Vitals
| Stat | Value | Rank |
|---|---|---|
|
Vitality |
1000 |
B |
|
Stun |
1050 |
A |
|
V-Gauge |
600 |
– |
|
Forward Walk Speed (Pixels Per Frame) |
3.8 |
B |
|
Backward Walk Speed (Pixels Per Frame) |
3.3 |
B |
|
Dash Duration (Total Frames) |
19 |
C |
|
Dash Distance (Total Pixels) |
144.08 |
C |
|
Backdash Duration (Total Frames)* |
24 (frames 1-2 throw invincible, frames 3-11 airborne) |
C |
|
Backdash Distance (Total Pixels) |
110.17 |
C |
|
Pre-Jump Frames† |
3 forward, 4 neutral or backward |
– |
|
Jump Duration (Total Frames) |
39 |
B |
|
Forward Jump Distance (Total Pixels) |
210.17 |
B- |
|
Backward Jump Distance (Total Pixels) |
187.2 |
B |
* As part of the day one launch update, the throw invulnerability period of backdashes for all characters was reduced from frames 1-10 (as in pre-final versions and as the printed guide lists) to frames 1-2. This is an unfortunate error for the printed guide, but at least in effect, backdashes are still invincible to throws for ~10 frames because of the airborne period that immediately follows the initial two throw-invincible frames. This change’s relevance applies against air throws: you can backdash to dodge Zangief’s ground-based SPD, but his Borscht Dynamite air throw performed low to the ground would still connect.
† As of the March update to SFV, most characters have three pre-jump frames for forward jump and four pre-jump frames for neutral and backward jump. The longer takeoff time is intended to make defensive jumps slightly less effective against ground-based throw/strike mix-ups. Birdie and Zangief are slower: Birdie has four forward pre-jump frames and five for neutral and backward jump and Zangief has five pre-jump frames in any direction. Alex isn’t quite in “heavy” territory and has the same prejump arrangement as most, three frames forward/four frames neutral or back.