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Street Fighter 6 move data in human-readable format. Currently in English and Japanese.

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Street Fighter 6 Move Data

Data Format

The data is saved as TOML in character-specific files.

Move Type

The moveType property is a string representing the type of the move. The following table lists the possible values:

Value Meaning
normal Normal move
commandNormal Command normal move
action Non-damaging actions
followUp Move requiring an action
targetCombo Target combo
special Special move
super1 Level 1 super move
super2 Level 2 super move
super3 Level 3 super move
unique Unique move
throw Throw
commandThrow Command throw

Input

The input property is a string representing the input required to perform the move. The following table lists the special notation used in the string:

Notation Meaning
1 Down-Back
2 Down
3 Down-Forward
4 Back
5 Neutral
6 Forward
7 Up-Back
8 Up
9 Up-Forward
{360} 360 motion
() Simultaneous
[] Hold
> Follow-up
`{ }`
*p Any punch
lp Light Punch
mp Medium Punch
hp Heavy Punch
*k Any kick
lk Light Kick
mk Medium Kick
hk Heavy Kick
d Any direction
j Any jump
c Any crouch
pp Any two *p
kk Any two *k

Cancel

This property lists the possible move types that a move can cancel into. The following table lists the possible values:

Value Meaning
C Can be canceled by a special move, DI, DR, or SA
SA Can only be canceled by a Super Art
SA2 Can only be canceled by a level 2 or level 3 Super Art
SA3 Can only be canceled by a level 3 Super Art
J Can be canceled by a jump
* Can be canceled by other moves. See cancelsInto.

Block Type

The blockType property refers to the attack type with regards to blocking.

Value Meaning
high High
low Low
mid Overhead
midHigh High or overhead

Move Properties

The properties property is an object with the following properties:

Property Description
canCrossUp Whether the move can cross up.
armorBreak Whether the move breaks armor.
tumble Whether the move causes a tumble state.
juggle Whether the move causes a juggle state.
knockdown Whether the move causes a knockdown state.
forcesStanding Whether the move forces the opponent to stand.
stockIncrement The amount of stock gained after performing the move.
stockDecrement The amount of stock consumed after performing the move.
chargeable Whether the move can be charged.
crumple Whether the move causes a crumple state.

License

  • The code is MIT-licensed.
  • Game, character, and move names and data are copyright of their respective owners.

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Street Fighter 6 move data in human-readable format. Currently in English and Japanese.

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