
Street Fighter V Tiers/Pros & Cons
SFV Frame-data
B-Tier
Rashid
Pros
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Unique fireball that controls aerial space
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Multiple unique movement options
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Wind mechanic with V-Skill/jumps
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Run instead of a dash
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Unique mix up options based on screen position (EX wind, V-Trigger, Wall jumps)
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cr.HP is a strong normal in the midrange game
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S.HK is a strong Crush Counter normal that beats low attacks (Safe on block (-2))
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j.MK is a good cross-up normal
Cons
-
Below average health (950 health)
-
Low damage and stun output
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Struggles significantly in the neutral game
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A lot of his special attacks are unsafe on block
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Risk/reward gameplay is highly unfavorable for him (-2 > EX Mixer is super unsafe and rewards are low vs the risk)
F.A.N.G
Pros
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Lots of space control tools (Traps act as a shield, Strength of projectiles cover multiple angles, LP projectile as close ranges entices people to push buttons but sets them up for huge punishes, EX projectile bounces on the floor and immediately controls space)
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Good hit confirmable normals (2 hits) to gain charge in time for his special cancels
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Good mix up options utilizing projectiles, traps, and his command dash
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Good anti-air with cr.HP (Special cancel able to create mix ups)
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Good ranged normals to play the midrange game
-
Good burst pressure utilizing s.HK and stance > LK
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Poison mechanic is pretty much guaranteed every round (V-Skill is unblockable, Traps, Projectiles
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V-Trigger forces poison mechanic at close ranges (Easy to use)
Cons
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Below average health and stun (950 health, 950 stun)
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Slow walk speed
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Slow and floaty jumps
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Low damage and sun output
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No reversal options when under pressure
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Poison mechanic seems like a non-issue (Not enough damage, Doesn’t create enough of a mind game)
Zangief
Pros
-
Above average health and stun (1050 health, 1050 stun)
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High burst damage and stun output
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Solid mind games off of HP, EX SPD, V-Trigger, and cr.HP anti-airs (Leaves the opponent right next to Zangief in a disadvantageous position)
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Good comeback factor once he gets in
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Good reset game with V-Trigger
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V-Skill is a double edge sword but allows for more unique punish opportunities (Similar to Ryu’s V-Skill in that aspect)
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Decent long range normals for the mid range game (cr.LP, s.MK, s.HP, cr.MK)
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Ground and air LP/EX SPD range is enormous
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Good V-Reversal (Keeps the opponent standing and within LP SPD range)
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V-Trigger combos lead into big damage
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V-Trigger suction creates really good mind games
Cons
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Slow walk speed
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Jumps are short range
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Slow dash and bad recovery on his forward dash
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Struggles significantly in the neutral game
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Requires patience and a series of reads to get in and maintain pressure
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No reversal options when on the defensive
B Tier
Laura
Pros
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High burst damage and high stun combos
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Good mix ups off of EX fireball juggles
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All of her knockdowns creates consistent meaty setups for extended offense (Can only quick rise because of hit grab/command grab status)
-
Really strong close up game with lots of +3 on block normals and command grab threat
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Fireball is a good multipurpose tool (Controls space for the neutral game, Creates traps for mix ups, Assists in the fireball war)
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V-Skill is another multipurpose tool (Added maneuverability with command dashes, Creates mixup options off of EX fireball juggles or s.MP anti-air, V-Skill overhead gives her a means to open people up despite being unsafe on block)
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V-Trigger improves V-Skill maneuverability
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V-Trigger decreases fireball charge time which greatly assists in the neutral game
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V-Trigger creates new mix up options because of the V-Skill buffs
Cons
-
Highly technical character (Requires you to understand your meaty and mix up setups)
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Very few 2 hit confirms off of regular hits (Need counter hits or specific meaties to get 2 hit confirms)
-
Slow walk speed
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Mediocre mid ranged normals (Coupled with her slow walk speed her footsie game is difficult)
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Struggles in the neutral game against characters with better pokes and/or better movement
B+ Tier
R.Mika
Pros
-
Extremely high damage and stun output
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Extremely good corner carry (Irish Whip, EX Shooting Peach, Giant Swing)
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Extremely good set play game anywhere on the screen (Set play sequences involve 1 V-Trigger combo > 1 command grab > stun > stun combo > death. You basically take out the core of Street Fighter once you land a hit and it becomes a guessing game
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Strong comeback factor
-
Strong mind games involving plus frame normals or her command grabs
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Charged s.HK requires an immediate answer or else you’re placed in a 50/50 game
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Jump d.MP fakes out anti-air timings
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Her anti-air. cr.MP, creates a 50/50 game
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V-Reversal causes a knockdown (Might also give her a mix up option)
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V-Trigger activation forces the opponent to play defensive (Gives her an opening to get in)
Cons
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Below average health (950 health)
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Slow walk speed
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Weak neutral tools causes her to struggle against zoning and footsie based characters (Requires hard reads or unorthodox plays to get in)
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A lot of her normals are minus on block
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No overhead, so no threat of a high/low game
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Mediocre crush counter normals
-
V-Skill is too situational
Ken
Pros
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High damage and stun output
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Decent mid range pokes (s.HK, cr.MP, s.MP)
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Good throw bait game
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Strong crush counter normals that are easy to confirm off of (Leads into high damage)
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Good anti-air options with MP DP, s.MK, cr.HP
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Some anti-air options lead into a mix up with v-skill cancels
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Jump EX Tatsu is a strong tool to close the gap and punish fireballs
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Strong corner game
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High damage and stun output
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Good comeback factor with meter and V-Trigger
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V-Skill and Thunder Kick feints are good for opening the opponent up (V-Skill needs to be done at specific ranges, Thunder Kick feints causes mind games between overhead and low)
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V-Trigger gives a significant boost to his specials (High damage output with V-Trigger specific combos)
Cons
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A lot of his good combo starting normals are negative on block (s.MK, s.HP, s.HK)
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A lot of his mid range pokes are slow on startup.
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Neutral game becomes predictable and gets countered (Ryu/Gief V-Skill, Birdie f.Fierce, zoners, footsie based characters)
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V-Skill cancels are highly negative on block and he can’t create pressure with them
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Fireballs are unsafe on hit and block in various situations
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Struggles in the neutral game as a result
Cammy
Pros
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Fast walk speed to play footsies with
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Good midrange normals to poke and play footsies with (s.Forward, cr.Forward, cr.Fierce are all good pokes, Compliments her fast walk speed, s.Strong is good for whiff punishing
-
Good up close game with frame advantage normals and walk speed (Good throw bait (shimmy) game, V-Skill, s.MP, cr.MP, s.LP, and s.LK all + on block)
-
Good anti-air options with DP, b+MP, and s.HK (Can combo into Critical Art with anti-air DP)
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Delayed dive kicks can throw off anti-air timing
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EX dive kicks can be used as a get-in tool
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V-Skill is a versatile tool and can be used in all matchups (unlike other characters) (Goes through fireballs, Builds V-Gauge, Leaves her at +2 on block to start offense, Phases through the opponent and autocorrects for mix up opportunities and throw baits)
-
Multiple anti-fireball tactics (V-Skill, EX Spiral Arrow, V-Trigger Spiral Arrow, Critical Art)
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Multiple tools to get into mid and close range where Cammy shines
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V-Trigger gives her an okay comeback factor (Combo into spiral arrow, Critical Art gives you half-gauge for a mix up, Spending only half V-Trigger in a combo can also give you a mix up opportunity into Critical Art or EX DP for higher damage potential)
Cons
-
Below average health (900 health)
-
Linear gameplay makes it difficult to open people up (Has to utilize + frame normals, walk speed, and reads to open people up, Has a tendency to over commit on offense to open people up, No overhead, Her throws reset to neutral)
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No real outstanding tools to set her apart (There are other characters that do what she does but better)
-
Struggles against characters with strong defensive tool sets
A- Tier
Birdie
Pros
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Above average health (1050 health)
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Strong neutral game tools
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Good midrange normals ie. s.MK, s.MP, s.HP
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Strong space control tools (Hanging Chain, V-Skill (Banana and Pop Can))
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Strong anti-air with cr.MP that creates a mix up game between meaty and command grab
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Forces opponents to play at Birdie’s pace if they don’t have a means to force Birdie to play against their tools
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Jump MP is one of the stronger cross ups in the game
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High damage output
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High burst damage output with V-Trigger and/or Critical Art
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V-Trigger activation forces a momentum change (Higher damage output per hit, Faster walk speed and dashes, Gives him a stronger footsie game)
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Strong read based EX specials (EX Hanging Chain to vs projectiles, EX Bull Revenger vs projectiles and low attacks, EX Bull Horn and Bullhead to armor through attacks)
Cons
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Slow walk speed
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Floaty jump
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Struggles against zoning, specifically slow fireballs with fast recovery
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A lot of his attacks are very punishable on block
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Requires good reads to work around character tools
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Limited ways to activate V-Trigger safely
Necalli
Pros
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Really strong offensive game
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Good mind games between frame traps and command grab
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Multiple anti-fireball moves to deter zoning patterns (V-Skill (builds a lot of V-Gauge), Disc Guidance (good damage, corner carry, and knockdown), Critical Art)
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Divekick alters jump trajectory to throw off anti-airs
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Strong crush counter normals that lead into high damage
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Extremely high damage output
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Good comeback factor
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High damage anti-air options (DPs are fully invincible, Crush Counter cr.Fierce leads into several follow up options)
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Really good comeback factor with V-Trigger
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V-Trigger cancels gives him really good frame advantage and on hit can link into high damage ie. s.Jab xx V-Trigger, cr.Strong xx Disc Guidance
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V-Trigger is permanent for the remainder of the round
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V-Trigger activation forces an immediate momentum shift
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V-Trigger buffs several of his attacks (Better recovery/frame advantage on some punch normals, Faster startup on cr.HP, Faster start up and more damage on Disc Guidance, More damage on DPs, Stomps are advantageous on block, V-Skill start up significantly faster)
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V-Trigger gives easier access to combos to Disc Guidance since you no longer need to charge when cancelling into it
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V-Trigger walk speed is 3rd fastest in the game (Prima Guide)
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V-Trigger forward dashes are faster and cover more distance
Cons
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Intentionally designed to be weaker without V-Trigger
-
Slow walk speed without V-Trigger
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Midrange tools are mediocre (Mostly just s.RH, s.Strong, cr.Strong, cr.RH)
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Footsie game is weak due to mediocre midrange tools and slow walk speed
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Hard to get into his desired ranges
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Has to prioritize between damage output or building V-Gauge
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3 bar V-Trigger takes a long time to build if you’re not landing V-Skill or Crush Counters. Could mean you activate when you’re at a huge life deficit
Dhalsim
Pros
-
Versatile character that can shift between zoning and rush down (Strong long range game with normals and fireballs, Strong rushdown game with well spaced drills, TK gale, and teleports leaving him plus on block)
-
High damage output with his BnBs
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V-Trigger allows him to safely cancel his unsafe slides to either do decent damage or reset to neutral on block
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Unconventional movement makes him mobile despite slow walk speed and floaty jumps (Teleport and Yoga Float)
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Good mixups within the context of SFV utilizing his teleports
Cons
-
Low Health and Stun (900 health and stun)
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Slow walk speed
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Floaty jump
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Very technical character that requires perfect execution otherwise Dhalsim is punishable ie. TK teleports and TK Gale
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Very spacing dependent and misspaced attacks leave Dhalsim very punishable ie. Drills and Slides
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Struggles on the defensive with no reversal attacks and mediocre V-Reversal
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Reliance on V-Reversal on the defensive prevents him from using V-Trigger
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V-Trigger damage potential with the white life damage is situational and not guaranteed but allows for space control and resetting momentum
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V-Trigger block-string easily countered by strike V-Reversals
A Tier
Karin
Pros
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Fast walk speed to play footsies with
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Great mid range pokes (s.MK, cr.MK, s.HK (good CC normal), cr.HK (best sweep in the game))
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Great up close normals (s.LK (4f startup, +3 on block, far range), s.MP, and cr.MP). All of those normals are great for frame trapping and convert into good damage on counter hit. These normals with her walk speed makes her throw and throw bait game really good
-
Really strong ‘shimmy’ game
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Good damage and stun output
-
Multitude of options to open people up
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BnBs lead into a simple oki game
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Several resets in the corner or midscreen with meter
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V-Trigger has built in mix ups
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Orochi is a strong and versatile special (Safe on block, Creates mind games between command dash > throw and Orochi, Can hit confirm into it and it’s super cancel able, Can juggle into it, EX version crumples and leads to resets)
-
EX Ressenha is a good anti-air and reversal option when on the defensive
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Critical Art is really strong and gives Karin huge comeback factor (A LOT of ways to combo into it, Good raw punish tool against situational attacks, High damage)
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V-Skill is versatile (Combo ender after Tenko to build V-Gauge, Full charge V-Skill is a solid mid range poke in the footsie game, Nullifies fireballs and hits the opponent at the same time if timed right)
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V-Trigger creates a ton of mindgames with built-in mix ups
Cons
-
Below average health and stun (900 health, 950 stun)
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Linear gameplay makes her attack approaches telegraphed
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A lot of her special moves are unsafe on block/whiff
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V-Trigger mix ups have gaps to be poked out of or are unsafe on block (Requires heavy conditioning to get the mix ups or frame trap to work, The mind games only really work in longer sets)
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Needs EX meter to consistently anti-air (Anti-air normals are situational)
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Execution intensive character, by SFV standards, to maximize her damage output
Ryu
Pros
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Has a variety of tools to handle a variety of situations
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Solid offensive game with a good throw game, throw bait game, and frame traps
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Fast short ranged forward dashes that are good for pressing offense
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Fast short ranged back dashes that are good for psyching the opponent out
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High damage and stun output (with and without V-Trigger)
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j.LK hitbox extends beyond the hurtbox and is the only jumping normal that behaves this way. It makes it extremely difficult to anti-air without an invincible reversal so Ryu gets a lot of uncontested jump-ins.
-
V-Skill is a double edge sword but has the most potential in opening up Ryu specific punish opportunities
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V-Reversal startup is good and causes a knockdown on hit
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V-Trigger is 2 bars allowing for potential multiple activations in 1 round.
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Beneficial V-Trigger properties are: Faster fireballs (startup, speed, and recovery), Fireballs cause a knockdown on hit, Fully charged fireballs cause a guard break, Charge fireballs creates mind games , Higher damage and stun output from fireballs and DPs, Critical Art causes a forced guard break
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V-Trigger has unblockable setups which can create checkmate situations
Cons
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Jack of all trades, master of none play style
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Mediocre midrange game makes him struggle vs strong footsie based characters
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Linear gameplay makes it easy to approach the matchup
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Too predictable
-
Lack of a mix up game and strong mind games makes it hard to open people up
M. Bison
Pros
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Multiple attacks leaves him at significant plus frames on block (Most of these plus frames attacks are heavy normals that deal white damage, Make it difficult to counter attack Bison in his pressure)
-
Strongest Crush Counter normals in the game (Plus on block)
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Invincible forward dash lets him avoid attacks and projectiles when timed correctly (Makes it easier to force a throw/crush counter mind game)
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Strong ranged normals allows Bison to play a solid midrange game
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High damage output and good burst damage output with V-Trigger and meter
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V-Trigger activation forces an immediate tempo change
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V-Trigger gives him better options to apply pressure and open people up (Dashes that phases through the opponent, No longer need to charge when cancelling normals ie. cr.jab, s.jab xx devil reverse, Devil reverse is an automatic cross-up, More frame advantage on EX Psycho Inferno and EX Scissor Kicks, EX Psycho Blast travels full screen)
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V-Trigger gives him easier access to combos since you no longer need to charge when comboing
-
V-Trigger gives him huge comeback factor with damage output and mix up options
Cons
-
Low stun (950 stun)
-
Slowest walk speed in the game (Can’t play footsies)
-
Has difficulties opening people up through mix ups but the nature of his play style gets people to make mistakes into huge punishes
-
Dashes are a bit telegraphed and can be punished
-
Has mediocre anti-air options and needs to rely on air-to-air options
-
Struggles on the defensive with no reversal attack options and has to rely on V-Reversal, which is mediocre. (Relying on V-Reversal on the defensive takes away his ability to activate V-Trigger)
-
Situational V-Skill means he doesn’t get to build his V-Gauge as quickly
-
Linear play style, which makes his offense telegraphed
A+ Tier
Vega
Pros
-
Strong midrange and far range normals with Claw; good for poking and footsies
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Fastest walk speed in the game which heavily compliments his normals
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Second strongest footsie character in the game
-
Strong throw and throw bait game due to walk speed
-
Command grab in bare handed stance adds another layer to his up close game with his walk speed and forward dash
-
Good situational anti-air options. Anti-Air Crush Counter s.HK leads into huge damage with meter and/or V-Trigger
-
Huge comeback factor with V-Trigger and Critical Art
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High damage output when in Bare Handed stance with meter and/or V-Trigger
Cons
-
Below average stun (950 stun)
-
Low damage output with Claw mode due to a lack of special cancelable normals
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V-Reversal is situational but gives you unique punish opportunities
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Claw and Bare Handed stances makes him a more complicated character (Have to understand and utilize two different tool sets)
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Takes more damage when mask is knocked off
-
Limited means to deal with slow fireballs ie. Chun/Nash. (V-Skill attack does not work well against them, V-Skill evasion still leaves him slightly vulnerable, Air V-Trigger counters fireballs but one time use)
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Struggles on the defensive with no reversal attack options
Nash
Pros
-
Second strongest neutral game
-
Most versatile character in the game with a strong zoning, midrange, and rush down game (Strong zoning game with Sonic Booms and anti-air options, Strong midrange game through long range normals and command normals, Strong rushdown game with several plus normals and a good dash to compliment his throw game
-
Strongest anti-air game with a wide variety of anti-air options
-
Corner pressure is extremely strong (Meaty Fierce Sonic Boom gives huge frame advantage that lets you do extended corner pressure, Throw game in the corner is very strong and leads back into meaty pressure, EX Sonic Boom compliments the rest of his corner pressure and allows combos into knockdowns into more meaty pressure, Forces opponents to use V-Gauge to V-Reversal out
-
High burst damage output with V-Trigger and meter
-
Very strong Crush Counter normals
-
Only character that can drain meter and can use it strategically to limit player options at key moments
-
His dashes cover a lot of ground both forwards and backwards giving him good mobility despite poor walk speed
-
His dashes gives him a very strong throw game
-
Builds meter very quickly
-
His V-Skill swings fireball wars into his favor against most characters
-
His Critical Art does a lot of damage, a lot of chip damage, and is a viable anti-air
-
V-Trigger is very versatile with combo extensions, mix ups, and escapes against pressure
-
V-Reversal allows him to escape pressure situations and reset to neutral in most cases. Corner escape is a very strong tool.
-
Lots of advantageous matchups.
Cons
-
Lower health and stun (950 health and stun)
-
Slow walk speed makes playing the footsie game difficult
-
Has to rely on dashes, moonsault slashes, and command normals to move around. This makes movement patterns linear
-
No reversal attack options against pressure so have to rely on V-Trigger and V-Reversal to escape
-
Technical character that requires a good understanding of spacing to use command normals and V-Trigger properly
-
V-Skill is too situational but swings fireball character match ups in his favor for the most part
Chun-Li
Pros
-
Strongest normals in the game to play footsies with (usually extends past her hurtbox)
-
Second fastest walk speed in the game that compliments her footsie game
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Strongest or second strongest fireball in the game that compliments her walk speed and normals
-
Strongest footsie character in the game
-
Very strong up close game. (To elaborate on this point, she has strong normals up close that leave her + on block.)
-
Coupled with her walk speed it makes her throw game good. (This forces players to want to push buttons, which makes her frame traps more effective. It also makes her throw bait game really strong as a result. )
-
Throw in TK Legs in the mix and you have a multi-layered offensive game that’s more effective than what other characters have
-
Good damage output with and without meter
-
Reliable anti-air option with s.LK, b.HK. and EX SBK
-
Good air-to-air normals that you can combo out of (j.MP xx Lightning Legs)
-
Fast Critical Art that is good for punishing a lot of different situations effectively sealing options/tools from characters. eg. Fireballs and long range pokes
-
V-Trigger activation is an immediate momentum changer
-
V-Trigger is only 2 bars and lasts a long time (20 seconds) since nothing drains it faster (V-Trigger normals deal more grey damage, V-Trigger footsie damage adds up very quickly, V-Trigger fireballs get significant buffs that forces more defensive play, V-Trigger overhead is a bigger threat because of combo capabilities. This leads into good damage for Chun-Li. V-Trigger air-to-air and anti-air juggle properties significantly increases damage output)
-
Has a decent reversal option with EX SBK
-
Lots of good matchups and few bad matchups. Her being able to handle the other top tier characters such as Nash and Vega is significant.
Cons
-
Lower health (950 health)
-
Her jump is too high and very floaty
-
Limited damage output with Crush Counter normals and it worsens with V-Trigger
-
Execution heavy character with TK legs, and optimal damage combos involving SBK. Execution drops (especially with TK legs) can single handedly cost you the game
-
Lots of command normals and overlaps (b+MP instead of s.MP)
-
V-Reversal is pretty weak and doesn’t really interrupt opponents offensive momentum
-
V-Skill is situational and is only used in specific neutral situations or mix ups