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https://github.com/4rays/sf6-move-data

Street Fighter 6 move data in human-readable format. Currently in English and Japanese.
https://github.com/4rays/sf6-move-data

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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 |
| `{|}` | Or |
| `*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.