Using the system described, we are able to create a variety of dynamic responses under various conditions. Figure 2 shows a range of such responses starting from a single pair of motion clips found by simply varying the facing direction of one of the characters. Figures 1 and 3 show several different scenarios and their resulting responses. Some care was taken to set-up the scenarios included in our results so that they show good contact. However, this is for demonstrative purposes only and our system should easily manage many other situations, especially when the contact leads to small disturbances (where the best thing to do is to complete the current motion capture playback, as we see in the attacker in the examples in this paper). For heavier impacts, we also anticipate good performance with the limiting factor being the collision handler. For very large contact forces, ODE’s collision solver (which uses constraints to resolve collisions) lead to undesirable inter-penetrating bodies. Currently,our system does not manage multiple contacts in series which would require a secondary search (or beyond) to find a good transition-to clip. This implies that a one-two punch would likely lead to an undesirable behavior because we do not anticipate the subsequent contact in the motion search. Also, sustained contact, like holds in wrestling, remains unexplored and provides an interesting direction for future work.