Steam
Fighting · Updated 11 September 2026

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.

01 / Motion bench

Did every direction actually arrive?

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
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.

1 down-back2 down3 down-forward4 back5 neutral6 forward7 up-back8 up9 up-forward
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 punch Square X
Medium punch Triangle Y
Heavy punch R2 RT
Light kick Cross A
Medium kick Circle B
Heavy kick R1 RB
Throw Square + Cross X + A

Light punch and light kick together; no dedicated button by default.

The Drive system, which is two shortcuts

Drive Parry L1 LB

The shortcut for Medium punch + Medium kick.

Drive Impact L2 LT

The shortcut for Heavy punch + Heavy kick.

And the choice that changes what your hands do

Classic control type Six 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 type Three 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 type Context-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 assignment Settings › 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.

04 / Answers

Straight answers

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.