Fall down and get up
A small wrong-way stumble, then a hard fall that swings the body almost flat with a little bounce on landing, a beat lying there, and a two-stage climb back up to standing.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Fall down and get up is a comic pratfall: a stumble, a hard fall flat onto the back, a beat lying there, then a two-stage climb back to standing. It takes a little under two seconds in total and needs no other move before or after it — it starts and ends standing.
The principle it shows: anticipation
Before the big fall — the body swinging almost flat, the arms thrown wide, a small bounce in its height on landing — there is a small opposite stumble first: the body tips back only 10° over 0.18 seconds, the wrong way, before the real fall sends it swinging 84° the other way. That little wrong-way beat is what tells the audience a fall is coming, rather than the character simply keeling over.
The program, line by line
when it starts
glide rot -10, right arm 70, left arm -70 over 0.18 s (out)
glide rot 84, dy 28, right arm 150, left arm -150, right leg 10, left leg -10 over 0.32 s (in)
glide sy 0.92 over 0.06 s
glide sy 1 over 0.08 s
wait 0.6 s
glide rot 30, dy 16, right arm 60, left arm -60, right leg 30, right shin 40 over 0.35 s (out)
glide rot 0, dy 0, right arm 0, left arm 0, right leg 0, left leg 0, right shin 0 over 0.35 swhen it starts— begins the moment the move is put on a character.glide rot -10, right arm 70, left arm -70 over 0.18 s (out)— a stumble: the body tips back 10 degrees and both arms fly out, the wrong way.glide rot 84, dy 28, right arm 150, left arm -150, right leg 10, left leg -10 over 0.32 s (in)— the real fall, accelerating: the body swings almost flat, drops, and the arms and legs fling wide.glide sy 0.92 over 0.06 s— a quick squash on landing.glide sy 1 over 0.08 s— and straight back out, a little bounce off the ground.wait 0.6 s— lies flat.glide rot 30, dy 16, right arm 60, left arm -60, right leg 30, right shin 40 over 0.35 s (out)— the first push up, halfway back to standing, the right leg bending under the body.glide rot 0, dy 0, right arm 0, left arm 0, right leg 0, left leg 0, right shin 0 over 0.35 s— all the way back up, standing.
Try this
Stretch the opening stumble to half a second instead of 0.18. The wind-up to the fall is much more telegraphed, giving the audience longer to see it coming.
In the program:
ramp · over0.18→0.5Lie flat on the ground for 1.5 seconds instead of 0.6. The character stays down much longer, which plays as more dazed or more comic, depending on what follows.
In the program:
wait · s0.6→1.5
How it differs from Duck and Twirl
Duck is a quick, controlled drop that pops straight back up; this move is a full, uncontrolled fall with a landing bounce and a hold flat on the ground before a slower climb up. Twirl is the other move here that takes the body right off its feet, though by turning rather than falling.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, arms, legs |
| 4 legs (a dog) | yes | whole body, front legs, back legs |
| no legs (the monster with no legs) | yes | whole body, arms |