Last updated on May 3, 2010

| Rank | Character |
| 1. | Akuma | 1. | Chun-Li | 1. | M. Bison (Dictator) |
| 1. | Vega (Claw) |
| 5. | Cammy |
| 5. | Dee Jay |
| 5. | Gen (Crane) |
| 8. | Balrog (Boxer) |
| 8. | C. Viper |
| 8. | Dudley |
| 8. | Guile |
| 12. | Adon |
| 12. | Blanka |
| 12. | Sakura |
| 15. | El Fuerte |
| 16. | E. Honda |
| 16. | Gen (Mantis) |
| 16. | Gouken |
| 16. | Rose |
| 16. | Rufus |
| 16. | Ryu |
| 22. | Fei Long |
| 23. | Guy |
| 24. | Ibuki |
| 25. | Dan |
| 25. | Ken |
| 27. | Abel |
| 28. | Cody |
| 28. | Zangief |
| 30. | T. Hawk |
| 31. | Hakan |
| 31. | Juri |
| 33. | Dhalsim |
| 33. | Seth |
| 35. | Sagat |
| 36. | Makoto |
| Character | Dash | Back Dash | *Level 1 FA Dash | *Level 2 FA Dash |
| Abel | 16 | 25 | 0 | +6 |
| Adon | 19 | 23 | -3 | +3 |
| Akuma | 18 | 25 | -2 | +4 |
| Balrog | 18 | 22 | -2 | +4 |
| Blanka | 21 | 26 | -5 | +1 |
| Cammy | 18 | 20 | -2 | +4 |
| Chun Li | 15 | 22 | +1 | +7 |
| Cody | 18 | 23 | -2 | +4 |
| C. Viper | 19 | 27 | -3 | +3 |
| Dan | 19 | 26 | -3 | +3 |
| Dee Jay | 19 | 27 | -3 | +3 |
| Dhalsim | 32 | 29 | -16 | -10 |
| Dudley | 19 | 25 | -3 | +3 |
| El Fuerte | 16 | 19 | 0 | +6 |
| E. Honda | 19 | 27 | -3 | +3 |
| Fei Long | 17 | 26 | -1 | +5 |
| Gen | 19 | 27 | -3 | +3 |
| Gouken | 16 | 25 | 0 | +6 |
| Guile | 19 | 26 | -3 | +3 |
| Guy | 18 | 26 | -2 | +4 |
| Hakan | 20 | 27 | -4 | +2 |
| IbukI | 18 | 28 | -2 | +4 |
| Juri | 17 | 27 | -3 | +3 |
| Ken | 18 | 27 | -2 | +4 |
| Makoto | 17 | 22 | -1 | +5 |
| M. Bison | 17 | 25 | -1 | +5 |
| Rose | 21 | 22 | -5 | +1 |
| Rufus | 20 | 27 | -4 | +2 |
| Ryu | 18 | 27 | -2 | +4 |
| Sagat | 18 | 29 | -2 | +4 |
| Sakura | 18 | 26 | -2 | +4 |
| Seth | 18 | 25 | -2 | +4 |
| T. Hawk | 23 | 28 | -7 | -1 |
| Vega | 20 | 22 | -4 | +2 |
| Zangief | 26 | 26 | -10 | -4 |
* Frame advantage if you dash forward after a blocked Level 1 / 2 Focus Attack
You may be wondering how the character walk speed data was gathered. First off, all of the characters were captured at 60 frames per second starting at the max distance possible and then having them walk forward.
Each clip was placed on the frame right before the fighter's walking animation begins. The clip was then advanced 65 frames and a screen shot was taken. This way all of the characters started at the same time and advanced the exact same number of frames — so no one got a head start.
The order the characters are listed in — from fastest to slowest — was decided by overlaying all 36 images and using the big red line on the training stage as a point of reference. Because some of the characters stick out random appendages and generally all have different stances while they're walking, their bodies couldn't accurately be used to judge the distance traveled, instead going by how much the camera had or hadn't panned (using the red line) proved to be much more accurate.
Character dash frame data by Venomish. Contributions by Richard_Nguyen and Kelgar.
Posted by HukGuay on May 2, 2010 at 2:38 a.m. #1
hmm i thought juri would be much faster than a zangief
Posted by Catalyst on May 2, 2010 at 2:47 a.m. #2
The walk speeds seem to run pretty similar until #27, Abel. From that point, the difference in speed seems heavily noticeable.
Posted by Adzuki on May 2, 2010 at 2:53 a.m. #3
this has changed my very reason to live
Posted by topdawg122 on May 2, 2010 at 3 a.m. #4
Makoto's big feet are too heavy and they weigh her down, but she can also you them for momentum to do her dash punch.
sexy turtle walk Makoto ;)
Posted by MetalxHealthx on May 2, 2010 at 3:05 a.m. #5
damn Sagat is 2nd to last, and Adon isnt in the top tier good to know. awesome info
Posted by andriand on May 2, 2010 at 3:12 a.m. #6
and who actually really just walk for no reason in SF IV during a match? u either dash, back dash, fadc, or jump to move around.
btw, when's the frame data coming out? that's much more important than this!
Posted by zombiebrian on May 2, 2010 at 3:12 a.m. #7
nice work cat i dont think any other site has done this
Posted by Warren286 on May 2, 2010 at 3:39 a.m. #8
andriand, when you block a Shoryuken and your walk speed isnt enough to walk in and throw enemy - thats where you see need of fast walking. Also wake up games and all about throws depends on walking speed. Dash isnt safe all the time.
Posted by Johnry on May 2, 2010 at 3:39 a.m. #9
Good to know both my characters (Bison/Vega) are top as usual :)
Posted by Smorgasboard on May 2, 2010 at 3:45 a.m. #10
Cool! Is someone going to make a frame data for the dashes too? Then we are truly on our way to making Math Fighter. ;)
Posted by Wow000 on May 2, 2010 at 3:47 a.m. #11
andriand, #6
I registered an account for the sole reason of being able to call you a scrub.
"and who actually really just walk for no reason in SF IV during a match? u either dash, back dash, fadc, or jump to move around."
hahahahahahahahah
Posted by Yamian on May 2, 2010 at 4:04 a.m. #12
I can't believe Juri is so slow... I dunno, she's like 50kg, she should move at say Cammy's speed, but she is slower than Rufus? How can Rufus even move with his weight (not to mention jumping)... Nevermind.
I'd like to see the data for dashes.
Posted by caruga on May 2, 2010 at 4:08 a.m. #13
Have the walk-speeds been altered then? And this test doesn't account for the speed of walking backward, which can be different than walking forward. In Vanilla Ryu can catch my Cammy with his forward walk which lead me to believe he walks faster than her forward, since she walks forward and back at the same speed.
Posted by Pusha_T on May 2, 2010 at 5:33 a.m. #14
Makoto's walk speed is painfully slow.
Posted by MikeChua on May 2, 2010 at 5:44 a.m. #15
@Pusha_T (#14)
That's cuz Makoto is so powerful she never learned how to walk. She, much like Chuck Norris, went from crawl to ass kicking immediately ...
Posted by jamheald on May 2, 2010 at 5:47 a.m. #16
@14 you shouldn't really be walking that much.
Posted by jamheald on May 2, 2010 at 5:52 a.m. #17
@8 WTF? Who punishes a srk with a throw? Everybody has something that hits harder. Only time you should ever punish with a throw is if your character has no 3 frame moves and their move is -3 or if you're akuma setting up a vortex. 6 isn't far wrong dashing is much more important but jumping to get around is pretty dangerous. You seen how long you have no control over your character for? Basically if you're character has a fast walk speed then it can be used in footsies and what not, but if they have a slower one it's not that important, they probably have a better way of getting around or are a zoning character.
Posted by SteadiestShark on May 2, 2010 at 6:40 a.m. #18
What? I thought Ken was supposed to be faster than Ryu...
Posted by MuT3SiL3Nc3 on May 2, 2010 at 10:14 a.m. #19
@6 http://wwwSFFramedata.com
Word.
Posted by DK_DOOM on May 2, 2010 at 10:36 a.m. #20
@6 I also made an account just to call you a scrub.
Posted by shannaro1992 on May 2, 2010 at 10:47 a.m. #21
Walking speed is only part of the character's overall speed. Other factors like walking backwards, jumping speed, forward dash, and backward dash heavily influences a character's overall speed and agility.
Posted by Triforce on May 2, 2010 at 10:59 a.m. #22
Guy's Makoto's walk has always been slow..
I want to know how this compares to SFIV vanilla, because I just KNOW Akuma's walk feels alot faster.
Posted by Catalyst on May 2, 2010 at 12:20 p.m. #23
@MuT3SiL3Nc3
BTW, I believe some of that frame data on that site is inaccurate, although I think some of it is correct.
Certain moves which we know changed from vanilla SF4 to SSF4 have the same frame data listed as the first game.
Just wanted to give you a heads up.
Posted by doublef on May 2, 2010 at 12:28 p.m. #24
@17 "Jamheald",
There's plenty of situations you'd want to punish SRK with a throw. Let's say you're a charge character, and it's early in the round and you have no Ultra or EX. And Ken whiffs a light DP that's slightly out of your range, so you gotta take a step forward to punish and lose your charge. Throw is usually the best option.
Let's say you got someone trapped in the corner, they whiff an EX DP that lands behind you. Back throw to put them back in the corner is your best option.
Let's say you're Blanka and want to setup ambiguous ultra, or Sim and want to set up an ultra mixup, or Gouken and want to throw INTO his ultra.
And most importantly, Akuma isn't the only character who would benefit from an un-techable knockdown you retard.
Man i hate Eventhubs commenters.
Posted by Sloth on May 2, 2010 at 12:56 p.m. #25
Sometimes I feel like we're all just a big, loving family. . .
Also, nice work Cat; I love these sort of things (Stamina Rankings, Strength Comparison, etc). Keep it up!
Posted by MuT3SiL3Nc3 on May 2, 2010 at 2:13 p.m. #26
@Catalyst I know what you are saying, since people say that Blankas cr.FP is "better". But here is a theory, does that mean the frame data is changed? Or could it just be a hit box adjustment? So maybe looking for frame data changes isn't the only thing there is to changed moves. But WTF do i know.
Posted by jamheald on May 2, 2010 at 2:46 p.m. #27
@26 Yeah so do I. Why would Gouken throw them he would just ultra. When I said Akuma I kind of meant generic mix up. And still walk up throw doesn't matter... dash?
Posted by jamheald on May 2, 2010 at 2:50 p.m. #28
Oh and throw is the easiest option hardly ever best. Pretty much every charge character can start a combo with no charge and do more damage a throw.
Posted by Catalyst on May 2, 2010 at 3:28 p.m. #29
@MuT3SiL3Nc3
Yeah, I'm planning on doing some tests of my own to see how the frame data stacks up. You might very well be right, could be hit box adjustments.
Posted by MuT3SiL3Nc3 on May 2, 2010 at 3:55 p.m. #30
@Catalyst
Just FYI that website is in the SSF4 Strat guide. So its gotta be kinda on the up an up right?
Posted by Pusha_T on May 2, 2010 at 4:07 p.m. #31
@ 16-Jamheald.
Posted by Chisin_Jong on May 2, 2010 at 5:34 p.m. #32
why is ryu faster than ken
Posted by SSJ3X on May 2, 2010 at 5:44 p.m. #33
I figured Akuma would be much faster.
I'm almost certain Boss Akuma is faster. The time I played against him in arcade mode, holy crap he was quick with normal foot speed.
But this information is noteworthy. I didn't figure Cody would be that slow, but I guess that explains why after a normal forward throw, I can't walk fast enough to cross up.
Posted by TheCreator on May 2, 2010 at 6:51 p.m. #34
yes mr.bison is the top :)
Posted by sweatypalm on May 3, 2010 at 1:14 a.m. #35
Just a question. is 1. listed as akuma,chun li M.bison and vega because that is the alphabetical order or is it because they are fastest in that order? may seem like a dumb question (probably because it is) but i really want to know
Posted by js0ng on May 3, 2010 at 2:29 a.m. #36
Makoto walks like a friggin statue.
Posted by Jej on May 3, 2010 at 8:01 a.m. #37
@36
I think this is because of the alphabetical order, I suppose they have the same speed
Posted by yes4me on May 3, 2010 at 11:19 a.m. #38
what movie format do they use to capture at such high resolution?
Posted by Von_Kunlun_BOOF on May 3, 2010 at 5:02 p.m. #39
They should take into account that Gen's second fighting style was a much better walking speed than his first.
Posted by Von_Kunlun_BOOF on May 3, 2010 at 5:05 p.m. #40
Whoops... Nevermind on my previous comment... lol
Posted by Garxor on May 3, 2010 at 10:27 p.m. #41
@comments on Makoto's walk speed
She has good distance on her dash, a move that closes distance, and forward+HP and HK are advance moves that step forward and then hit (Multi-hit and a trip) so really, the only disadvantage to her walk speed is if you need to punish with a throw, and with her, you generally don't need to do that. Imagine if Makoto moves faster, though - She would be pretty overpowered in the hands of those who can use her well. The slow walking is a balance issue, I am sure. There's no other reason for it, and a good Makoto player can get around it.
Posted by Amnesiac on May 3, 2010 at 11:25 p.m. #42
Whoah, Abel has the best dash!
:D
Posted by TasteOfVictory on May 3, 2010 at 11:42 p.m. #43
@jamheald
You don't understand. Most charge characters rely on momentum. How do you build safe momentum? Untechable knockdowns. Why untechable knockdowns? They set up safe jumps. Balrog, Guile and Bison could safe jump Ryu in SF4 off of throws. But not only do throws score untechable knockdowns for chars like Bison who have no conventional way at all to combo into an untechable knockdown, they also control space. I may be able to do c.lp s.lp s.lk s.hk or c.lk c.lk c.lk mk scissor off of a dash forward, but my fwd or back throw will get me much further. Back throw ultra is also more confirmable. Less startup on Goukens throw than his ultra. I recommend you learn some of these aspects to the game, they make winning easier.
Also, to the Mak walk speed comments. Think about Makoto having a fast walk speed. Ew. I think Makoto's slower than inert walk speed is actually a really good thing. It lets you control very destinct parts of the playing field, and it sets up visual mixups with her dash. Not only that, but it makes her more methodical. She's meticulous meticulous.
Posted by Kelgar on May 4, 2010 at 4:22 a.m. #44
Sagat's dash is 18, not 16 (he's -2 on block after a lv1 FA)
Posted by RandomJohn on May 4, 2010 at 7:03 a.m. #45
Walking speed really is only if you're planning to do walk up throws a lot. Other than that, people dashes a lot more than walking espeically when your character walks extremely slow, ie, Sagat, Geif, and Hawk.
Posted by SpARelentless on May 4, 2010 at 8:53 a.m. #46
Didn't think Chun-Li's dash would be better than Makoto's - Makoto's dash looked way faster in videos.
Posted by Psycho on May 4, 2010 at 9:54 a.m. #47
why gen would walk slower or faster depending on his style when the way he walks in both is the same animation? stupid....
Posted by Psycho on May 4, 2010 at 9:56 a.m. #48
oh wait nvmmy last comment, I'm stupid...
Posted by Richard_Nguyen on May 4, 2010 at 11:20 a.m. #49
Sagat's forward dash is incorrect. It's 18 not 16.
Posted by Richard_Nguyen on May 4, 2010 at 11:22 a.m. #50
Oh, Kelgar already pointed this out also. :P
Posted by Catalyst on May 4, 2010 at 1:53 p.m. #51
@Kelgar and Richard_Nguyen
Thanks for pointing this out guys. Fixed it in the list and also credited you both with the submission.
Posted by DesertOfSand on May 4, 2010 at 3:09 p.m. #52
Does any of Hakan's dash data change while he's oiled up?
Posted by Danielq94 on May 6, 2010 at 11:15 a.m. #53
lol makoto is 1 slow ass bitch
Posted by TuRK on May 28, 2010 at 1:59 p.m. #54
abel's most moves are mostly entwined with his swift dash. that makes him a character which has to played with technique. aaaah...love to see abel appalling his opponents with a quick fk-dash-hp-CoD-fadc-c.hp-ultra when moves are perfectly put...which I can't manage to complete :D
Posted by nekosake on October 19, 2010 at 3:59 p.m. #55
Walking for many characters are utilized as a way to advance safely. You wont dash up to a competent player. You'll just get hit by a strong normal, grab or combo. Its more viable to dash to push opponent while he is in untechable knockdown, or to advance to a more advantageous position. After blocking ken's light shoryu, his recovery is fast enough that he can even do a roundhouse kick into ex tatsu if you are dumb enough to dash up to him.
Posted by Tralarris_Smith on October 19, 2010 at 9:12 p.m. #56
To #15 MikeChua
LMAO!!! **(^_^)**
Posted by General_Awesomo on June 13, 2011 at 12:04 p.m. #57
This needs to be updated with Yun, Yang, Evil Ryu, and Oni.
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