/// - Mode 1               #Melee Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p-
4 p-
C43                               #Play weapon stance SFE (Clicking noise)
2 p-
2 p-
10 p-
4 p-
4 p-
5 p-
C24                               #Play sword slashing air SFE
C04                               #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
2 p-
C1A                               #Normal hit
C1F                               #Play hit SFE (sounds like Eliwood with sword's hit)
2 p-
3 p-
3 p-
C01                               #NOP
3 p-
2 p-
2 p-
2 p-
C06                               #Begin opponent's turn after hit.next code 0D.
2 p-
2 p-
C34                               #Play heavy stepping SFE
2 p-
1 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 3               #Melee Critical Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p-
2 p-
2 p-
C34                               #Play heavy stepping SFE
3 p-
5 p-
4 p-
3 p-
10 p-
3 p-
C1B                               #Play quick "heavy step" SFE
3 p-
3 p-
C43                               #Play weapon stance SFE (Clicking noise)
2 p-
3 p-
8 p-
2 p-
2 p-
2 p-
C24                               #Play sword slashing air SFE
C04                               #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
2 p-
C09                               #Critical hit
C1F                               #Play hit SFE (sounds like Eliwood with sword's hit)
2 p-
3 p-
3 p-
C01                               #NOP
3 p-
2 p-
2 p-
2 p-
C06                               #Begin opponent's turn after hit.next code 0D.
2 p-
2 p-
C34                               #Play heavy stepping SFE
2 p-
1 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 5               #Ranged Animation 
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p-
2 p-
2 p-
C05                               #Call spell associated with equipped weapon
2 p-
C01                               #NOP
C06                               #Begin opponent's turn after hit.next code 0D.
2 p-
1 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 6               #Ranged Critical Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
C05                               #Call spell associated with equipped weapon
1 p-
C01                               #NOP
C06                               #Begin opponent's turn after hit.next code 0D.
2 p-
1 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 7               #Dodge Melee Attack
C02                               #Start of dodge
1 p-
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
2 p-
2 p-
1 p-
C01                               #NOP
2 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 8               #Dodge Ranged Attack
C02                               #Start of dodge
1 p-
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
2 p-
2 p-
1 p-
C01                               #NOP
2 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 9               #Equiped with Melee Weapon
1 p-
C01                               #NOP
~~~
/// - Mode 10               #Standing 
1 p-
C01                               #NOP
~~~
/// - Mode 11               #Equiped with Ranged weapon
1 p-
C01                               #NOP
~~~
/// - Mode 12               #Attack Missed Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p-
4 p-
C43                               #Play weapon stance SFE (Clicking noise)
2 p-
2 p-
10 p-
4 p-
4 p-
5 p-
C24                               #Play sword slashing air SFE
C04                               #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
2 p-
2 p-
3 p-
3 p-
C01                               #NOP
3 p-
2 p-
2 p-
2 p-
C06                               #Begin opponent's turn after hit.next code 0D.
2 p-
2 p-
C34                               #Play heavy stepping SFE
2 p-
1 p-
C0D                               #End of dodge animation. preceeded by 0x06
~~~
/// - End of animation