The data is saved as TOML in character-specific files.
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 |
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 |
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 . |
The blockType
property refers to the attack type with regards to blocking.
Value | Meaning |
---|---|
high |
High |
low |
Low |
mid |
Overhead |
midHigh |
High or overhead |
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. |
- The code is MIT-licensed.
- Game, character, and move names and data are copyright of their respective owners.