tekken-move-schema Svelte Themes

Tekken Move Schema

A Tekken move schema in Pydantic, along with a Svelte-based frontend to display frame data.

tekken-move-schema: a JSON schema for Tekken moves

This JSON file defines a schema for JSON objects representing Tekken moves following the specification outlined in the 2020-12 draft of the JSON Schema published by the Internet Engineering Task Force (IETF).

Motivation

Tekken movelists are famously long, and require a lot of experience and study to fully grasp their individual properties to use effectively. The in-game information provided for these moves is sparse, and as of Tekken 7, requires a paid DLC to access. The availability of accurate, up-to-date, well-structured and easily searchable information on these movelists, such as their frame data and tracking, has historically been vital for accelerating the learning process for a player.

This JSON file outlines a schema for representing Tekken moves as JSON objects in a flexible yet complete way to capture all relevant information about a move. It is based on the movelist layout used by wavu.wiki. Moves created as JSON objects following this schema will be able to be ingested by third-party applications such as Discord bots (e.g., Mokujin) or websites (e.g., Tekken 7 Pretty Movelist) to display.

TODOs

  • Include "lead" move information like "inputs", "target" and "damage" in the object itself as an array to avoid having to iteratively search for the lead move ID
  • Represent "target" and "damage" as arrays to account for multi-hit moves e.g., Marduk qcf+1+2 (do block frames of intermediate hits of multi-hit moves matter?)
  • Account for frame advantage recovery states
  • Account for various properties typically provided as notes
    • homing
    • tailspin
    • spike
    • floor break
    • balcony break
    • having a clean hit property (effects with/without it)
    • throw break (and frame window)
    • delayable strings
    • natural hit combos, CH combos (from $n^{th}$ hit)
    • jailing from $n^{th}$ hit/block with $f$ frames of delay
    • requiring rage

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