Vitals
| Stat | Value | Rank |
|---|---|---|
|
Vitality |
v |
B |
|
Stun |
1050 |
A |
|
V-Gauge |
900 |
– |
|
Forward Walk Speed (Pixels Per Frame) |
4.35 |
B |
|
Backward Walk Speed (Pixels Per Frame) |
3 |
B |
|
Dash Duration (Total Frames) |
16 |
B |
|
Dash Distance (Total Pixels) |
175.858 |
B |
|
Backdash Duration (Total Frames) |
23 (Frames 1-2 throw invincible; frames 3-10 airborne) |
B |
|
Backdash Distance (Total Pixels) |
135.057 |
A |
|
Pre-Jump Frames |
3 forward, 4 vertical or backward |
– |
|
Jump Duration (Total Frames) |
38 |
A |
|
Forward Jump Distance (Total Pixels) |
190 |
D |
|
Backward Jump Distance (Total Pixels) |
171 |
C- |
* As part of the Day 1 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.