Every clip is real frames off a running instance, every second rendered frame at 60 Hz, played back at 30 fps and magnified 4x. The controller, the hitbox and every tuning number are identical in every cell, and each row is the same input script, so the clips of a row are the same motion and loop in step — what differs is only the drawing. The window is pinned to the character's feet, so the world streams past rather than the character across the frame. In the game the same three axes are live: F2 the proportion, -/= the juice level, [/] the style of whatever the character is doing, and F3 shows the panel that names all three:
The same eight actions on the baseline chibi, with the secondary-motion layer at each of its three levels. off is round 3 reproduced exactly — not approximated: every lean, lag, drag, stretch and breath term is multiplied by the master, and the four spring groups are lerped by it from round 3's two settings, so at zero nothing is left. Read the arms and the head: at full they swing opposite the legs, trail every launch and dip into every landing.
| off — round 3 exactly | low — half of everything | full | |
|---|---|---|---|
walk walk right, A/D held 60 frames, 2.00 s |
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run the same with SHIFT 60 frames, 2.00 s |
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jump stand, full-height jump, land 45 frames, 1.50 s |
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fall_land walk off a 7-tile pit, land 60 frames, 2.00 s |
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hang_climb jump at the 2-tile step, hang, mantle 75 frames, 2.50 s |
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slide_walljump slide the 30-tile face, wall jump, catch the far one 60 frames, 2.00 s |
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rope throw a rope (E), climb it (W), back down (S) 75 frames, 2.50 s |
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crouch_walk hold S and walk 45 frames, 1.50 s |
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Five chibis inside one envelope: 20–22 px standing, under 12 px crouched, juice full, every style at 1. The hang row is the one that separates them — an arm has to be longer than the head's radius plus the shoulder drop for the hands to go over the head, and only a4 is built that way. On the others the skull sits above the ledge it is holding.
| a — chibi baseline | a2 — big head, short torso | a3 — long legs, short arms | a4 — small head, long arms | a5 — wide pill, stubby limbs | |
|---|---|---|---|---|---|
walk walk right, A/D held 60 frames, 2.00 s |
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jump stand, full-height jump, land 45 frames, 1.50 s |
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hang_climb jump at the 2-tile step, hang, mantle 75 frames, 2.50 s |
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Baseline chibi, juice full, one row per action and one column per style of it. Style 1 is always round 3's; 2 and 3 are different ways of doing the action, not tuned versions of one — a different gait, a different pose, or both. While a clip is taken every other action is forced back to style 1, so a row shows the one style it is labelled with.
| style 1 | style 2 | style 3 | |
|---|---|---|---|
walk walk right, A/D held 60 frames, 2.00 s |
![]() 1 plant |
![]() 2 hop |
![]() 3 stride |
run the same with SHIFT 60 frames, 2.00 s |
![]() 1 lope |
![]() 2 sprint |
![]() 3 bound |
jump stand, full-height jump, land 45 frames, 1.50 s |
![]() 1 reach |
![]() 2 diver |
![]() 3 tuck |
fall_land walk off a 7-tile pit, land 60 frames, 2.00 s |
![]() 1 spread |
![]() 2 flail |
![]() 3 cannonball |
hang_climb jump at the 2-tile step, hang, mantle 75 frames, 2.50 s |
![]() 1 still |
![]() 2 reach |
![]() 3 wallwalk |
slide_walljump slide the 30-tile face, wall jump, catch the far one 60 frames, 2.00 s |
![]() 1 side |
![]() 2 facing |
![]() 3 backed |
rope throw a rope (E), climb it (W), back down (S) 75 frames, 2.50 s |
![]() 1 hands |
![]() 2 inchworm |
![]() 3 swing |
crouch_walk hold S and walk 45 frames, 1.50 s |
![]() 1 crouch |
![]() 2 ball |
![]() 3 lunge |