechanism animation
182 194 cw_punch Activate Booming Missile Attack Copy of 180(DC)/192(SA2B), used at the start of the Level 1 Special Attack sequence
183 195 cw_punch Activate Rumble Launcher Copy of 180(DC)/192(SA2B), used at the start of the Level 2 Special Attack sequence
184 133 cw_laser Firing Power Laser
185 134 cw_losepose0 Losing animation
186 135 cw_tokupose 2P Special Attack
187 196 cw_mpose1 2P Intro 2
188 197 cw_mpose0 2P Intro 1

Dark Chao Walker

These animations are stored in the (Project Name)\figure\bin\dwalkmtn folder path when the contents are extracted with SA Tools Hub.

Dark Chao Walker Animations
ID File Source (Custom Filename) Description Notes
88 dw_wait_d Idle 2
89 dw_wait_a Standing
94 dw_baneup0 Spring
95 dw_baneup1 Spring transition
96 dw_wait_a Standing Copy of 89, used for falling
97 dw_baneup3 Land on ground (low altitude)
98 dw_baneup4 Land on ground (high altitude)
99 dw_stop0 Brake
100 dw_damage0 Taking damage
101 dw_wait_a Standing Copy of 89
102 dw_rollfly Carried by updraft
103 dw_wait_a Standing Copy of 89, used for melee attack knockback
104 dw_wait_a Standing Copy of 89, used for recovery from melee attack
105 dw_stop1 Turning around
106 dw_waitmove0 Skidding on upward slope
107 dw_waitmove1 Skidding on downward slope
108 dw_kimepose0 Victory pose
109 dw_wait_a Standing Copy of 89, supposed to be used for being captured, which is impossible
110 dw_wait_a Standing Copy of 89, used for breathing air bubbles
111 dw_wait_a Standing Copy of 89, used for the start of the drowning sequence
112 dw_wait_a Standing Copy of 89, used for dying in midair
113 dw_die0 Death animation
114 dw_oto0 Ledge Balance Unused under normal circumstances
115 dw_jump0 Jump
116 dw_jump2 Falling from jump
117 dw_baneup3 Land from jump Copy of 97
118 dw_wait_a Standing Copy of 89
119 dw_kutibue Whistle
120 dw_zitabata Launch from dash panel
121 dw_runjump Running jump
122 dw_wait_a Standing Copy of 89
123 dw_tukamari0 Hanging onto pulley
124 dw_knudai1 Looking at Mystic Melody shrine Used when examining the shrine without Mystic Melody
125 dw_knudai1 Looking at Mystic Melody shrine Copy of 124, used when the Mystic Melody has already been activated
126 dw_knudai0 Mystic Melody
127 dw_hover0 Hovering
133 dw_laser Firing Power Laser
134 dw_losepose0 Losing animation
135 dw_tokupose 2P Special Attack
190 dw_wait_c Idle 1
191 dw_wait_a Standing Copy of 89, used by default and for standing on slopes as well
192 dw_punch Activate Dark Omochao
194 dw_punch Activate Crazy Rush Attack Copy of 192, used at the start of the Level 1 Special Attack sequence
195 dw_punch Activate Hell Bomber Copy of 192, used at the start of the Level 2 Special Attack sequence
196 dw_mpose1 2P Intro 2
197 dw_mpose0 2P Intro 1
198 dw_msger_punch Dark Omochao Attack Dark Omochao mechanism animation
199 dw_walk0 Walking
200 dw_run1 Speed-walking
201 dw_maxrun Jogging

Special Animations

The animations under this category aren't found within any character's animation binary files, but are instead stored in either the main stage files that require them (Sonic Adventure 2 DC in the STGXX.PRS files and the GameCube version of Sonic Adventure 2 Battle in the stgxxD.rel files) or in the EXE/Data_DLL information from SA2 PC.

When the game's contents are extracted by SA Tools Hub, these animations will be placed in the (Project Name)(Stage Folder)\Character Animations folder path, labeled with the internal IDs given to them in the stage/DLL binaries.

Speed-Type

Speed-Type Special Animations
DC ID SA2B ID File Source (Custom Filename) Description Notes
86 86 sn_item_[Item Name]

sd_item_[Item Name]

Looking at acquired Level-Up Item Used in all stages except for Cannon's Core, Green Hill, 2P levels, and boss encounters
121 121 sn_sbleft0 Lean left on board Used in City Escape, Downtown Race, and Metal Harbor
122 122 sn_sbright0 Lean right on board Used in City Escape, Downtown Race, and Metal Harbor
123 123 sn_sbleft1 Lean left on board Used in City Escape, Downtown Race, and Metal Harbor
124 124 sn_sbright1 Lean right on board Used in City Escape, Downtown Race, and Metal Harbor
125 125 sn_sblstop0 Brake left on board Used in City Escape, Downtown Race, and Metal Harbor
126 126 sn_sbrstop0 Brake right on board Used in City Escape, Downtown Race, and Metal Harbor
127 127 sn_sbjump0 Jump with board Used in City Escape, Downtown Race, and Metal Harbor
128 128 sn_sbjump1 In midair with board Used in City Escape, Downtown Race, and Metal Harbor
129 129 sn_sbdown0 Falling with board Used in City Escape, Downtown Race, and Metal Harbor
130 130 sn_sbdown1 Falling with board after trick Used in City Escape, Downtown Race, and Metal Harbor
131 131 sn_sbcrash0 Knocked over on board Used in City Escape, Downtown Race, and Metal Harbor
132 132 sn_sbcrash1 Knocked over on board Used in City Escape, Downtown Race, and Metal Harbor
N/A 133 sd_sbtrick2 Shadow board trick (Nice!) SA2B Only, used in City Escape and Downtown Race
N/A 134 sd_sbtrick1 Shadow board trick (Cool!) SA2B Only, used in City Escape and Downtown Race
N/A 135 sd_sbtrick0 Shadow board trick (Awesome!) SA2B Only, used in City Escape and Downtown Race
N/A 136 ms_sbtrick2 Metal Sonic board trick (Nice!) SA2B Only, used in City Escape and Downtown Race
N/A 137 ms_sbtrick1 Metal Sonic board trick (Cool!) SA2B Only, used in City Escape and Downtown Race
N/A 138 ms_sbtrick0 Metal Sonic board trick (Awesome!) SA2B Only, used in City Escape and Downtown Race
N/A 139 am_sbtrick2 Amy board trick (Nice!) SA2B Only, used in City Escape and Downtown Race
N/A 140 am_sbtrick1 Amy board trick (Cool!) SA2B Only, used in City Escape and Downtown Race
N/A 141 am_sbtrick0 Amy board trick (Awesome!) SA2B Only, used in City Escape and Downtown Race
133 142 sn_sbtrick0 Sonic board trick (Awesome!) Used in City Escape and Downtown Race
134 143 sn_sbtrick1 Sonic board trick (Cool!) Used in City Escape and Downtown Race
135 144 sn_sbtrick2 Sonic board trick (Nice!) Used in City Escape and Downtown Race
136 145 sb_sbleft0 Lean left Board animation, used in City Escape, Downtown Race, and Metal Harbor
137 146 sb_sbright0 Lean right Board animation, used in City Escape, Downtown Race, and Metal Harbor
138 147 sb_sbleft1 Lean left Board animation, used in City Escape, Downtown Race, and Metal Harbor
139 148 sb_sbright1 Lean right Board animation, used in City Escape, Downtown Race, and Metal Harbor
140 149 sb_sblstop0 Braking left Board animation, used in City Escape, Downtown Race, and Metal Harbor
141 150 sb_sbrstop0 Braking right Board animation, used in City Escape, Downtown Race, and Metal Harbor
142 151 sb_sbjump0 Jump Board animation, used in City Escape, Downtown Race, and Metal Harbor
143 152 sb_sbjump1 Midair Board animation, used in City Escape, Downtown Race, and Metal Harbor
144 153 sb_sbdown0 Falling Board animation, used in City Escape, Downtown Race, and Metal Harbor
145 154 sb_sbdown1 Falling after trick Board animation, used in City Escape, Downtown Race, and Metal Harbor
146 155 sb_sbcrash0 Knocked over Board animation, used in City Escape, Downtown Race, and Metal Harbor
147 156 sb_sbcrash1 Knocked over Board animation, used in City Escape, Downtown Race, and Metal Harbor
N/A 157 sb_sd_sbtrick2 Shadow board trick (Nice!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 158 sb_sd_sbtrick1 Shadow board trick (Cool!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 159 sb_sd_sbtrick0 Shadow board trick (Awesome!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 160 sb_ms_sbtrick2 Metal Sonic board trick (Nice!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 161 sb_ms_sbtrick1 Metal Sonic board trick (Cool!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 162 sb_ms_sbtrick0 Metal Sonic board trick (Awesome!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 163 sb_am_sbtrick2 Amy board trick (Nice!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 164 sb_am_sbtrick1 Amy board trick (Cool!) Board animation, SA2B Only, used in City Escape and Downtown Race
N/A 165 sb_am_sbtrick0 Amy board trick (Awesome!) Board animation, SA2B Only, used in City Escape and Downtown Race
148 166 sb_sn_sbtrick0 Sonic board trick (Awesome!) Board animation, used in City Escape and Downtown Race
149 167 sb_sn_sbtrick1 Sonic board trick (Cool!) Board animation, used in City Escape and Downtown Race
150 168 sb_sn_sbtrick2 Sonic board trick (Nice!) Board animation, used in City Escape and Downtown Race
167 185 sn_roltuta0 Grabbing onto swinging vine Used in Green Forest and White Jungle
168 186 sn_roltuta1 Holding onto swinging vine Used in Green Forest and White Jungle
169 187 sn_bangietuta1 Falling with/pulled up by bungee vine Used in Green Forest
170 188 sn_bangietuta2 Diving with bungee vine Used in Green Forest
171 189 sn_bangietuta0 Swing before falling with bungee vine Used in Green Forest
172 190 sn_mh_tukamari Hanging onto Metal Harbor missile Used in Metal Harbor
173 191 sn_mh_spinfly Spinning in midair Unused
174 192 sn_ironbar_r0 Swing on horizontal bar (Counterclockwise) Used in City Escape, Radical Highway, and Pyramid Cave
175 193 sn_ironbar_l0 Swing on horizontal bar (Clockwise) Used in City Escape, Radical Highway, and Pyramid Cave
176 194 sn_ironbar_l1 Horizontal bar trick launch (Clockwise) Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest
177 195 sn_ironbar_r1 Horizontal bar trick launch (Counterclockwise) Used in City Escape, Radical Highway, and Pyramid Cave
178 196 sn_ironbar_l2 Horizontal bar trick spin to air (Clockwise) Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest
179 197 sn_ironbar_r2 Horizontal bar trick spin to air (Counterclockwise) Used in City Escape, Radical Highway, and Pyramid Cave
180 198 sn_ironbar_pose Horizontal bar trick air loop Used in City Escape, Radical Highway, and Pyramid Cave, also used with bungee vine in Green Forest
181 199 sn_quickdie0 Sinking in quicksand Used in Egg Golem (Sonic)
182 200 sn_uprail Hanging and sliding on ceiling rail Used in Crazy Gadget and Cannon's Core (Sonic)
183 201 sn_gswitch Pushing down lever Used in Crazy Gadget
184 202 sn_slider0 Sliding on water current Used in Cannon's Core (Sonic) and Biolizard

Hunting-Type

Hunting-Type Special Animations
ID File Source (Custom Filename) Description Notes
86 kn_item_[Item Name]

rg_item_[Item Name]

Looking at acquired Level-Up Item Used in all stages except for Cannon's Core, 2P levels, and boss encounters
117 kn_swim0 Paddling in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
118 kn_swimdown0 Begin diving in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
119 kn_swimdown1 Diving in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
120 kn_swimup0 Begin surfacing in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
121 kn_swimup1 Surfacing in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
122 kn_swimwait0 Floating in water (Knuckles) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
182 rg_swim0 Paddling in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
183 rg_swimdown0 Begin diving in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
184 rg_swimdown1 Diving in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
185 rg_swimup0 Begin surfacing in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
186 rg_swimup1 Surfacing in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
187 rg_swimwait0 Floating in water (Rouge) Used in Aquatic Mine, Pool Quest, Death Chamber, Dry Lagoon, and Egg Quarters
211 rg_kamewait0 Standing on turtle Used in Dry Lagoon
212 rg_kamehold0 Holding onto underwater turtle Used in Dry Lagoon
215 rg_kamejump0 Jump onto turtle Used in Dry Lagoon
216 rg_hidekage Hiding in the shadows Used in Egg Quarters

Mech-Type

Mech-Type Special Animations
ID File Source (Custom Filename) Description Notes
86 tw_item_[Item Name]

ew_item_[Item Name]

Looking at acquired Level-Up Item Used in all stages except for Cannon's Core, 2P levels, and boss encounters
138 ew_quickdie0 Sinking in quicksand (Eggman) Used in Sand Ocean, Hidden Base, and Egg Golem (Eggman)
189 tw_quickdie0 Sinking in quicksand (Tails) Used in Sand Ocean and Hidden Base
Sonic Adventure 2 Information
General Information File FormatsModel FormatsLevelsTexture FilesLight and Fog DataGame Builds
Character Information General Model DataAnimation FilesActions
Animation Lists Speed-Types SonicShadowAmyMetal Sonic
Hunting-Types KnucklesRougeTikalChaos Zero
Shooting-Types Mech TailsMech EggmanChao WalkerDark Chao Walker
Miscellaneous TailsEggmanSuper SonicSuper Shadow
Sound Information Voice ListMusic FilesSound Effects
Other Cutscenes