Input grader shows how you did each move in Street Fighter III: 3rd Strike, frame by frame. It runs as an overlay in Fightcade's training mode. After each attempt you see the inputs the move needed, how many frames you took for each one against the window the game allows, and what went wrong if the move did not come out.
It grades special moves and super arts for all 20 characters, including charge, 360 and mash moves. It can also time dashes, a throw or a button right after a dash, and parries against the opponent's attacks.
When a move fails, the card names the mistake, boxes the input that caused it, and shows by how many frames you missed:
Meters turn orange past half their window and red past its end, and CLEAN means none went past half. A grey card means your input was right but the game refused the move, for example without meter.
The windows come from the game's own code, read from the arcade ROM, including rules few players know: a super motion does not need its last 6, so 23623+P is enough. The internals list the rest, and windows.md has every move's windows.
Input grader works with 3rd Strike in Fightcade 2's training mode, and nothing else yet.
- Download the zip from the latest release.
- Copy the
fbneo-training-modefolder from the zip into this folder. If asked, choose to replace the files. If you use effie3rd's training mode, copyeffie3rd-compatible/fbneo-training-modeinstead.- On Windows:
Documents\Fightcade\emulator\fbneo - On Linux with the Flatpak:
~/.var/app/com.fightcade.Fightcade/data. For effie3rd's training mode, also makefbneo-training-mode/fbneo-training-mode.luaread-only there.
- On Windows:
- Start 3rd Strike with Fightcade's training mode, and press M in a match.
To update, do the same with a newer zip. The grader lives in fbneo-training-mode\games\sfiii3\addon: if you already have that folder, back it up first; to uninstall, delete it or put your backup back. Developers can also run it from a clone.
Do a special move or a super art, and a card appears for it. To drill one move, press M and pick it as your target. The grader then looks only for that move, and shows your success rate since you picked it.
| Key | Action |
|---|---|
| M | Open the menu. The stick moves through the list, LP picks a target and LK closes the menu |
| H | Hide or show the overlay |
| Page Up, Page Down | Step through your recent attempts |
Dashes, the high jump, the press after a dash and parries are graded only while you target them. If you map FBNeo's Lua Hotkeys 8 and 9, they do the same as M and H.
The grader follows player 1 only. Its verdicts were checked in the real game with Ryu, and spot-checked with other characters. Charge, 360 and mash moves get less specific feedback than motions.
The arcade decompilation is where the grader's understanding of the game comes from, and 3s-decomp got the project started. 3rd_training_lua provided RAM addresses and a check of the RAM layout. The game runs in FBNeo in Fightcade, and the tests run in MAME.
Building, testing, releasing and the code layout are in development.md, conventions in ENGINEERING.md, plans in roadmap.md, and what changed in each version in CHANGELOG.md. ROMs are not included.
AGPL-3.0. The command tables and the checker derive from the AGPL-3.0 arcade decompilation.



