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Character Data Tables Overview

Ahmed El Bannan edited this page May 14, 2026 · 10 revisions

Attack Related Tables

Attacks are mostly defined by the following four tables (there are more that indirectly tie into attacks, like the animation tables)

Action: Assigns AttackSets to buttons + move/jump/dash/step/break fall

AttackSet: Combos OR Multiple Attacks per button (based on Action or Behaviour Controller)

Attack: Controls attack properties such as animation, homing, transitions into other attacks, cursed energy usage, etc

Damage: Controls attack properties related to damage, hitstun, cursed energy gain, knockback, etc. An attack can have more than one Damage row OR none at all. The ids for these are hardcoded in animations.

So the hierarchy for attacks goes like: Action -> AttackSet -> Attack -> Damage

For both Attack and Damage tables, each character has their attacks in one of the five files. This file "index" stays consistent across files. For example, if a characters attack is in AttackDataTable2.json, then his damage will also be in DamageDataTable2.json, and his dash will be in ActionDashDataTable2.json, etc.


ActionDataTable

  • Id_ActionBreakFall — Attack Knockback recovery (Always CP_010)
  • Id_ActionDash — Dash Table ID
  • Id_ActionJump — Jump Table ID
  • Id_ActionMove — Movement Table ID
  • Id_ActionStep — Step (Guard + Move) Table ID

Normal Attack Chains

  • Id_AttackSet_Normal_1 — X/Square attacks
  • Id_AttackSet_Normal_1_1 — X/Square + Down Attacks
  • Id_AttackSet_Normal_1_1_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_1_1_Solo — X/Square + Down Attacks when solo
  • Id_AttackSet_Normal_1_1_Solo_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_1_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_2 — Y/Triangle
  • Id_AttackSet_Normal_2_1 — Y/Triangle + Down
  • Id_AttackSet_Normal_2_1_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_2_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_3 — B/Circle
  • Id_AttackSet_Normal_3_1 — B/Circle + Down
  • Id_AttackSet_Normal_3_1_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_3_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else auto-combo variant.)

Air Attacks

Same as above, when in air. When in a combo (grounded or air), the _1 (Button + Down) variants seem to take priority. So you can use X + Down Air Attack/Combo during a grounded combo, if Air and Ground are different.

  • Id_AttackSet_Normal_Air_1 — Unknown
  • Id_AttackSet_Normal_Air_1_1 — Unknown
  • Id_AttackSet_Normal_Air_1_1_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_Air_1_1_Solo — Unknown
  • Id_AttackSet_Normal_Air_1_1_Solo_Auto — Can be transitioned into using AutoTransitionKind in the Attack table. Doesn't seem to do anything else
  • Id_AttackSet_Normal_Air_1_Auto — Unknown
  • Id_AttackSet_Normal_Air_2 — Unknown
  • Id_AttackSet_Normal_Air_2_1 — Unknown
  • Id_AttackSet_Normal_Air_2_1_Auto — Unknown
  • Id_AttackSet_Normal_Air_2_Auto — Unknown
  • Id_AttackSet_Normal_Air_3 — Unknown
  • Id_AttackSet_Normal_Air_3_1 — Unknown
  • Id_AttackSet_Normal_Air_3_1_Auto — Unknown
  • Id_AttackSet_Normal_Air_3_Auto — Unknown

Cursed Energy Attacks

These are specials, listed in an array per cursed energy level. Goes up to level 4 (not sure what the fourth level means, might be during that character's domain)

  • Id_AttackSet_CursedEnergy_1 — R1 Special

  • Id_AttackSet_CursedEnergy_1_Auto — R1 Special - Version that is transitioned into from auto combo (sometimes 2_Auto instead). Can be chained from other moves as well (by using AutoTransitionKind_CursedEnergy)

  • Id_AttackSet_CursedEnergy_Air_1 — R1 Special Air

  • Id_AttackSet_CursedEnergy_Air_1_Auto — Same as 1_Auto

  • Id_AttackSet_CursedEnergy_2 — R2 Special

  • Id_AttackSet_CursedEnergy_2_Auto — Same as 1_Auto

  • Id_AttackSet_CursedEnergy_Air_2 — R2 Special Air

  • Id_AttackSet_CursedEnergy_Air_2_Auto — Same as 1_Auto

Super Attacks

L2 + R2 Attacks

  • Id_AttackSet_SuperCursedEnergy — L2 + R2 Special
  • Id_AttackSet_SuperCursedEnergy_Air — L2 + R2 Special in air

Extra Attacks

Unsure what these do yet. Crashes the game if you try to use AutoTransitionKind_CursedEnergy to transition into them

  • Id_ExtraAttack_1 — Extra attack. Seems to be Action/BehaviourController specific
  • Id_ExtraAttack_2 — Extra attack. Seems to be Action/BehaviourController specific

AttackSetDataTable

  • AttackRangeType — Attack Range. Unsure if this actually does anything
  • bCursedEnergyAttack — Is this attack/combo a cursed energy attack
  • bRecoverCursedEnergyDisabled —
  • Id_Attack — Array/List of AttackDataTable Ids. Based on the Attack/Behaviour controller set in CharacterDataTable, might be a combo or different moves chosed by button combo (eg. Megumi's summons on R1 vs R1+Down)
  • Inherit_Inertia_Rate — Unsure
  • Inherit_Inertia_RateZ — Unsure

AttackDataTable(1-5)

  • AttackActionType — Enum (Values Here). Unsure if this actually does anything?
  • AttackAvoidType — How you should be avoiding this attack. Unsure if it does anything
  • AttackTiming — Doesn't seem to do anything? Might be for charging attacks?
  • AttackTransitionKind — Array/List of Enums (Values Here). What attacks this attack can cancel into (combined with AttackTransitionType). This only works if the attack animation has a 'Cancel' notify
  • AttackTransitionType — How this attack transitions into the next hit of the 'combo' in AttackSet
  • AutoComboFixedCursedEnergyLevel — Unknown (AI - Possible description: Locks cursed-energy tier used by auto-combo extensions.)
  • AutoTransitionKind — Unsure. Seems to work the same as AutoTransitionKind_CursedEnergy?
  • AutoTransitionKind_CursedEnergy — Enum. What cursed energy attack can be combo'd after this attack (This is how auto combos transition into a level 1 special). If AttackTransitionType is auto, you can make trigger this by clicking a (or the?) button for this attack
  • bChangeLastHitNotTargetEnabled — Unknown
  • bHyperArmorEnabled — Red armour
  • BlendInTime_Fall — Unknown
  • BlendInTime_Idle — Unknown
  • bSuperArmorEnabled — Yellow armour
  • bTargetOnlyHitAttackTransitionEnabled — Unknown
  • bUpdateHomingLocation — Unknown
  • CharacterAnimation — ID of the animation from the CharacterAnimationDataTable
  • CharacterFacial — Enum. Character facial expression
  • ContinuousUseAttackVoiceType — Unknown
  • CursedEnergy_Add — How much cursed energy this attack costs to use. If not a 'CursedEnergy' attack, it will cost energy but it will NOT check the energy before use
  • CursedEnergyCalcType — Enum. How cursed energy check works for this move
  • DistanceDelayAttackTiming — Unknown
  • Id_ActionHoming — Homing row from ActionHomingDataTable
  • Id_CancelAttackActionHoming — Unknown, probably homing in the middle of combos
  • Id_ParallelAttack — Unknown
  • SimpleDomainCounterReceiveDelayTime —
  • SimpleDomainCounterReceiveType —
  • TargetChangeType —
  • WeaponAnimation —

DamageDataTable(1-5)


Movement Related Tables

ActionBreakFallDataTable

ActionDashDataTable(1-5)

ActionMoveDataTable

ActionStepDataTable

Animation Related Tables

CharacterAnimationDataTable

CharacterAnimationSetDataTable

Other Character Related Tables

CharacterDataTable

CharacterBaseParameterDataTable

CharacterCursedEnergyDataTable

CharacterSelectDataTable

CharacterImageDataTable