Street Fighter V/Game Data: Difference between revisions

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== Data tables ==
== Data tables ==



Revision as of 23:18, 5 March 2021

Data tables

Dash speeds

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

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

Hit Points

Here are the Hit Point counts for every character in Street Fighter V:

Character
Hit Points (Alphabetical)
Abigail
1100
Akuma
900
Alex
1050
Balrog
1025
Birdie
1050
Blanka
1025
Cammy
925
Chun-Li
975
Cody
1025
Dhalsim
950
Ed
1025
E. Honda
1050
Falke
975
F.A.N.G.
975
G
1025
Gill
1000
Guile
975
Ibuki
925
Juri
975
Kage
925
Karin
925
Ken
1025
Kolin
1000
Laura
1000
Lucia
975
M.Bison
1000
Menat
950
Nash
975
Necalli
1025
Poison
975
R.Mika
950
Rashid
950
Ryu
1025
Sagat
1025
Sakura
975
Seth
925
Urien
1025
Vega
1025
Zangief
1075
Zeku
1000
Character
Hit Points
Sorted From Highest To Lowest
Abigail
1100
Zangief
1075
Alex
1050
Birdie
1050
E.Honda
1050
Balrog
1025
Blanka
1025
Cody
1025
Ed
1025
G
1025
Ken
1025
Necalli
1025
Ryu
1025
Sagat
1025
Urien
1025
Vega
1025
Gill
1000
Kolin
1000
Laura
1000
M.Bison
1000
Zeku
1000
Chun-Li
975
Falke
975
F.A.N.G.
975
Guile
975
Juri
975
Lucia
975
Nash
975
Poison
975
Sakura
975
Dhalsim
950
Menat
950
Rashid
950
R.Mika
950
Cammy
925
Kage
925
Karin
925
Ibuki
925
Seth
925
Akuma
900

Stun Points

Here are the Stun Point counts for every character in Street Fighter V:

Character
Stun Points (Alphabetical)
Abigail
1050
Akuma
900
Alex
1075
Balrog
1000
Birdie
1000
Blanka
1050
Cammy
925
Chun-Li
1000
Cody
1050
Dhalsim
950
E. Honda
1075
Ed
1050
F.A.N.G.
1000
Falke
1000
G
1050
Gill
1000
Guile
975
Ibuki
950
Juri
1000
Kage
950
Karin
950
Ken
1050
Kolin
1000
Laura
1025
Lucia
975
M.Bison
1000
Menat
950
Nash
1000
Necalli
1050
Poison
975
R.Mika
1000
Rashid
950
Ryu
1050
Sagat
1050
Sakura
1000
Seth
925
Urien
1050
Vega
975
Zangief
1100
Zeku
1000
Character
Stun Points
Sorted From Highest to Lowest
Zangief
1100
Alex
1075
E.Honda
1075
Abigail
1050
Blanka
1050
Cody
1050
Ed
1050
G
1050
Ken
1050
Necalli
1050
Ryu
1050
Sagat
1050
Urien
1050
Laura
1025
Balrog
1000
Birdie
1000
Chun-Li
1000
Falke
1000
F.A.N.G.
1000
Gill
1000
Juri
1000
Kolin
1000
M.Bison
1000
Nash
1000
R.Mika
1000
Sakura
1000
Zeku
1000
Guile
975
Lucia
975
Poison
975
Vega
975
Dhalsim
950
Ibuki
950
Kage
950
Karin
950
Menat
950
Rashid
950
Cammy
925
Seth
925
Akuma
900

Throw ranges

Below is a table of all character's throw ranges and throw hurtboxes. Throw range means how far away a character's throw hitbox extends, with larger numbers reaching further. Throw hurtbox means how large a character's throw hurtbox is, with larger meaning the character is wider and easier to throw. The result is characters with larger ratios (range / hurtbox range) will be able to throw characters with smaller ratios while the opposite is not possible. Alex has the worst throw range to hurtbox ratio, while M.Bison and E.Honda have the best. Note the throw ratio only matters when both players attempt a throw, and having longer throw range is still useful for things such as grabbing shimmy attempts or an opponent trying to walk out of pressure.

Character
Throw Range
Throw Hurtbox
Ratio
Abigail
0.90
0.40
2.25
Akuma
0.80
0.25
3.2
Alex
0.90
0.45
2
Balrog
0.85
0.35
2.42
Birdie
0.90
0.30
3
Blanka
0.80
0.25
3.2
Cammy
0.80
0.25
3.2
Chun-Li
0.8461
0.3511
2.41
Cody
0.80
0.25
3.2
Dhalsim
0.85
0.25
3.4
E.Honda
0.90
0.25
3.6
Ed
0.80
0.25
3.2
F.A.N.G.
0.85
0.25
3.2
Falke
0.85
0.25
3.4
G
0.85
0.25
3.4
Gill
0.85
0.25
3.4
Guile
0.80
0.25
3.2
Ibuki
0.80
0.25
3.2
Juri
0.80
0.25
3.2
Kage
0.80
0.25
3.2
Karin
0.85
0.25
3.4
Ken
0.80
0.25
3.2
Kolin
0.85
0.35
2.42
Laura
0.85
0.41
2.07
Lucia
0.80
0.25
3.2
M.Bison
0.90
0.25
3.6
Menat
0.85
0.25
3.4
Nash
0.85
0.25
3.4
Necalli
0.814
0.324
2.51
Poison
0.85
0.25
3.4
Rashid
0.852
0.402
2.12
R.Mika
0.85
0.25
3.4
Ryu
0.80
0.25
3.2
Sagat
0.85
0.25
3.4
Sakura
0.80
0.25
3.2
Seth
0.80
0.25
3.2
Urien
0.85
0.25
3.4
Vega
0.85
0.4087
2.08
Zangief
0.90
0.40
2.25
Zeku (Old)
0.80
0.30
2.67
Zeku (Young)
0.80
0.30
2.67

Walk Speed

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

Damage Scaling

Combo Scaling

To prevent incredibly high damage combos, each move's damage in a combo sequence is scaled by 10% * (the number of moves in the combo - 1) up to 10 hits, after which a move will do 10% of its base damage. The first hit of a combo does 100% of the moves total damage, the second hit does 90%, the third does 80%, and so on down to a minimum of 10%. For Ryu's basic 3 hit combo sequence of MP, crHP xx HP Shoryuken the total damage is 245 (60 + (90 * 90%) + (130 * 80%)) rather than 280 as it would be without it. Below is a quick chart for easy reference.

Move # of the Combo
Percentage of Damage Done
1
100%
2
90%
3
80%
4
70%
5
60%
6
50%
7
40%
8
30%
9
20%
10+
10%

Note: Minimum damage possible from a hit is 1 point including all types of scaling

The formula applies to each move, not each hit. Multi-hitting moves such as Ryu's b+HK or EX Tatsumaki Senpukyaku still only count as 1 move for the purposes of the above chart. This means b+HK, LK xx EX Tatsu would count as a 3 move combo dealing 219 damage (((40 + 40) * 100%) + (30 * 90%) + ((28 + 28 + 28 + 28 + 28) * 80%), not an 8 move combo.

Because of combo scaling, it is important to try to place more damaging moves earlier in a combo instead of later when possible. Starting a combo with a light attack will quickly increase the combo scaling leading to less damage overall. Similarly, filling especially long combo with low damaging attacks early in the sequence can lead to less damage overall.

Crush Counters

SFV Scaling CC.jpg

As of Season 3, a Crush Counter causes a combo to start at 2 hits instead of 1, meaning all subsequent hits will do 10% less damage than they normally would as the next hit will start at 80% instead of the normal 90%. For example, with Ryu performing HK, HK with the first being a Crush Counter, the first hit will do 108 (90 + 90*20% from the counter hit bonus), however the second hit will do 72 damage (90 * 80%). Because of this for punishing reversals it is now a decision of getting the max damage possible or gaining V-Gauge.

Critical Arts Scaling

Critical Arts will always do a minimum of 50% of their total damage. Because of this they are great way to win a round.

GUTS

GUTs is a term used to describe how damage works at lower health levels. The lower an opponent's HP is, the lower damage they will take. This system is implemented in all modern Capcom fighting games, and is designed to de-emphasis rounds being closed out by small pokes.

  • Below 50% HP, moves cause 95% of their normal damage
  • Below 30% HP, moves cause 90% of their normal damage
  • Below 15% HP, moves cause 75% of their normal damage

GUTs applies to the every move that connects under that threshold, and stacks on top of combo scaling. For example, if M.Bison (who has 1000HP total) has 500 HP left and is hit by Ryu's crMP, it will inflict 100% damage. At 499 HP (<50% HP left) remaining however, it will do 95%. These numbers also apply mid combo. A simple example is Ryu attacking Bison with crMP xx Hadouken when Bison is at 559 HP remaining. The crMP will inflict 100% of its normal damage (60) bringing Bison under 499 HP left, under 50%. Because Bison is now under 50% the second hit of the combo, the Hadouken, will inflict 90% of its original damage (due to combo scaling) * 95% damage (because of GUTs scaling) = 60 * 95% * 90% = 51 damage, brining the total combo damage to 111 HP. For more examples:

  • If Bison is at 560 HP and Ryu performs crMP xx Hadouken, the crMP will do 60 damage bringing him to 500HP, >= 50%. No GUTs takes effect, so only combo scaling applies and the combo does 60 + (60 * 90%) = 114 damage.
  • If Bison is at 499 HP and Ryu performs crMP xx Hadouken, the crMP will do 60 * 90% due to GUTs scaling as will the Hadouken. The total damage becomes (60 * 95%) + (60 * 90% * 95%) = 108 damage.
  • If Bison is at 300 HP and Ryu performs crMP xx Hadouken, the crMP will do 60 * 90% due to GUTs, bringing Bison below 30%. The Hadouken will then do 90% scaling from being in a combo, and an additional 90% from being under 30% leading to the total damage being (60 * 90%) + (60 * 90% * 90%) = 102 damage.

This also applies to multi-hitting critical arts. Akuma's Raging Demon does 400 damage when the opponent is at maximum health, however when the opponent is at 49.9% HP it only does 332 damage, or 83% of its total rather than the expected 95%. The total damage will be slightly lower if the opponent is at 45%, as the opponent will reach 30% HP earlier in the move meaning the last few hits will be scaled further.

Similarly because of GUTs, there are certain ranges where an opponent would have been killed by a Critical Art at 50% HP but is able to survive at 49.9% HP. Balrog's Critical Art is a single hit that does 330 damage normally, 313 if the opponent has between 30 - 50% HP remaining (330 * 95% = 313), and 297 if the opponent has 15 - 30% HP remaining (313 * 90% = 297). If an opponent has 1000 HP, they will be killed at 300HP remaining (300HP means 95% scaling, 300 - 313 = -13, <= 0 means dead) but live at 299 HP remaining (299 / 1000 is < 30% so the Critical Art does 297 damage, 299 - 297 = 2 HP remaining).

For a deeper dive into the GUTs system in Street Fighter V, see WydD's Deep Dive Into SFV Guts Medium article. The health and damage values are based on Street Fighter V Season 4, however the concepts still apply.

Note: when checking damage values in training mode, it is important to let the opponent's HP regenerate. Otherwise GUTs will be in effect and give different data.

V-Trigger Cancels

SFV Scaling VTC.jpg

Canceling into a V-Trigger automatically scales a combo by 2 hits, reducing the next attack by 20%. A simple example of this is with Ryu; doing MP MP will cause 114 damage (60*100% + 60*90% = 114). Doing MP VTC MP does 102 damage (60 * 100% + 60 * 70% = 102). Subsequent hits will be 60%, 50%, and so on. This means canceling into V-Trigger can actually REDUCE the total damage a combo would normally do despite being more hits. V-Trigger Cancels often allow combos from moves that normally are not possible to combo from such as Ryu's MK, however for normal combos they should be used as late as possible to get the heaviest hits up front before the additional damage scaling effect is applied.

Frame data

Another concept that you end up hearing a lot and will also be seeing a lot in this guide is the word "Frame". You are going to end up reading a lot about concepts such as Active Frames, Frame Advantage, animation frames, etc. etc. So without understanding what a frame is, you're going to get very lost very quickly.

The easiest way to understand frames it to think about everything that happens on the screen as a cartoon. In a cartoon, you have to draw one picture at a time so that, when played in rapid succession, each picture creates the illusion of movement. Each of these pictures are typically called an animation frame. In general, most video game consoles these days display 60 frames per second.

That's what happens on the screen in Street Fighter as well. Every movement a character makes, every attack they perform, goes through a set of what you can call animation frames. So some moves are made up of 20 animation frames. Some moves are made up of as many as 200 frames.

This is all we are referring to when we mention frames. Street Fighter V does indeed run at 60 frames per second, so frames are often used as a measurement of in-game "time". So if we say something like, "There is a 6 frame window you can perform this action," that means you have 6/60ths (which is 1/10th) of a second to perform the action.

Move Stages

Remember what was just said? That every action in the game, including attacks, are "animated" frame by frame? Well, with regards to attacks, every attack in the game has three phases: a startup phase, an active phase, and a recovery phase.

You can see it in every move. Hit a button, and your character will start a move, hit the opponent, and then finish an animation. That's all these phases are: the period of time before your move hits the opponent, the period of time the move is hitting the opponent, and the period of time after the move hits the opponent.

So take those periods and break them down into those "animation frames" we just talked about. The start of your attack before it can hit the opponent is made up of Startup Frames. The animation frames during which your attack can actually hit the opponent are known as Active Frames. And everything that comes after those Active Frames are considered Recovery Frames.

Cycle de vie.jpg

These three types of frames make up the skeleton of every attack, and all three types are super important to various aspects of the systems and concepts that make up Street Fighter V. So become familiar with these terms and keep them in mind throughout the guide.

Hit/Block Stun/Stop

Two terms will be used a lot in this guide: Hit Stun and Block Stun. Those of you playing Street Fighter are well aware that the game is all about hitting the opponent right?

Well, if you notice, whenever you land an attack on the opponent, the opponent gets "stuck" in a state. When you hit them, they go into an animation of reeling from getting hit. When they block your attack, they get stuck in a blocking pose for a fixed amount of time.

These are what are referred to as Hit Stun and Block Stun. Hit Stun is the concept that, when hit, you are stuck in the reel animation for a while. Any hits that connect during your Hit Stun are considered a hit that combos on you. And Block Stun is the concept that, when you block an attack, you are stuck in the block pose for a while. Any attack that connects on you during Block Stun is considered a true Block String. These are very important concepts to understand as they will be talked about a lot throughout this guide.

Hit Priority System

New to Street Fighter V is the hit priority system, which refers to when two attacks collide on the same frame. In Street Fighter 4 when two moves landed on the same frame and neither has invincibility, both players would take damage regardless of the strength of the move; the stronger move would cause more damage and have more advantage but still be hit usually meaning he cannot continue a combo afterwards. In contrast, Street Fighter V uses a hit priority system where if two moves land on the same frame, the higher strength move will win. A simple example is a 5f medium punch that is +1 on block. Pressing MP twice will cause a 4f gap; in Street Fighter IV the opponent could press a 4f light attack and trade, sacrificing health to get out of pressure or secure a win if the opponent is at low enough HP. In Street Fighter V however since medium is higher than light, the medium attack will beat the light attack with the Ryu player taking no damage. Further, it will count as a counter hit allowing bigger combo opportunities. Because of this it makes getting out of block strings and pressure in general much more difficult, and playing the neutral game scarier.

The priority system is easy to remember: mediums and heavies beat lights, heavies beat mediums, and specials beat normals. When two buttons of the same priorities collide, they will trade as in Street Fighter IV without any benefits.

Input Priority System

When multiple inputs are entered on the same frame, the game will decide what action to take based on its input priority system. It works as follows, with those higher on the list taking precedence over all those lower on the list.

  • Chains take precedence over any other input
  • Throw takes precedence over all others, except if the previous move can chain into another light attack
  • V-Trigger takes precedence over V-Skill
  • V-Skill takes precedence over specials
  • Specials take precedence over any normals
  • Command normals take precedence over regular attacks
  • Heavier attacks take precedence over lighter attacks (Medium over light, heavy over medium and light)
  • Kicks take precedence over punches

Critical Arts have the same properties as a special for these purposes.

For a few examples:

  • If MP+LP is inputted, MP will be performed because MP is a higher strength than LP
  • If as Ken crLK crLP+LK is inputted quickly, another crLK will be performed because chains have higher priority than throws
  • If as Ken b+MK+HK is inputted, b+MK will be performed because command normals have higher precedence then HK even though it is a higher strength
  • If as Ken qcb, f+HK is inputted, qcb+HK will be performed because specials have higher precedence than command normals
  • If as Ken qcb+MP+MK is performed, MP+MK (V-Skill) will be performed
  • If as Ken qcf, qcf+LP+LK+MP+MK+HP+HK is performed, throw will happen because it has the highest precedence.

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven