Modern or Classic? Here is what your motion actually costs.
The argument has been going since launch and it has never had a number in it. Classic gives you
the full move list; Modern fires the same special from one button and a direction. So the real
question is how many milliseconds of hand work your own quarter-circle takes — and whether it
completes at all. Both are measurable, on your own hardware, right here.
Pick a motion, then perform it — the directions, then the attack. Arrow keys or WASD on a
keyboard, the stick or d-pad on a controller. The page checks that every required direction
registered in order, names the ones that did not, and times the whole thing from the first
direction to the button.
The fireball motion, and the first thing anyone learns. Roll from down to forward through down-forward, then press.
Click here, then roll the directions and press an attack.
Controller: not seen
Make the motion
Pick a motion above and perform it — the directions, then the attack. The page checks that every required direction actually arrived and times the whole thing.
Modern would cost one button
Complete a few motions and this panel reports what Classic is costing your hands, and what Modern removes.
Attempts—
Completed—
Median motion—
Last attempt—
Against last time
—
What this does not claim
Nothing here asserts anything about the game's input buffer, because Capcom has not published
its length and this site does not invent numbers. What is reported is completeness — a fact
about your hand — and duration, also a fact about your hand. A motion the page calls complete
is a motion you actually made; whether Street Fighter accepted it depends on a buffer neither
of us can see.
02 / The commonest failure in the game
Why your dragon punch keeps coming out as a fireball
Because a dragon punch is 623 — forward, down, down-forward — and if the opening forward never
registers, what is left is 236. That is not a broken input. It is a complete quarter-circle,
and the game does exactly what you told it to. Here are both paths across the same gate.
What you meant: 623
789
456
123
Forward first. That one direction is the whole difference.
What arrived: 236
789
456
123
A complete, legal motion. The game gives you the fireball you asked for.
Facing right
Notation always assumes your character is on the left. Cross to the other side and every number
mirrors — which is why a motion that is reliable on one side of the screen can fall apart on the
other, and why the bench above is worth running in both.
03 / The default layout
Six buttons, and one input with no button at all
Read from the verified entry behind
/controls/street-fighter-6/. Note the last row: throw
ships as two buttons pressed together and has no key of its own, which is the single
highest-value remap in the game for a new player.
Light punchSquareX
Medium punchTriangleY
Heavy punchR2RT
Light kickCrossA
Medium kickCircleB
Heavy kickR1RB
ThrowSquare + CrossX + A
Light punch and light kick together; no dedicated button by default.
The Drive system, which is two shortcuts
Drive ParryL1LB
The shortcut for Medium punch + Medium kick.
Drive ImpactL2LT
The shortcut for Heavy punch + Heavy kick.
And the choice that changes what your hands do
Classic control typeSix buttons, motion inputs
The full move list. Every special is a direction motion followed by an attack, so each one costs several hand actions rather than one.
Modern control typeThree buttons, one special button
Specials fire from one button plus a direction. Fewer inputs and a faster reaction, at the cost of part of the move list and a small damage reduction on assisted specials.
Dynamic control typeContext-chosen actions
The game picks the move for you from one button. Not usable in ranked play; built for a first session with a pad in someone's hand.
Button assignmentSettings › Controls
Every attack button and both Drive shortcuts can be remapped, including onto the shoulder buttons.
Keyboard is not a handicap here
A motion on a keyboard is three or four separate keys rather than one rolling thumb, which
makes completeness easier and speed harder. The bench measures both, so you can see which
half your own hardware is costing you rather than taking someone else's word for it.
Practise slow, then fast
A fast motion that skips down-forward is not a fast special — it is a different special.
Slow the roll until the page stops reporting a missing direction, and only then start
closing the gap. Speed is the easy half and it comes second.
Both sides of the screen
Every number in the notation mirrors when you cross over. Most players are measurably
worse on one side and have never checked which — run the quarter-circle back as well as
the forward and compare your own two numbers.
Where to go next
This page measures your hands. These measure the hardware they are on.
Should I use Modern or Classic controls in Street Fighter 6?+
The argument has been going since launch entirely without numbers, and the number is measurable on your own hands. Classic performs every special as a direction motion followed by an attack, which costs a few hundred milliseconds of hand work and completes only some of the time. Modern fires the same special from one button and a direction — that time and that failure rate both go away, and in return you lose part of the move list and take a small damage reduction on assisted specials. The bench on this page tells you what your own Classic motion actually costs, so the trade stops being blind.
Why does my dragon punch keep coming out as a fireball?+
Because a dragon punch is 623 — forward, down, down-forward — and if that opening forward never registers, what is left is 236. That is not a broken input: it is a complete quarter-circle, and the game gives you exactly the fireball you asked for. It is a completeness problem rather than a speed problem, which is why the bench here checks which directions actually arrived instead of only timing you.
How do you do a quarter-circle in Street Fighter 6?+
Roll the direction from down to forward through down-forward — written 236 — and then press an attack. The roll has to pass through down-forward; skipping it means you have not made the motion, however fast the rest of it was. Practise slowly enough that the page stops reporting a missing direction, then speed it up.
What are the default Street Fighter 6 controls?+
On Classic with a PlayStation pad: Square light punch, Triangle medium punch, R2 heavy punch, Cross light kick, Circle medium kick, R1 heavy kick. L1 is Drive Parry and L2 is Drive Impact, both shortcuts for two-button inputs. Throw has no dedicated button — it is light punch and light kick together, which makes assigning one the highest-value remap in the game for a new player. The full verified list is on /controls/street-fighter-6/.
What is the difference between Classic, Modern and Dynamic?+
Classic is the six-button layout with motion inputs and the complete move list. Modern is three attack buttons plus a special button, so specials need one press and a direction instead of a motion. Dynamic picks the move for you from one button and is not usable in ranked. Classic and Modern are both legal everywhere.
How do you read fighting game notation?+
Directions are numbered off a keypad with your character facing right: 1 down-back, 2 down, 3 down-forward, 4 back, 5 neutral, 6 forward, 7 to 9 the up row. So 236 is a quarter-circle forward and 623 is a dragon punch. Everything mirrors when you cross to the other side of the screen, which is why a motion that is reliable on one side often falls apart on the other. This page draws the keypad, which most guides assume you already know.
Is Street Fighter 6 harder on a keyboard?+
Different rather than harder. A motion on a keyboard is three or four discrete keys instead of one rolling thumb, which makes completeness easier and raw speed harder; a stick or a pad is the reverse. The bench measures both halves separately, so you can see which one your own hardware is costing you rather than taking somebody else’s word for it.
Does this page know the input buffer length?+
No, and it does not pretend to. Capcom has not published it, so nothing here says whether your motion was inside the buffer. What is reported is completeness, which is a fact about your hand, and duration, which is also a fact about your hand. A motion this page calls complete is one you genuinely made.
Unofficial
Keymap Labs is not affiliated with, endorsed by or sponsored by Capcom. Street Fighter is a
trademark of Capcom Co., Ltd. Default bindings and the control types are read from the in-game
settings and dated above. No character or frame data appears here — what is measured is the
motion your own hand made, which is the same whoever you play.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.