Street Fighter V/Movement: Difference between revisions

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=== Empty Jump ===
=== Empty Jump ===
Empty Jump is the term for not inputting any move in the air. If not action was taking in the air, then the landing frames can immediately be canceling into an attack, throw, or blocking (they cannot be canceled into any movement option however, meaning there is no way to escape from a perfectly timed command grab). This is especially useful for empty jump lows; by jumping the opponent tries to block high anticipating an air attack. Instead you do not press any button and hit them with a low attack upon landing. If a button was hit in the air the low would be delayed by the landing frames making it more likely the opponent could block in time or even interrupt the low with their own moves.
Empty Jump is the term for not inputting any move in the air. If not action was taking in the air, then the landing frames can immediately be canceling into an attack, throw, or blocking (they cannot be canceled into any movement option however, meaning there is no way to escape from a perfectly timed command grab). This is especially useful for empty jump lows; by jumping the opponent tries to block high anticipating an air attack. Instead you do not press any button and hit them with a low attack upon landing. If a button was hit in the air the low would be delayed by the landing frames making it more likely the opponent could block in time or even interrupt the low with their own moves.
[[Category: Street Fighter V]]

Revision as of 20:55, 23 February 2021

Basic Movement

Compared to many fighting games, the movement options in Street Fighter V are simple. Hold forward to walk forward, back to walk backwards or block. Press down to crouch, up to jump, up forward to jump forward, up back to jump back. Pressing forward twice quickly will perform a dash, pressing back twice quickly will perform a backdash. Each of these have different speeds, distances, and properties per character.

See Controls and Terminology for more information.

Below is a table of every character's forward and walk speed, based on the number of units they move with a single tap of forward or backwards. Higher numbers mean the character travels further each time the game updates, meaning an overall faster walk speed. Vega has the fastest forward walk speed while Dhalsim has the slowest; Sakura has the fastest backwalk speed while Dhalsim has the slowest.

Character
Forward Walk Speed
Back Walk Speed
Abigail
3.2
2.5
Akuma
5.2
3.6
Alex
3.8
3.3
Balrog
4.8
3
Birdie
3.1
2.4
Birdie (VT1)
4.3
3.3
Blanka
4.3
3.2
Cammy
5
4
Chun-Li
5.35
3.4
Cody
4.7
2.89
Dhalsim
2.2
2
E.Honda
4.4
2.7
Ed
4.7
3.4
F.A.N.G.
3.2
2.8
Falke
4
3
G
3.77
3
Gill
4.12
2.73
Guile
5.2
3.3
Ibuki
5.2
3.4
Juri
5
3.3
Kage
5.1
3.5
Karin
4.9
3.6
Ken
5
3.5
Kolin
4.13
3.25
Laura
4
3.2
Lucia
5
4
M.Bison
2.62
2.3
Menat
4
3.2
Nash
2.7
2.7
Necalli
4.7
3.2
Necalli (VT)
5.15
3.65
Poison
4.1
3.2
Rashid
4
3.6
R.Mika
4.2
3
Ryu
4.7
3.2
Sagat
3.65
2.77
Sakura
2.27
4.7
Seth
4.7
3.2
Urien
4.35
3
Vega
5.5
4.5
Zangief
3.05
2.35
Zeku (Old)
4.35
2.84
Zeku (Young)
5.4
3.5

Forward Dash

Forward dashes are performed by pressing forward twice, causing the character to dash forward. During the dash they are unable to perform any other action, making them a risky but quick option to close the distance. Dash speeds and distance covered varies greatly for each character, with Ken and Chun-Li's being the fastest at 15f total and Zangief and Abigail's being the slowest at 25f total.

Ryu's 16f forward dash

Below is a table show each character's dash speed, and the distance traveled in units.

Character
Total Frames
Distance
Abigail
25
150.4
Akuma
16
123.4
Alex
19
156
Balrog
17
131.9
Birdie
23
132.5
Birdie (VT1)
23
170.3
Blanka
16
123.9
Cammy
16
138.6
Chun-Li
15
142.4
Cody
17
127.9
Dhalsim
21
119.6
E.Honda
20
166.1
Ed
16
165.3
F.A.N.G.
20
118.4
Falke
20
149.4
G
19
156.7
Gill
16
146.2
Guile
18
149
Ibuki
16
121.9
Juri
16
144.3
Kage
16
124.1
Karin
16
144.5
Ken
15
138.4
Kolin
17
169
Laura
17
127.7
Lucia
16
135.4
M.Bison
22
198
Menat
20
120.4
Nash
18
175
Necalli
17
145.8
Necalli (VT)
17
193.3
Poison
18
137.7
Rashid
15 (41 if held)
130.33 (398.7 if held)
R.Mika
18
134.2
Ryu
16
145.2
Sagat
20
125.4
Sakura
16
164.3
Seth
16
145.2
Urien
16
153.5
Vega
17
153.7
Zangief
25
135.5
Zeku (Old)
17
171.6
Zeku (Young)
17
169.2

Back Dash

Back dashes are performed by pressing back twice. During the entire backdash characters are throw invincible, making it a great option for escaping throws or creating space between the opponent. 3 frames into a backdash a character is considered to be airborne, meaning many regular attacks hit during them will cause a flip out state preventing a combo opportunity. A common example is against Alex; after his Lariat which is +3 on block it is sometimes worth it to perform a backdash to escape the command throw or MP xx Flash Chop setup; if the MP hits it will cause the opponent to flip out making the Flash Chop completely whiff and giving you the advantage for just spending a bit of HP, and if Alex tried to go for a command grab it will whiff due to the throw invincibility, allowing for a punish.

Ryu's 21f backdash

One special thing to note about backdashes however is while airborne a character is in a counter hit state; meaning crush counter moves are especially deadly in these scenarios. This begins on frame 3 for all characters, while the ending frame is different for each character.

Below is a table showing each character's back dash speed, distance traveled in units, and what frames they are vulnerable to counter hits.

Character
Total Frames
Distance
CH Frames
Abigail
25
99.4
3-16
Akuma
21
109.6
3-10
Alex
24
110.2
3-11
Balrog
24
106.1
3-10
Birde
26
134.6
3-20
Blanka
24
111.7
3-10
Cammy
21
118.2
3-16
Chun-Li
21
123.5
3-10
Cody
23
84.2
3-13
Dhalsim
25
82.5
3-10
E.Honda
24
95.1
3-10
Ed
23
89.9
3-10
F.A.N.G.
24
135.6
3-10
Falke
25
101.5
3-10
G
25
105.2
3-10
Gill
25
124.5
3-10
Guile
25
111.5
3-13
Ibuki
21
92.3
3-10
Juri
24
125.0
3-10
Kage
21
82.4
3-10
Karin
21
115.8
3-11
Ken
24
127.7
3-12
Kolin
21
105.0
3-16
Laura
21
127.7
3-11
Lucia
21
100.6
3-16
M.Bison
22
125.0
3-10
Menat
24
112.1
3-11
Nash
24
110.0
3-10
Necalli
22
110.5
3-11
Necalli (VT)
22
130.0
3-11
Poison
23
116.3
3-10
R.Mika
24
120.0
3-10
Rashid
24
109.7
3-18
Ryu
21
97.3
3-10
Sagat
24
111.5
3-10
Sakura
23
99.8
3-10
Seth
23
97.3
3-10
Urien
25
118
3-10
Vega
21
122.5
3-10
Zangief
25
106.5
3-16
Zeku (Old)
22
128.6
3-11
Zeku (Young)
22
100.4
3-11

Pre-Jump Frames

After pressing up, a character will begin to jump however it actually takes a few frames (3 for most characters except Abigail, Birdie, Zangief, Honda, and Poison) before they become airborne. These are called "pre-jump frames". During pre-jump frames the opponent cannot be thrown, however if hit during them they will still be counted as grounded for a full combo instead of flipping out or being knocked backwards like most air hits.

Landing Recovery

Trip Guard

Trip guard is the ability to guard immediately upon landing from a jump attack. Notably it is NOT attacking an opponent who is unable to guard; this term is commonly used wrong. The ability to trip guard is determined by if an attack was used during the jump. If a button was pressed, then the player will be unable to block during the landing frames.

Landing Frames

If a move was used during a jump, then upon landing there are a few frames (4 for characters except for Abigail and Zangief) where you are unable to do anything. If a move whiffed and the opponent times it properly, they will be able to get a sweep or worse a combo for free during the landing frames where you cannot block. However, landing frames only happen if you inputted a move; if you do not you are able to block immediately upon landing.

Notably, you cannot move including jump or backdash during landing frames. This means a command grabbed timed to hit right as the opponent is landing is guaranteed unless the opponent does a throw invincible move, as they are unable to move to avoid it. This situation does not happen often, but for some situations such as Zangief's CA it is important to be aware of.

Empty Jump

Empty Jump is the term for not inputting any move in the air. If not action was taking in the air, then the landing frames can immediately be canceling into an attack, throw, or blocking (they cannot be canceled into any movement option however, meaning there is no way to escape from a perfectly timed command grab). This is especially useful for empty jump lows; by jumping the opponent tries to block high anticipating an air attack. Instead you do not press any button and hit them with a low attack upon landing. If a button was hit in the air the low would be delayed by the landing frames making it more likely the opponent could block in time or even interrupt the low with their own moves.