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