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By holding 3, Guile can slowly walk forward while crouching. This can be useful for moving into position to flash kick, or mostly taunting the opponent.
Players to Watch
|V-Trigger 1||3 Bars|
|V-Trigger 2||2 Bars|
|Forward Walk Speed||0.052|
|Backward Walk Speed||0.033|
|Forward Dash Speed||18|
|Backward Dash Speed||25|
|Forward Dash Distance||1.49|
|Backward Dash Distance||1.105|
|Backdash CH Frames||3-13|
|Back Jump Speed||48 (4+40+4)|
|Neutral Jump Speed||48 (4+40+4)|
|Forward Jump Speed||47 (3+40+4)|
|Forward Jump Distance||2.128|
|Backward Jump Distance||1.824|
|Frame Data & Descriptions are provided by FATOnline.|
|SFV Frame Data Glossary|
How many frames a move remains active (can hurt opponents) for.
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).
Available cancel options.
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.
How many frames it takes for a move to finish after it's been active.
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Amount of stun added to the opponent's stun bar on hit.