Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Guile

Data

Vitals

StatValueRank

Vitality

950

C

Stun

950

C

V-Gauge

900

Forward Walk Speed (Pixels Per Frame)

5.2

S

Backward Walk Speed (Pixels Per Frame)

3.3

B

Dash Duration (Total Frames)

18

B

Dash Distance (Total Pixels)

155.979

C

Backdash Duration (Total Frames)*

2 throw invincible, 11 airborne, 12 recovery (25 total)

D

Backdash Distance (Total Pixels)

109.8

C

Pre-Jump Frames†

3 forward, 4 vertical or backward

Jump Duration (Total Frames)

38

A

Forward Jump Distance (Total Pixels)

212.8

B

Backward Jump Distance (Total Pixels)

182.4

C

* As part of the day one launch update, the throw invulnerability period of backdashes for all characters was reduced to frames 1-2 from frames 1-10 (as in pre-final versions, and as the printed guide lists). This is an unfortunate error for the printed guide, but at least in effect, backdashes are still invincible to ground 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 get you.

† As of the March 2016 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, while Zangief has five pre-jump frames in any direction.