| run_id,category,first_frame_png,actions,prompt,strategy,num_frames,trend_score,correct_5000,correct_13000,correct_21000,correct_29000,correct_37000,real_video |
| Control_clip_0003,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0003.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0003/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,3,2,1,1,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0003/video.mp4 |
| Control_clip_0009,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0009.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0009/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,3,2,1,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0009/video.mp4 |
| Control_clip_0004,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0004.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0004/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,3,2,0,1,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0004/video.mp4 |
| Control_clip_0030,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0030.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0030/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,3,2,0,0,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0030/video.mp4 |
| Control_clip_0034,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0034.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0034/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,3,1,1,2,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0034/video.mp4 |
| Control_clip_0032,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0032.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0032/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,3,0,0,1,1,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0032/video.mp4 |
| Control_clip_0001,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0001.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0001/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,2,2,2,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0001/video.mp4 |
| Control_clip_0046,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0046.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0046/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,2,2,2,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0046/video.mp4 |
| Control_clip_0007,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0007.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0007/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,2,1,2,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0007/video.mp4 |
| Control_clip_0047,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0047.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0047/actions.parquet,"NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,2,2,1,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0047/video.mp4 |
| Control_clip_0051,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0051.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0051/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,2,2,1,1,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0051/video.mp4 |
| Control_clip_0086,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0086.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0086/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,2,3,0,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0086/video.mp4 |
| Control_clip_0088,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0088.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0088/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,2,1,2,1,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0088/video.mp4 |
| Control_clip_0092,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0092.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0092/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,2,1,1,2,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0092/video.mp4 |
| Control_clip_0012,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0012.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0012/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,1,2,3,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0012/video.mp4 |
| Control_clip_0053,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0053.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0053/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,1,2,3,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0053/video.mp4 |
| Control_clip_0062,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0062.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0062/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,2,3,1,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0062/video.mp4 |
| Control_clip_0081,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0081.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0081/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,3,2,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0081/video.mp4 |
| Control_clip_0021,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0021.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0021/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,1,1,3,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0021/video.mp4 |
| Control_clip_0037,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0037.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0037/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,1,3,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0037/video.mp4 |
| Control_clip_0054,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0054.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0054/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,1,1,3,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0054/video.mp4 |
| Control_clip_0073,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0073.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0073/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,1,2,2,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0073/video.mp4 |
| Control_clip_0095,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0095.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0095/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,1,2,2,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0095/video.mp4 |
| Control_clip_0098,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0098.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0098/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,3,1,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0098/video.mp4 |
| Control_clip_0016,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0016.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0016/actions.parquet,"NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,2,1,2,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0016/video.mp4 |
| Control_clip_0035,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0035.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0035/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,1,2,1,1,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0035/video.mp4 |
| Control_clip_0049,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0049.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0049/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,2,1,1,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0049/video.mp4 |
| Control_clip_0055,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0055.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0055/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.)",Control: Uses range and zoning tools to keep the opponent at a preferred distance and force reactions.,101,1,2,1,2,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0055/video.mp4 |
| Control_clip_0070,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0070.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0070/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,1,2,1,3,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0070/video.mp4 |
| Control_clip_0094,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0094.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0094/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,1,2,2,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0094/video.mp4 |
| Control_clip_0025,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0025.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0025/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,1,2,0,1,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0025/video.mp4 |
| Control_clip_0031,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0031.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0031/actions.parquet,"NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.; Evade: Passively avoids an incoming attack or projectile.), Strategy(Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.)","Control: Balances offense and defense by controlling distance, neither rushing in nor purely turtling.",101,1,0,2,1,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0031/video.mp4 |
| Control_clip_0066,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0066.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0066/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.)",Control: Manages spacing with projectiles and measured pokes to dictate the pace of engagement.,101,1,1,1,1,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0066/video.mp4 |
| Defense_clip_0026,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0026.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0026/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,4,1,0,1,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0026/video.mp4 |
| Defense_clip_0072,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0072.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0072/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,4,0,0,0,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0072/video.mp4 |
| Defense_clip_0065,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0065.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0065/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,3,1,1,1,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0065/video.mp4 |
| Defense_clip_0019,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0019.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0019/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Walk Left: Moves character towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.; Evade: Passively avoids an incoming attack or projectile.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,3,0,1,1,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0019/video.mp4 |
| Defense_clip_0021,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0021.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0021/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,3,0,0,1,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0021/video.mp4 |
| Defense_clip_0069,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0069.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0069/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,3,0,0,0,1,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0069/video.mp4 |
| Defense_clip_0073,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0073.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0073/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,2,0,3,0,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0073/video.mp4 |
| Defense_clip_0007,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0007.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0007/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,2,0,1,0,0,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0007/video.mp4 |
| Defense_clip_0040,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0040.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0040/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,2,0,1,0,1,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0040/video.mp4 |
| Defense_clip_0041,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0041.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0041/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Standing Block: Passively guards against high or mid attacks while standing.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,2,0,1,0,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0041/video.mp4 |
| Defense_clip_0005,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0005.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0005/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,2,0,0,1,1,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0005/video.mp4 |
| Defense_clip_0038,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0038.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0038/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,2,0,0,0,0,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0038/video.mp4 |
| Defense_clip_0056,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0056.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0056/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,2,0,0,2,2,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0056/video.mp4 |
| Defense_clip_0002,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0002.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0002/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,1,2,1,1,3,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0002/video.mp4 |
| Defense_clip_0001,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0001.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0001/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.), Strategy(Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101,1,1,1,2,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0001/video.mp4 |
| Defense_clip_0024,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0024.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0024/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101,1,1,1,1,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0024/video.mp4 |
| Defense_clip_0032,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0032.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0032/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,1,1,1,0,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0032/video.mp4 |
| Defense_clip_0096,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0096.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0096/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,1,1,1,2,1,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0096/video.mp4 |
| Defense_clip_0012,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0012.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0012/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Standing Block: Passively guards against high or mid attacks while standing.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,1,0,1,0,2,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0012/video.mp4 |
| Defense_clip_0023,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0023.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0023/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.; Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101,1,0,1,1,1,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0023/video.mp4 |
| Defense_clip_0025,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0025.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0025/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,1,0,1,0,2,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0025/video.mp4 |
| Defense_clip_0066,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0066.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0066/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Standing Block: Passively guards against high or mid attacks while standing.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,1,0,1,2,1,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0066/video.mp4 |
| Defense_clip_0078,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0078.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0078/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,1,1,0,0,1,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0078/video.mp4 |
| Defense_clip_0079,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0079.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0079/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Standing Block: Passively guards against high or mid attacks while standing.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,1,0,1,1,0,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0079/video.mp4 |
| Defense_clip_0018,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0018.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0018/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101,1,0,0,0,1,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0018/video.mp4 |
| Defense_clip_0029,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0029.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0029/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Standing Block: Passively guards against high or mid attacks while standing.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,1,0,0,0,0,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0029/video.mp4 |
| Defense_clip_0044,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0044.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0044/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101,1,0,0,0,0,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0044/video.mp4 |
| Defense_clip_0058,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0058.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0058/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,1,0,0,1,1,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0058/video.mp4 |
| Defense_clip_0059,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0059.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0059/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,1,0,0,2,1,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0059/video.mp4 |
| Defense_clip_0067,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0067.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0067/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101,1,0,0,1,1,0,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0067/video.mp4 |
| Defense_clip_0093,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0093.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0093/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.)","Defense: Holds ground with blocks and reactive counters, only striking when an opening appears.",101,1,0,0,1,0,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0093/video.mp4 |
| Defense_clip_0086,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0086.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0086/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,0,1,2,3,1,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0086/video.mp4 |
| Defense_clip_0013,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0013.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0013/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101,0,1,1,1,1,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0013/video.mp4 |
| Offense_clip_0008,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0008.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0008/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Standing Punch: Executes a basic punch attack while in a standing posture.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,2,2,2,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0008/video.mp4 |
| Offense_clip_0088,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0088.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0088/actions.parquet,"NPC: Active_Behavior(Standing Kick: Executes a basic kick attack while in a standing posture.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,2,3,1,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0088/video.mp4 |
| Offense_clip_0094,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0094.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0094/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,2,2,2,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0094/video.mp4 |
| Offense_clip_0060,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0060.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0060/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; Standing Punch: Executes a basic punch attack while in a standing posture.; Walk Left: Moves character towards the left side of the screen.), Passive_Behavior(N/A), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,2,2,1,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0060/video.mp4 |
| Offense_clip_0063,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0063.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0063/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.)",Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.,101,2,1,2,2,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0063/video.mp4 |
| Offense_clip_0075,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0075.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0075/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Standing Punch: Executes a basic punch attack while in a standing posture.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,2,2,1,2,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0075/video.mp4 |
| Offense_clip_0041,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0041.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0041/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Standing Punch: Executes a basic punch attack while in a standing posture.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,2,1,1,3,1,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0041/video.mp4 |
| Offense_clip_0012,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0012.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0012/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.)",Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.,101,1,2,3,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0012/video.mp4 |
| Offense_clip_0021,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0021.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0021/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,3,2,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0021/video.mp4 |
| Offense_clip_0055,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0055.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0055/actions.parquet,"NPC: Active_Behavior(Jump Right: Executes an aerial jump towards the right side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Standing Punch: Executes a basic punch attack while in a standing posture.; Standing Kick: Executes a basic kick attack while in a standing posture.; Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,3,2,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0055/video.mp4 |
| Offense_clip_0056,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0056.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0056/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Throw: Executes a close-range grappling maneuver to toss the opponent.), Passive_Behavior(N/A), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,2,3,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0056/video.mp4 |
| Offense_clip_0074,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0074.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0074/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,2,3,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0074/video.mp4 |
| Offense_clip_0080,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0080.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0080/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.; Walk Right: Moves character towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(N/A), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,3,2,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0080/video.mp4 |
| Offense_clip_0087,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0087.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0087/actions.parquet,"NPC: Active_Behavior(Jump Right: Executes an aerial jump towards the right side of the screen.; Standing Kick: Executes a basic kick attack while in a standing posture.; Jumping Attack: Executes a punch or kick attack while airborne.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,3,2,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0087/video.mp4 |
| Offense_clip_0097,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0097.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0097/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Jump Left: Executes an aerial jump towards the left side of the screen.; Standing Kick: Executes a basic kick attack while in a standing posture.; Jumping Attack: Executes a punch or kick attack while airborne.), Passive_Behavior(N/A), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,2,3,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0097/video.mp4 |
| Offense_clip_0017,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0017.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0017/actions.parquet,"NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Standing Kick: Executes a basic kick attack while in a standing posture.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,3,1,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0017/video.mp4 |
| Offense_clip_0024,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0024.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0024/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Throw: Executes a close-range grappling maneuver to toss the opponent.; Standing Punch: Executes a basic punch attack while in a standing posture.; Standing Kick: Executes a basic kick attack while in a standing posture.), Passive_Behavior(N/A), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,1,3,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0024/video.mp4 |
| Offense_clip_0033,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0033.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0033/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Standing Kick: Executes a basic kick attack while in a standing posture.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(N/A), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,2,2,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0033/video.mp4 |
| Offense_clip_0035,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0035.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0035/actions.parquet,"NPC: Active_Behavior(Jump Right: Executes an aerial jump towards the right side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Standing Kick: Executes a basic kick attack while in a standing posture.; Throw: Executes a close-range grappling maneuver to toss the opponent.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,1,3,3,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0035/video.mp4 |
| Offense_clip_0042,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0042.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0042/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Standing Kick: Executes a basic kick attack while in a standing posture.; Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,2,2,3,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0042/video.mp4 |
| Offense_clip_0076,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0076.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0076/actions.parquet,"NPC: Active_Behavior(Walk Right: Moves character towards the right side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockdown: Falls to the ground after receiving a heavy or sweeping attack.; Wake Up: The recovery animation of standing back up after being knocked down.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,3,1,2,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0076/video.mp4 |
| Offense_clip_0078,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0078.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0078/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,1,3,2,3,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0078/video.mp4 |
| Offense_clip_0085,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0085.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0085/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Jumping Attack: Executes a punch or kick attack while airborne.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,1,3,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0085/video.mp4 |
| Offense_clip_0091,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0091.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0091/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Standing Kick: Executes a basic kick attack while in a standing posture.; Jumping Attack: Executes a punch or kick attack while airborne.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,1,3,3,2,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0091/video.mp4 |
| Offense_clip_0065,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0065.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0065/actions.parquet,"NPC: Active_Behavior(Throw: Executes a close-range grappling maneuver to toss the opponent.; Jump Left: Executes an aerial jump towards the left side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(N/A), Strategy(Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.)",Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.,101,1,2,1,3,1,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0065/video.mp4 |
| Offense_clip_0067,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0067.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0067/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.; Walk Right: Moves character towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,1,1,2,1,2,2,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0067/video.mp4 |
| Offense_clip_0000,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0000.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0000/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,1,1,2,2,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0000/video.mp4 |
| Offense_clip_0053,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0053.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0053/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Standing Kick: Executes a basic kick attack while in a standing posture.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,1,0,0,1,0,1,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0053/video.mp4 |
| Offense_clip_0001,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0001.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0001/actions.parquet,"NPC: Active_Behavior(Jump Right: Executes an aerial jump towards the right side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Standing Punch: Executes a basic punch attack while in a standing posture.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(Evade: Passively avoids an incoming attack or projectile.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,0,3,3,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0001/video.mp4 |
| Offense_clip_0018,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0018.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0018/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Walk Right: Moves character towards the right side of the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Jumping Attack: Executes a punch or kick attack while airborne.; Throw: Executes a close-range grappling maneuver to toss the opponent.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.)",Offense: Focuses on advancing and chaining attacks to keep the opponent on the back foot.,101,0,3,3,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0018/video.mp4 |
| Offense_clip_0023,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0023.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0023/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Jump Right: Executes an aerial jump towards the right side of the screen.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,0,3,3,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0023/video.mp4 |
| Offense_clip_0027,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0027.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0027/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.), Strategy(Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101,0,3,3,2,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0027/video.mp4 |
| Offense_clip_0045,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0045.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0045/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jumping Attack: Executes a punch or kick attack while airborne.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; Jump Right: Executes an aerial jump towards the right side of the screen.), Passive_Behavior(Standing Block: Passively guards against high or mid attacks while standing.; Knockback: Pushed away by the force of an opponent's blocked or landed attack.), Strategy(Offense: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101,0,3,3,3,3,3,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0045/video.mp4 |
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