{"id":19403180,"url":"https://github.com/4rays/sf6-move-data","last_synced_at":"2025-06-30T08:07:56.732Z","repository":{"id":165257225,"uuid":"639581657","full_name":"4rays/sf6-move-data","owner":"4rays","description":"Street Fighter 6 move data in human-readable format. 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Street Fighter 6 Move Data\n\n## Data Format\n\nThe data is saved as TOML in character-specific files.\n\n### Move Type\n\nThe `moveType` property is a string representing the type of the move.\nThe following table lists the possible values:\n\n| Value           | Meaning                  |\n|-----------------|--------------------------|\n| `normal`        | Normal move              |\n| `commandNormal` | Command normal move      |\n| `action`        | Non-damaging actions     |\n| `followUp`      | Move requiring an action |\n| `targetCombo`   | Target combo             |\n| `special`       | Special move             |\n| `super1`        | Level 1 super move       |\n| `super2`        | Level 2 super move       |\n| `super3`        | Level 3 super move       |\n| `unique`        | Unique move              |\n| `throw`         | Throw                    |\n| `commandThrow`  | Command throw            |\n\n### Input\n\nThe `input` property is a string representing the input required to perform the move.\nThe following table lists the special notation used in the string:\n\n| Notation | Meaning       |\n|----------|---------------|\n| `1`      | Down-Back     |\n| `2`      | Down          |\n| `3`      | Down-Forward  |\n| `4`      | Back          |\n| `5`      | Neutral       |\n| `6`      | Forward       |\n| `7`      | Up-Back       |\n| `8`      | Up            |\n| `9`      | Up-Forward    |\n| `{360}`  | 360 motion    |\n| `()`     | Simultaneous  |\n| `[]`     | Hold          |\n| `\u003e`      | Follow-up     |\n| `{|}`    | Or            |\n| `*p`     | Any punch     |\n| `lp`     | Light Punch   |\n| `mp`     | Medium Punch  |\n| `hp`     | Heavy Punch   |\n| `*k`     | Any kick      |\n| `lk`     | Light Kick    |\n| `mk`     | Medium Kick   |\n| `hk`     | Heavy Kick    |\n| `d`      | Any direction |\n| `j`      | Any jump      |\n| `c`      | Any crouch    |\n| `pp`     | Any two *p    |\n| `kk`     | Any two *k    |\n\n### Cancel\n\nThis property lists the possible move types that a move can cancel into.\nThe following table lists the possible values:\n\n| Value | Meaning                                                |\n|-------|--------------------------------------------------------|\n| `C`   | Can be canceled by a special move, DI, DR, or SA       |\n| `SA`  | Can only be canceled by a Super Art                    |\n| `SA2` | Can only be canceled by a level 2 or level 3 Super Art |\n| `SA3` | Can only be canceled by a level 3 Super Art            |\n| `J`   | Can be canceled by a jump                              |\n| `*`   | Can be canceled by other moves. See `cancelsInto`.     |\n\n### Block Type\n\nThe `blockType` property refers to the attack type with regards to blocking.\n\n| Value  | Meaning  |\n|--------|----------|\n| `high` | High     |\n| `low`  | Low      |\n| `mid`  | Overhead |\n| `midHigh` | High or overhead |\n\n### Move Properties\n\nThe `properties` property is an object with the following properties:\n\n| Property         | Description                                             |\n|------------------|---------------------------------------------------------|\n| `canCrossUp`     | Whether the move can cross up.                          |\n| `armorBreak`     | Whether the move breaks armor.                          |\n| `tumble`         | Whether the move causes a tumble state.                 |\n| `juggle`         | Whether the move causes a juggle state.                 |\n| `knockdown`      | Whether the move causes a knockdown state.              |\n| `forcesStanding` | Whether the move forces the opponent to stand.          |\n| `stockIncrement` | The amount of stock gained after performing the move.   |\n| `stockDecrement` | The amount of stock consumed after performing the move. |\n| `chargeable`     | Whether the move can be charged.                        |\n| `crumple`        | Whether the move causes a crumple state.                |\n\n## License\n\n- The code is MIT-licensed.\n- Game, character, and move names and data are copyright of their respective owners.\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2F4rays%2Fsf6-move-data","html_url":"https://awesome.ecosyste.ms/projects/github.com%2F4rays%2Fsf6-move-data","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2F4rays%2Fsf6-move-data/lists"}