Putting the whole family in motion
A roster needs more than portraits. The family now has a full base animation pass: sixty-four poses for each of eighteen fighters, plus Philip’s sixteen-pose lariat. That makes 1,168 fighter poses across seventy-three transparent sheets.

From a breathing stance to a Super
The base sheets cover standing, walking, forward and backward dashes, jumping, crouching, guards, parries, standing punches and kicks, dedicated crouching and aerial attacks, throws, two specials, Super poses, hit reactions, falls, grounded knockdown, recovery, victory, and defeat. The combat clock chooses the wind-up, contact, and recovery; connected throws use the live capture and release sequence.
Keep the feet planted
Will’s idle uses consistent, planted-foot breathing drawings with a slower cycle. His current presentation keeps an eight percent height increase after reducing the earlier oversized version, while Philip’s larger silhouette reinforces his heavyweight gameplan. Measured foot anchors and a fixed upright reference keep a crouch short and an extended kick long. Philip’s lariat adds front, side, and back views so the spin reads as a whole-body action.
A place to inspect the drawings
The Motion Lab lets you choose any two fighters, switch actions, slow playback, pause, step through changes, and mirror the facing direction. It shares the game’s frame selection and source artwork, so it is useful for checking the same poses that appear in matches. Crouching and aerial strengths share their own three-pose sequences while retaining each attack strength’s combat timing.