Street Fighter IV/Universal Abilities/Dashing

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Positively Dashing

Dashing allows you to make your character cover a fixed distance quickly, whether it be moving forward or moving backward. You perform a Dash by quickly tapping either Towards twice (to Dash forward) or Back twice (to Dash backwards). This will cause your character to move in that direction much more quickly than their normal walking speed. But once your character has begun a Dash, your character is committed to that Dash, as you can no longer perform anything else while Dashing.

Forward Dashing

Forward Dashing is mostly useful for positioning, surprise attacks, and just to traverse distances more quickly than walking. During a Forward Dash, all characters are considered grounded. That means all moves that connect against you while Dashing will keep you on the ground so you can be comboed and easily punished.

Forward Dashing Data

Here is the data for the Forward Dash for every character:

Alphabetical Listing

Character
Total Frames
Distance
Abel
16
13.5
Akuma
18
10.0
Balrog
18
13.0
Blanka
21
15.5
C. Viper
19
13.0
Cammy
18
14.0
Chun Li
15
11.0
Dan
19
15.0
Dhalsim
32
18.0
E. Honda
19
08.5
El Fuerte
16
11.5
Fei Long
17
11.5
Gen (Mantis)
19
15.0
Gen (Crane)
19
15.0
Gouken
16
11.0
Guile
19
13.0
Ken
18
11.0
M. Bison
17
12.0
Rose
21
16.5
Rufus
20
11.0
Ryu
18
11.0
Sagat
18
11.0
Sakura
18
10.5
Seth
18
13.5
Vega
20
12.5
Zangief
26
08.5

Distance is in Training Mode Stage Squares.

Sorted By Dash Time

(Total Frames from Longest to Shortest)

Character
Total Frames
Distance
Dhalsim
32
18.0
Zangief
26
08.5
Blanka
21
15.5
Rose
21
16.5
Rufus
20
11.0
Vega
20
12.5
C. Viper
19
13.0
Dan
19
15.0
E. Honda
19
08.5
Gen (Mantis)
19
15.0
Gen (Crane)
19
15.0
Guile
19
13.0
Akuma
18
10.0
Balrog
18
13.0
Cammy
18
14.0
Ken
18
11.0
Ryu
18
11.0
Sagat
18
11.0
Sakura
18
10.5
Seth
18
13.5
Fei Long
17
11.5
M. Bison
17
12.0
Abel
16
13.5
El Fuerte
16
11.5
Gouken
16
11.0
Chun Li
15
11.0

Distance is in Training Mode Stage Squares.

Sorted By Distance

(Distance from Longest to Shortest)

Character
Total Frames
Distance
Dhalsim
32
18.0
Rose
21
16.5
Blanka
21
15.5
Dan
19
15.0
Gen (Mantis)
19
15.0
Gen (Crane)
19
15.0
Cammy
18
14.0
Abel
16
13.5
Seth
18
13.5
Balrog
18
13.0
C. Viper
19
13.0
Guile
19
13.0
Vega
20
12.5
M. Bison
17
12.0
El Fuerte
16
11.5
Fei Long
17
11.5
Chun Li
15
11.0
Gouken
16
11.0
Ken
18
11.0
Rufus
20
11.0
Ryu
18
11.0
Sagat
18
11.0
Sakura
18
10.5
Akuma
18
10.0
E. Honda
19
08.5
Zangief
26
08.5

Distance is in Training Mode Stage Squares.

Back Dashing

Back Dashing is a very defensive maneuver thanks to the inclusion of invincibility frames in everyone's Back Dashes. Though the number of invincible frames generally only number around 8, it's still enough to be useful to escape a lot of situations and attacks, as every Back Dash is invincible starting from the very first frame. Not only that, but the first few vulnerable frames after a Back Dash for the majority of the characters are considered airborne, so even if you get hit out of the first few vulnerable frames, you'll be popped into the air so it's much harder to punish with combos.

However, even though you are considered airborne during those frames, you can still be hit by moves that normally miss against airborne opponents. If someone Sweeps you with Ryu's Crouching Hard Kick, for example, as you are in your airborne frames, you'll still be hit and get sent to the floor as usual.

After those airborne frames run out, you will have some vulnerable frames where you are grounded, so if the opponent times it properly and hits you at the tail end of your Back Dash, they can hit you on the ground and execute a full grounded punish combo.

Note: There are a few characters whose first vulnerable frame is considered grounded and then airborne after that, but that will supposedly be fixed in Super Street Fighter IV Arcade Edition, where everyone will be consistently airborne their very first vulnerable frame.

Back Dashing Data

Here is the data for the Back Dash for every character. Keep in mind that the Total Frames column indicates how long the Back dash lasts while the Distance column indicates how far they travel. So the "perfect" Back Dash would be one with a very small amount of Total Frames but the farthest Distance.

Alphabetical Listing

Character
Total Frames
Distance
Abel
25
07.5
Akuma
25
09.0
Balrog
24
12.0
Blanka
26
12.5
C. Viper
27
12.0
Cammy
22
14.0
Chun Li
22
13.0
Dan
26
13.0
Dhalsim
29
14.5
E. Honda
27
09.0
El Fuerte
19
07.5
Fei Long
26
12.5
Gen (Mantis)
27
14.0
Gen (Crane)
27
14.0
Gouken
25
08.0
Guile
26
10.0
Ken
27
07.5
M. Bison
25
10.0
Rose
22
12.0
Rufus
27
09.5
Ryu
27
07.5
Sagat
29
10.0
Sakura
26
09.5
Seth
25
13.0
Vega
22
12.0
Zangief
26
07.5

Distance is in Training Mode Stage Squares.

Sorted By Dash Time

(Total Frames from Longest to Shortest)

Character
Total Frames
Distance
Dhalsim
29
14.5
Sagat
29
10.0
C. Viper
27
12.0
E. Honda
27
09.0
Gen (Mantis)
27
14.0
Gen (Crane)
27
14.0
Ken
27
07.5
Rufus
27
09.5
Ryu
27
07.5
Blanka
26
12.5
Dan
26
13.0
Fei Long
26
12.5
Guile
26
10.0
Sakura
26
09.5
Zangief
26
07.5
Abel
25
07.5
Akuma
25
09.0
Gouken
25
08.0
M. Bison
25
10.0
Seth
25
13.0
Balrog
24
12.0
Cammy
22
14.0
Chun Li
22
13.0
Rose
22
12.0
Vega
22
12.0
El Fuerte
19
07.5

Distance is in Training Mode Stage Squares.

Sorted By Distance

(Distance from Longest to Shortest)

Character
Total Frames
Distance
Dhalsim
29
14.5
Cammy
22
14.0
Gen (Mantis)
27
14.0
Gen (Crane)
27
14.0
Chun Li
22
13.0
Seth
25
13.0
Dan
26
13.0
Blanka
26
12.5
Fei Long
26
12.5
Balrog
24
12.0
C. Viper
27
12.0
Rose
22
12.0
Vega
22
12.0
Guile
26
10.0
M. Bison
25
10.0
Sagat
29
10.0
Rufus
27
09.5
Sakura
26
09.5
Akuma
25
09.0
E. Honda
27
09.0
Gouken
25
08.0
Abel
25
07.5
El Fuerte
19
07.5
Ken
27
07.5
Ryu
27
07.5
Zangief
26
07.5

Distance is in Training Mode Stage Squares.

The reason Makoto's Data has an asterisk next to it is because Makoto can technically cancel the last 7 frames of her Back Dash into a Special Move, an EX Special Move, a Super Combo, an Ultra Combo, or a Focus Attack, taking her Back Dash's total frames down to 22.

Back Dashing Frame Data

Here is the "state" frame data for every character's Back Dash for when they are invincible, vulnerable, airborne, and grounded:

Back Dashing Frame Counts

(Numbers - With Totals In Parentheses)

Character
Invincible
Airborne
Grounded*
Abel
1-8 (8)
9-18 (10)
19-25 (7)
Akuma
1-8 (8)
10-18 (9)
9,19-25 (7)
Balrog
1-8 (8)
9-17 (9)
18-24 (7)
Blanka
1-8 (8)
9-19 (11)
20-26 (7)
C. Viper
1-8 (8)
9-17 (9)
18-27 (10)
Cammy
1-6 (6)
7-17 (11)
18-22 (5)
Chun Li
1-8 (8)
9-18 (10)
19-22 (4)
Dan
1-8 (8)
(0)
9-26 (18)
Dhalsim
1-8 (8)
10-18 (9)
9,19-29 (11)
E. Honda
1-8 (8)
10-18 (9)
9,19-27 (9)
El Fuerte
1-7 (7)
8-12 (5)
13-19 (7)
Fei Long
1-8 (8)
10-21 (12)
9,22-26 (5)
Gen (Mantis)
1-8 (8)
10-23 (14)
9,24-27 (4)
Gen (Crane)
1-8 (8)
10-23 (14)
9,24-27 (4)
Gouken
1-8 (8)
10-15 (6)
9,16-25 (10)
Guile
1-8 (8)
9-19 (11)
20-26 (7)
Ken
1-8 (8)
10-18 (9)
9,19-27 (9)
M. Bison
1-8 (8)
9-17 (9)
18-24 (7)
Rose
1-8 (8)
9-18 (10)
19-22 (4)
Rufus
1-8 (8)
10-25 (16)
26-27 (3)
Ryu
1-8 (8)
10-18 (9)
9,19-27 (9)
Sagat
1-8 (8)
9-23 (15)
24-29 (6)
Sakura
1-8 (8)
10-18 (9)
9,19-26 (8)
Seth
1-8 (8)
9-19 (11)
20-28 (9)
Vega
1-8 (8)
10-19 (10)
9,20-22 (3)
Zangief
1-8 (8)
9-16 (8)
17-26 (10)

* - For the totals in the Grounded Frames column, for those characters with the lingering frame that is considered grounded right after the invincible period, the total count ignores that frame. Only the frames that occur after the airborne period were counted.

Now here's a visual chart mapping the Back Dash frames out each frame at a time:

Legend

TOTALS
Total number of frames for each phase (invincible, airborne, and grounded). Once again, the grounded total ignores the stray grounded frame for the few characters that have it.
FRAME COUNT
Each symbol is one frame of the Back Dash. The symbols are as follows:
'-' = First stage frames of pure invulnerability
'^' = Second stage frames of being airborne
'X' = Third stage frames of being grounded

Extra Note

Characters listed in order of the quality of their Back Dash. The criteria by which "Back Dash Quality" is based are:

  1. The less number of frames you have total, the better.
  2. The more number of invincible frames you have, the better.
  3. The less number of grounded frames you have, the better.


Back Dashing Frame Data

---------------------------------------------------------------
              |            |        -- FRAME  COUNT --        |
              |            |  0        1         2         3  |
CHARACTER     |   TOTALS   |  123456789012345678901234567890  |
--------------------------------------------------------------|
El Fuerte     | ( 7, 5, 7) |  -------^^^^^XXXXXXX             |
Vega          | ( 8,10, 3) |  --------X^^^^^^^^^^XXX          |
Chun Li       | ( 8,10, 4) |  --------^^^^^^^^^^XXXX          |
Rose          | ( 8,10, 4) |  --------^^^^^^^^^^XXXX          |
Cammy         | ( 6,11, 5) |  ------^^^^^^^^^^^XXXXX          |
Balrog        | ( 8, 9, 7) |  --------^^^^^^^^^XXXXXXX        |
M. Bison      | ( 8, 9, 7) |  --------^^^^^^^^^XXXXXXX        |
Abel          | ( 8,10, 7) |  --------^^^^^^^^^^XXXXXXX       |
Akuma         | ( 8, 9, 7) |  --------X^^^^^^^^^XXXXXXX       |
Gouken        | ( 8, 6,10) |  --------X^^^^^^XXXXXXXXXX       |
Fei Long      | ( 8,12, 5) |  --------X^^^^^^^^^^^^XXXXX      |
Blanka        | ( 8,11, 7) |  --------^^^^^^^^^^^XXXXXXX      |
Guile         | ( 8,11, 7) |  --------^^^^^^^^^^^XXXXXXX      |
Sakura        | ( 8, 9, 8) |  --------X^^^^^^^^^XXXXXXXX      |
Zangief       | ( 8, 8,10) |  --------^^^^^^^^XXXXXXXXXX      |
Dan           | ( 8, 0,18) |  --------XXXXXXXXXXXXXXXXXX      |
Rufus         | ( 8,16, 3) |  --------^^^^^^^^^^^^^^^^XXX     |
Gen (Mantis)  | ( 8,14, 4) |  --------X^^^^^^^^^^^^^^XXXX     |
Gen (Crane)   | ( 8,14, 4) |  --------X^^^^^^^^^^^^^^XXXX     |
E. Honda      | ( 8, 9, 9) |  --------X^^^^^^^^^XXXXXXXXX     |
Ken           | ( 8, 9, 9) |  --------X^^^^^^^^^XXXXXXXXX     |
Ryu           | ( 8, 9, 9) |  --------X^^^^^^^^^XXXXXXXXX     |
C. Viper      | ( 8, 9,10) |  --------^^^^^^^^^XXXXXXXXXX     |
Seth          | ( 8,11, 9) |  --------^^^^^^^^^^^XXXXXXXXX    |
Sagat         | ( 8,15, 6) |  --------^^^^^^^^^^^^^^^XXXXXX   |
Dhalsim       | ( 8, 9,11) |  --------X^^^^^^^^^XXXXXXXXXXX   |
---------------------------------------------------------------