FRAMESMITH RYU-INSPIRED LAB

Canvas and WebAssembly are required.
RELAY PLAYER 1ENERGY 0 / 100AMMO ●●●
∞
DUMMY TRAININGNEVER GUARDREADY
READYLOADING
A / S / D Move / crouch W / Space Jump
F2 Frame meter F3 Boxes
↓+S reload · Forward+S super

Follow the data

SF6 Ryu-inspired timing subset, copied from Capcom (2026-09-25). Original block art and boxes; four-button mapping. Hitstop, ammo/meter, low/target/reload/super routes and barrage/Twin Pulse are demo rules, not a complete SF6 recreation. The MP → MP link uses the source +7 / 6f values.

First active is one-based, like Capcom; JSON startup counts pre-active ticks (first active minus one). Recovery shows contact, with whiff differences noted. Advantage is first-contact, excluding shared hitstop. Impact is followed by the authored number of stun ticks.

Data decoded from the current FSPK
MoveFirst active / active / recoveryDamageHit / block advantageTags

Cancel graph

Inspect the actual definitions

framesmith-cli export --project ./framesmith-lab --character relay --adapter fspk --out ./relay.fspk

One lab. Clear ownership.

Change the rules. See exactly why a combo works. Take the combat data into your game.

Not a complete engine: movement/knockback, entities, effects, animation assets and custom game policy remain the consuming game's responsibility. This stationary lab handles only its named demonstration behaviors. It doesn't pretend every preserved field executes automatically.

60 Hz, input buffering, presentation, damage/stun policy and a 60-second recording limit belong to this demo—not FrameSmith's core. Human judgment still decides whether the tool feels good.