Blast! That guy's always leaving code snippets laying around.
Just for anyone reading this, don't forget about the Character.BlockingHeight property if that's what you really need, but if you're just looking for the height of the character's current frame, you would just grab the ViewFrame first.
P.S. I'm pretty sure I would never have put parenthesis around just Game.SpriteHeight itself (although I do like to use them a lot, some may say excessively, to make operational precedence clear and invariable). User preference though as it will work out the same.