SF_Baseline_Test / test_set_dim_b.csv
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run_id,category,first_frame_png,actions,prompt,strategy,num_frames
Control_clip_0000,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0000.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0000/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(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
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
Control_clip_0002,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0002.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0002/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
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
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
Control_clip_0005,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0005.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0005/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: 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
Control_clip_0006,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0006.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0006/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(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
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
Control_clip_0008,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0008.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0008/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
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
Control_clip_0010,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0010.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0010/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: 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
Control_clip_0011,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0011.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0011/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.; 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: 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
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
Control_clip_0013,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0013.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0013/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.; 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
Control_clip_0014,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0014.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0014/actions.parquet,"NPC: Active_Behavior(Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; 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
Control_clip_0015,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0015.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0015/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.; 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
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
Control_clip_0017,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0017.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0017/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
Control_clip_0018,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0018.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0018/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
Control_clip_0019,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0019.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0019/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
Control_clip_0020,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0020.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0020/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(Standing Block: Passively guards against high or mid attacks while standing.; 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
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
Control_clip_0022,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0022.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0022/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.; 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: 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
Control_clip_0023,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0023.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0023/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: 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
Control_clip_0024,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0024.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0024/actions.parquet,"NPC: Active_Behavior(Jump Right: Executes an aerial jump 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(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Evade: Passively avoids an incoming attack or projectile.), 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
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
Control_clip_0026,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0026.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/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.; 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
Control_clip_0027,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0027.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0027/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
Control_clip_0028,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0028.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0028/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
Control_clip_0029,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0029.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0029/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
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
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
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
Control_clip_0033,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0033.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0033/actions.parquet,"NPC: Active_Behavior(Sonic Boom: Guile's signature projectile attack thrown horizontally across the screen.), Passive_Behavior(Wake Up: The recovery animation of standing back up after being knocked down.), 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
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
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
Control_clip_0036,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0036.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0036/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(N/A), 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
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
Control_clip_0038,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0038.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0038/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
Control_clip_0039,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0039.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0039/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
Control_clip_0040,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0040.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0040/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: 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
Control_clip_0041,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0041.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0041/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
Control_clip_0042,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0042.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0042/actions.parquet,"NPC: Active_Behavior(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(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
Control_clip_0043,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0043.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0043/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.; Wake Up: The recovery animation of standing back up after being knocked down.), 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
Control_clip_0044,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0044.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0044/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
Control_clip_0045,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0045.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0045/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 In Place: Executes a neutral vertical jump into the air without horizontal movement.), 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
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
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
Control_clip_0048,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0048.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0048/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
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
Control_clip_0050,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0050.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0050/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.; 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.; Standing Block: Passively guards against high or mid attacks while standing.), 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
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
Control_clip_0052,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0052.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0052/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.; 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
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
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
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
Control_clip_0056,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0056.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0056/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.; 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: 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
Control_clip_0057,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0057.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0057/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
Control_clip_0058,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0058.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0058/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.; 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(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
Control_clip_0059,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0059.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0059/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: 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
Control_clip_0060,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0060.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0060/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: 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
Control_clip_0061,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0061.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0061/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
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
Control_clip_0063,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0063.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0063/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: 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
Control_clip_0064,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0064.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0064/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
Control_clip_0065,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0065.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0065/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(N/A), 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
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
Control_clip_0067,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0067.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0067/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: 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
Control_clip_0068,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0068.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0068/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
Control_clip_0069,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0069.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0069/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: 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
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
Control_clip_0071,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0071.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0071/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
Control_clip_0072,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0072.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0072/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
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
Control_clip_0074,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0074.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0074/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: 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
Control_clip_0075,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0075.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0075/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(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(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
Control_clip_0076,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0076.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0076/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
Control_clip_0077,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0077.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0077/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(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; Evade: Passively avoids an incoming attack or projectile.), 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
Control_clip_0078,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0078.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0078/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
Control_clip_0079,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0079.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0079/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Jump Right: Executes an aerial jump towards the right side of the screen.; 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
Control_clip_0080,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0080.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0080/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.; 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.; Evade: Passively avoids an incoming attack or projectile.), 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
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
Control_clip_0082,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0082.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0082/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
Control_clip_0083,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0083.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0083/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(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
Control_clip_0084,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0084.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0084/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
Control_clip_0085,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0085.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0085/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.; 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: 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
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
Control_clip_0087,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0087.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0087/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(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(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
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
Control_clip_0089,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0089.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0089/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
Control_clip_0090,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0090.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0090/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.; 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
Control_clip_0091,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0091.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0091/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: 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
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
Control_clip_0093,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0093.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0093/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
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
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
Control_clip_0096,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0096.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0096/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
Control_clip_0097,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0097.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0097/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
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
Control_clip_0099,Control,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Control_clip_0099.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Control/clip_0099/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
Defense_clip_0000,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0000.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0000/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: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101
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
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
Defense_clip_0003,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0003.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0003/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.; 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
Defense_clip_0004,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0004.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0004/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.), 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
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
Defense_clip_0006,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0006.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0006/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.), 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
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
Defense_clip_0008,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0008.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0008/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
Defense_clip_0009,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0009.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0009/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.; 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.; Idle: Stands perfectly still without any input, waiting for an interaction.), 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
Defense_clip_0010,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0010.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0010/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: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101
Defense_clip_0011,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0011.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0011/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
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
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
Defense_clip_0014,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0014.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0014/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
Defense_clip_0015,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0015.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0015/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.; 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
Defense_clip_0016,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0016.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0016/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.), 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
Defense_clip_0017,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0017.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0017/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(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: 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
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
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
Defense_clip_0020,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0020.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0020/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.; 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: 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
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
Defense_clip_0022,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0022.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0022/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
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
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
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
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
Defense_clip_0027,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0027.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0027/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.; 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: 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
Defense_clip_0028,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0028.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0028/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
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
Defense_clip_0030,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0030.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0030/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.), 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
Defense_clip_0031,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0031.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0031/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.; 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: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101
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
Defense_clip_0033,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0033.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0033/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: 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
Defense_clip_0034,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0034.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0034/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
Defense_clip_0035,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0035.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0035/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: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101
Defense_clip_0036,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0036.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0036/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.), 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
Defense_clip_0037,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0037.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0037/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.), 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
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
Defense_clip_0039,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0039.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0039/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(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(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
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
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
Defense_clip_0042,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0042.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0042/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(Crouching Block: Passively guards against low and mid attacks from a lowered stance.; 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
Defense_clip_0043,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0043.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0043/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: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101
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
Defense_clip_0045,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0045.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0045/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(Idle: Stands perfectly still without any input, waiting for an interaction.; Crouching Block: Passively guards against low and mid attacks from a lowered stance.; 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
Defense_clip_0046,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0046.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0046/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.), 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
Defense_clip_0047,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0047.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0047/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.; 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
Defense_clip_0048,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0048.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0048/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
Defense_clip_0049,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0049.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0049/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(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
Defense_clip_0050,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0050.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0050/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.; Evade: Passively avoids an incoming attack or projectile.; 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
Defense_clip_0051,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0051.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0051/actions.parquet,"NPC: Active_Behavior(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.; 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
Defense_clip_0052,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0052.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0052/actions.parquet,"NPC: Active_Behavior(Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.), Passive_Behavior(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: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101
Defense_clip_0053,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0053.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0053/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(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.; Idle: Stands perfectly still without any input, waiting for an interaction.), 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
Defense_clip_0054,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0054.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0054/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.; 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
Defense_clip_0055,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0055.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0055/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
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
Defense_clip_0057,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0057.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0057/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.; 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
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
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
Defense_clip_0060,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0060.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0060/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.), 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
Defense_clip_0061,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0061.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0061/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
Defense_clip_0062,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0062.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0062/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: Prioritizes guarding and reading the opponent's actions over initiating offense.)",Defense: Prioritizes guarding and reading the opponent's actions over initiating offense.,101
Defense_clip_0063,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0063.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0063/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.; 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
Defense_clip_0064,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0064.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0064/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.; 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
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
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
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
Defense_clip_0068,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0068.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0068/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.; 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
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
Defense_clip_0070,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0070.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0070/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.), 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
Defense_clip_0071,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0071.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0071/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.; Standing Block: Passively guards against high or mid attacks while standing.), 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
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
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
Defense_clip_0074,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0074.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0074/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.), 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
Defense_clip_0075,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0075.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0075/actions.parquet,"NPC: Active_Behavior(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.; 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
Defense_clip_0076,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0076.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0076/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.; 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
Defense_clip_0077,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0077.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0077/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.; 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.), 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
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
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
Defense_clip_0080,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0080.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0080/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.; Evade: Passively avoids an incoming attack or projectile.; 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
Defense_clip_0081,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0081.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0081/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.; 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
Defense_clip_0082,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0082.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0082/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: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101
Defense_clip_0083,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0083.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0083/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
Defense_clip_0084,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0084.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0084/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.), 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
Defense_clip_0085,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0085.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0085/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
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
Defense_clip_0087,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0087.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0087/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.), 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
Defense_clip_0088,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0088.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0088/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.; 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
Defense_clip_0089,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0089.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0089/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: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101
Defense_clip_0090,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0090.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0090/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
Defense_clip_0091,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0091.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0091/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
Defense_clip_0092,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0092.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0092/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.; 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
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
Defense_clip_0094,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0094.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0094/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(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.), 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
Defense_clip_0095,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0095.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0095/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(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.; 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
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
Defense_clip_0097,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0097.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0097/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: Absorbs and evades incoming pressure, recovering safely instead of trading hits.)","Defense: Absorbs and evades incoming pressure, recovering safely instead of trading hits.",101
Defense_clip_0098,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0098.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0098/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
Defense_clip_0099,Defense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Defense_clip_0099.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Defense/clip_0099/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.), 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
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
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
Offense_clip_0002,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0002.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0002/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.), 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
Offense_clip_0003,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0003.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0003/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.; 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.; 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: 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
Offense_clip_0004,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0004.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0004/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.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; 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
Offense_clip_0005,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0005.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0005/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.; Jump In Place: Executes a neutral vertical jump into the air without horizontal movement.), 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
Offense_clip_0006,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0006.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0006/actions.parquet,"NPC: Active_Behavior(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.; Throw: Executes a close-range grappling maneuver to toss the opponent.; 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: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101
Offense_clip_0007,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0007.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0007/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.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; Standing Punch: Executes a basic punch attack while in a standing posture.), 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
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
Offense_clip_0009,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0009.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0009/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.; 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
Offense_clip_0010,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0010.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0010/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; Jumping Attack: Executes a punch or kick attack while airborne.), 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
Offense_clip_0011,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0011.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0011/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.), 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
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
Offense_clip_0013,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0013.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0013/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.; 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: 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
Offense_clip_0014,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0014.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0014/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.; Standing Kick: Executes a basic kick attack while in a standing posture.), 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
Offense_clip_0015,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0015.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0015/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.; Throw: Executes a close-range grappling maneuver to toss the opponent.; Walk Right: Moves character towards the right 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
Offense_clip_0016,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0016.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0016/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.; 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.), 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
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
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
Offense_clip_0019,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0019.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0019/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.; Standing Punch: Executes a basic punch 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(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
Offense_clip_0020,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0020.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0020/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.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; 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: 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
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
Offense_clip_0022,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0022.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0022/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.; Standing Punch: Executes a basic punch 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
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
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
Offense_clip_0025,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0025.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0025/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.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.; 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: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101
Offense_clip_0026,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0026.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0026/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.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.; 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: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101
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
Offense_clip_0028,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0028.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0028/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.; 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(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
Offense_clip_0029,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0029.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0029/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.; 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(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
Offense_clip_0030,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0030.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0030/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(Evade: Passively avoids an incoming attack or projectile.), 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
Offense_clip_0031,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0031.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0031/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.; 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(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
Offense_clip_0032,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0032.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0032/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 Kick: Executes a low sweep or kick attack from a crouching posture.; Standing Kick: Executes a basic kick attack while in a standing posture.), 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
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
Offense_clip_0034,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0034.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0034/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.; 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
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
Offense_clip_0036,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0036.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0036/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Standing Kick: Executes a basic kick attack while in a standing posture.; 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.; 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
Offense_clip_0037,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0037.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0037/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.; Standing Punch: Executes a basic punch attack while in a standing posture.; 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(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
Offense_clip_0038,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0038.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0038/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch 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(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
Offense_clip_0039,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0039.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0039/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.; Standing Punch: Executes a basic punch attack while in a standing posture.; 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(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
Offense_clip_0040,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0040.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0040/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 Punch: Executes a basic punch 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(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
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
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
Offense_clip_0043,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0043.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0043/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.; 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(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
Offense_clip_0044,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0044.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0044/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; 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(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
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
Offense_clip_0046,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0046.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0046/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 Punch: Executes a punch attack while maintaining a crouching 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: 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
Offense_clip_0047,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0047.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0047/actions.parquet,"NPC: Active_Behavior(Jump Left: Executes an aerial jump towards the left side of the screen.; Jump Right: Executes an aerial jump towards the right side of the screen.; Crouch: Enters and holds a crouching stance to lower the character's hitbox and prepare charged moves.; Crouching Punch: Executes a punch attack while maintaining 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
Offense_clip_0048,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0048.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0048/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.; Standing Kick: Executes a basic kick 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
Offense_clip_0049,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0049.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0049/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.), 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
Offense_clip_0050,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0050.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0050/actions.parquet,"NPC: Active_Behavior(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.; 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: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101
Offense_clip_0051,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0051.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0051/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.; 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: 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
Offense_clip_0052,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0052.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0052/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
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
Offense_clip_0054,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0054.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0054/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 Punch: Executes a punch attack while maintaining a crouching posture.), 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
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
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
Offense_clip_0057,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0057.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0057/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 Punch: Executes a punch attack while maintaining a crouching posture.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), 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
Offense_clip_0058,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0058.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0058/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 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(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
Offense_clip_0059,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0059.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0059/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.), 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
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
Offense_clip_0061,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0061.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0061/actions.parquet,"NPC: Active_Behavior(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.; 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: 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
Offense_clip_0062,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0062.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0062/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch 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.; Walk Right: Moves character towards the right side of the screen.), 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
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
Offense_clip_0064,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0064.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0064/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.; Throw: Executes a close-range grappling maneuver to toss the opponent.; 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(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
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
Offense_clip_0066,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0066.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0066/actions.parquet,"NPC: Active_Behavior(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.; Throw: Executes a close-range grappling maneuver to toss the opponent.), Passive_Behavior(Take Damage: Absorbs a hit from an opponent's attack, resulting in hitstun and health loss.), 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
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
Offense_clip_0068,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0068.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0068/actions.parquet,"NPC: Active_Behavior(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.; 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: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101
Offense_clip_0069,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0069.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0069/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.; 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.), 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
Offense_clip_0070,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0070.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0070/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 Punch: Executes a punch attack while maintaining a crouching posture.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.), 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(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
Offense_clip_0071,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0071.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0071/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character 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: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101
Offense_clip_0072,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0072.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0072/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.), 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
Offense_clip_0073,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0073.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0073/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 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: Maintains constant aggression to overwhelm the opponent and force defensive reactions.)",Offense: Maintains constant aggression to overwhelm the opponent and force defensive reactions.,101
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
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
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
Offense_clip_0077,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0077.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0077/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.; Throw: Executes a close-range grappling maneuver to toss the opponent.; Flash Kick: Guile's signature somersault kick used primarily as an anti-air or defensive reversal.), Passive_Behavior(Crouching Block: Passively guards against low and mid attacks from a lowered stance.), 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
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
Offense_clip_0079,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0079.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0079/actions.parquet,"NPC: Active_Behavior(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(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
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
Offense_clip_0081,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0081.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0081/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.; 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(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(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
Offense_clip_0082,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0082.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0082/actions.parquet,"NPC: Active_Behavior(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(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
Offense_clip_0083,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0083.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0083/actions.parquet,"NPC: Active_Behavior(Walk Left: Moves character towards the left side of the screen.; Standing Punch: Executes a basic punch attack while in a standing posture.; Jump Right: Executes an aerial jump towards the right 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
Offense_clip_0084,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0084.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0084/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.; 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(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
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
Offense_clip_0086,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0086.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/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.; Standing Punch: Executes a basic punch attack while in a standing posture.; Crouching Punch: Executes a punch attack while maintaining a crouching posture.), Passive_Behavior(Idle: Stands perfectly still without any input, waiting for an interaction.; Evade: Passively avoids an incoming attack or projectile.), 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
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
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
Offense_clip_0089,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0089.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0089/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.; Crouching Kick: Executes a low sweep or kick attack from a crouching posture.; 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.; 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(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
Offense_clip_0090,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0090.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0090/actions.parquet,"NPC: Active_Behavior(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(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
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
Offense_clip_0092,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0092.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0092/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.), 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
Offense_clip_0093,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0093.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0093/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.; 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: Closes the distance quickly to apply pressure and initiate close combat.)",Offense: Closes the distance quickly to apply pressure and initiate close combat.,101
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
Offense_clip_0095,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0095.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0095/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.; Throw: Executes a close-range grappling maneuver to toss the opponent.; 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
Offense_clip_0096,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0096.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0096/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.; Standing Punch: Executes a basic punch 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.), 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
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
Offense_clip_0098,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0098.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0098/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.; Standing Kick: Executes a basic kick attack while in a standing posture.; Crouching Punch: Executes a punch attack while maintaining a crouching 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: 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
Offense_clip_0099,Offense,/nfs/zeqingwang/code/sf_benchmark/data/dim_b/first_frames/Offense_clip_0099.png,/home/zeqingwang/zeqingwang/datasets/Final_dataset/SF2/test/strategy/Offense/clip_0099/actions.parquet,"NPC: Active_Behavior(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: 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