F.A.N.G. Combo/Tech Thread

Hey there Stool. I’ll try to address your questions.

Both are valid, but rush down is preferred because it ends matches faster and reduces the chance of your opponent gaining momentum, which can be fatal for FANG. Also, characters with better normals will beat you in footsies much of the time, so you need to play differently there.

Against all characters, use st.HK, st.LP and command crouch kick, st.MK. If they lack a 3f jab, use st.MK after st.HK. Max range cr.MP into MK Ryobenda (cloud) is a good way to catch people mashing.

The “intuitive” way to play F.A.N.G - stay behind Ryobenda and spam Nishikyu - doesn’t hold in higher level plays. You are right to observe that Gold/Platinum F.A.N.Gs are VERY aggressive.

Your gameplan varies a lot depending on your position :

  • Close range : careful, F.A.N.G sucks here unless he has frame advantage, so you shouldn’t be here unless after a st.HK or a Coward Crouch Kick. St.LP>ST.MK xx LK Ryobenda is safe-ish, careful about CA. Throw is of course an option if frames allow it.
  • Mid range : Spam that cr.MK. With CH, it links into cr.MP and LP Sotoja. When you’re at the limit of cr.MK, use cr.MP into MK Ryobenda so it builds a wall instead of hitting the opponent. Safe-ish and makes people afraid of pressing buttons. If they jump, cr.HP, if they stay on the ground Coward Crouch Kick into close range pressure.
  • Poke range : df.HP to poke and punish, MP Nishikyu into either Slide to get in close-mid range or jump for a j.HP (hitting with the edge beats most AAs, careful about reversals). Sweep for punish, if you have V-trigger you can cancel it - if it’s blocked you’re safe, if it hits you can combo cr.MP xx LP Sotoja.
  • Long range : If fireball war, use LK Ryobenda to get 70 meter or Slide/Coward crouch so their projectile doesn’t disappear and you can throw yours safely. Otherwise use HK Ryobenda and throw V-skill and Nishikyu. It doesn’t win matches but it adds damage and make the opponent impatient and prone to mistakes. Careful about Projectile invincible moves (Necalli’s Disc Guidance, Ryu’s Tatsumaki) and Armor Moves (Laura’s EX Charge, Mika’s EX Peach etc.)

Wow Azurean
Thanks alot

guys what would be optimized post stun combo ? st.hp,st.hpxx HP sotoja ?

I’d say j.HP, st.HP (V-trigger + another st.HP if you have full V meter), HP Sotoja. From my experience, using st.HK>cr.MP scales too much and reduces the damage. If you’re in the corner, you can put a MK. Ryobenda on the ground before jumping.

Bit of tech since this place seems to be dying out.

Vs ryu,rashid and cammy:
Point blank blocked crmk>crlp>crlk leaves you exactly where sthk hits meaty,fang stmk after will counter hit ryu stlp,rashid stlk and cammy crlp (walk back a frame for her if she blocks the string). Still works If the crlp after blocked crmk counterhits and you combo into crlk.

Vs karin:
Crmk-stmk-crlk leaves you at perfect spacing for meaty sthp,only works on block. Again stmk to counter hit her crjab.This works vs necallis stlp as well but his crlp blows it up.

Ex ryubenda ambiguous corner setups:

Cc sweep>ex ryubenda>hk slide>sthk. Hits crossup,All reversal dps whiff,ryubenda blockstun>sthk is a true string,replace sthk with coward kick to beat 3f jabs. The second variation is doing hk slide>lk/mk slide which can only be beat by mashing throw after ryubenda blockstun (which is easy enough to prevent someone from doing) and leads to the opponent being cornered with a ryubenda behind him (have fun blocking side switches lol) and allows for extended combos (cc sthp>sthp>crossup ryubenda>sthp>vt>sthp is possible with this or crmk/sthk>sthp without counter hit). Absolute mindfuck version: hk slide>lk slide>sthk 1hit>lk slide>stlp. Try blocking that in tm lol. Stlp links if you do it frame perfect,i only do this with vt stocked so i can get stlp>stmk>vt>whatever

Sthk>stmk>ex ryubenda>frwd dash>lk slide>lk slide>stlp. Wakeup normals/throw will face the wrong way,fang lands in front,dps whiff nevermind that you need to reverse input them (ryu super will autocorrect here you still need to reverse input it though)

Any lk ryubenda knockdown>ex ryubenda>frwd dash wait a frame in case opponent jumps>stmp>hk slide hits crossup. You can do mp upball after ex ryubenda too and then go for the side switch,works the same. You can juggle here if the opponent does jump (crhp 2 hits,opponent lands on ryubenda juggle with ex lunge)

vs nash corner: any lk ryubenda knockdown >ex upballs>sthp on quick/backroll, hk slide>mk slide on slow rise.Upballs hit meaty on quick/backroll,if nash tries to reversal vt after upball blockstun he gets tagged by the sthp on quickrise,on backroll upball>sthp is a true string so nash cant vt out,on slowrise every vt variation will leave nash cornered as well. On slowrise whiff stlp>sthp after the hk slide will hit meaty

so i have these kinda

good stuff , about the Sthk>stmk>ex ryubenda>frwd dash>lk slide>lk slide , i found out if u replace stmk by 2mp u will land behind and dp/normals still whiff only pb is backroll will make dp hit but still a good tech thx for sharing
and this one works midscreen too so great tech

i have this to add midscreen against ken (as far as i tested) cc sweep > ex ryobenda >jump hk crossup or back a little j HP in front very hard to see
ex dp will hit if u back off and u can still go for hk slide after ex ryo(ex dp wiff) and u get 330+ punish by doing hk slide to get them between u and the ex ryo cc HP > HP > HK > 2mp > lp sotoja (meterless) or cc HP > HP > HP > VT > hk > 2mp > lp sotoja for 360+ damage ( yeah he got those :wink: )

I just wanted to add onto this.

After you do: ST.HK > cr.mp > ex ryobenda

YOU CAN

Dash up -> HK dash for a mixup -> St.HK This really makes this tech shine better. mess around with the wakeups… and i think youll find what you like.

EDIT:
If they slow wake up, the HK will move them into the gas

If they quick wake up and jab, they will get hit by gas and your HK will connect

I think ill make a video on this soon

i dont know if this is already noted but after ending a combo with ex ryobenda and while they fall into the last bit of it (juggled), immediately hk command dash - cr. mp - coward crouch (senpukuga) and you will counter hit three frame wake up jabs on quick recovery. it also hits meaty on back recovery. there is not much time to put down poison if they delay wakeup, but in any of these cases you should be able to continue pressure. of course this is only good for those with no invincible reversal or CA as senpukuga can easily be reacted to.

would appreciate any feedback on how to better add to this tech!

[quote=“jeffsgames, post:190, topic:177874”]

would appreciate any feedback on how to better add to this tech!

[/quote]

Did some testing. Works on normal and fast getup for a variety of moves. It does not work on back recovery because jabs/reversals beat out hk escape slide.

Did some labbing against Nash. This works against:
Normal getup EX Sonic Scythe
Fast getup EX Sonic Scythe
Normal getup jab
Fast getup jab

Note that fast getup jab execution is tricky. Some times you will land behind your opponent. If that’s the case, they will meaty themselves in the gas, allowing you to combo afterwards. If you are a tad too slow, you will not end up behind your opponent before the jab comes out. The jab will hit you out of your escape slide, and the gas will hit your opponent, resulting in a trade. The good thing is that this trade comboes into st. HP (and probably anything else), which can allow you to combo.

This does NOT work against:
Back get up anything.
The opponent can act faster than you can recover from HK escape slide. They can then get a punish.

Overall, this tech can confuse people who are not familiar with it. However, if they see you setting it up, they will simply resort to back recovery grab, which beats this every time.

Will test this against armored reversals (Laura’s EX elbow) and 3-frame jabs later.

I did some more testing and found that quick getup grab beats this out too. This works for every char (even for chun, who has the worst grab range in the game).

However, this works against armored moves and 3f jabs. 3f/crouching jabs are more likely to trade in the quick getup jab scenario. Standing jabs don’t usually trade.

Fully invincible reversals such as ex shoryuken will blast straight through this.

It seems like most side-switch setups can get beat by them mashing grab or waking up grab. A lot of Fangs setup game to me relies on scaring them to tech/throw and showing your going to go to the shimmy early and often.

Dealing with vreversals as fang:
This took a buttload of time to make,long post incoming
So fangs slide is actually pretty good against most vreversals in the game,lets him punish close to every one of them. It has to be a read ofc,but the risk/reward is worth it (especially with super or a couple of bars stocked).I made a chart with which normal needs to be cancelled into which slide to blow up vreversals and the optimal punishes for each one.If Hk slide works,consider it working at every range in most cases but it nets a smaller punish in some cases whereas lk/mk slide doesnt work at all ranges but the reward is better (sthk punish so you can get charge for full combo). This actually makes fangs otherwise underwhelming vtrigger pretty interesting considering you can get full punishes against some vreversals with it stocked. Every 2hit fang normal needs to be cancelled on the first hit in order for this to work ofc

Alex: sthp,crmk,stmp and sthk cancel into hk slide,Punish with sthp with vtrigger,with sweep without. Stlp and stmk cancel into mk slide,punish with sthk

Balrog: everything cancellable into lk slide,punish with sthp/sweep accordingly

Birdie: sthk into hk slide,punish with stmp. Stmk into hk slide,punish with sthk. Stlp,sthp,crmk,stmp into hk slide,punish with sthp

Cammy: cammy vreversal is -8,fang can actually reach her if he blocks it on most cases,if she vreversals crmk on the first hit you can block and punish with sthp for example. Interesting to note that if a point blank stlp gets vreversald coward kick low profiles her,netting a full punish which is ofc better than a throw. If she vreversals coward kick,you can punish with sweep or dfhp but its a bit tricky

Chun: fang vtrigger plays an interesting role here. Stmp into lk slide punish with crmk. Stlp into lk slide,punish with stmk. crmk into hk slide,punish with sthp. Stmk into lk slide punish with stmp. Range does matter here,except the crmk one

Dhalsim: sthp/sthk into hk slide,punish with sweep/sthp. Stmp,crmk,stmk,crmp into hk slide,sthk punish.

Guile: crmp,stmp,sthp,sthk into lk slide,punish with sthp. Stlp,crmk,stmk into lk slide,punish with sthk

Ibuki: everything cancellable into hk slide,punish with sthk. May sideswitch depending on spacing,watch out which way to charge. Executed correctly you even get a full hk slide corner carry cause ibuki teleports to where fang will be after the slide but her vreversal whiffs lol. Animation gets weird af here.

Juri: everything cancellable into hk slide,punish with sthk

Karin: stmp,sthk,crmk,stmk,stlp into mk slide,punish with sthk

Ken: both of these are spacing dependant which makes it kinda unviable but stlp and stmk into hk slide,punish with sthp

Laura: everything cancellable into lk slide,punish with sthk except for crmp which you need to punish with sthp but noone will vreversal here anyway.

M.Bison: definately not worth it but stlp and stmk into ex slide,punish with sweep. Again,needing meter and the punish being able to get blocked depending on spacing make this rly not worth it

Necalli: everything cancellable into lk or mk slide,punish with sthk

Rashid: no slides here ofc,you can punish him though but its situational. Example after max range stmp you can get a sweep punish,after stmk too. Sthk as a punish works at specific ranges too,sweep is just more reliable.

R.Mika: crmp,sthk,stmp,sthp,crmk,stmk into hk slide,punish with sthp/sweep. You can get crmk and stmk into lk slide to work too,depending on spacing

Ryu: stmp,crmk,sthk,stmk into lk slide,punish with sthk. Crmp into hk slide,punish with sthp

Vega: seeing as he has 2 vreversals,the idea here is to punish with throw. Sthk as a punish works,but you have to use different timings for each vreversal. Added benefit is the corner carry and the fact that even if you miss the punish/dont wanna risk trying it,you stay in his face with frame advantage. Anyway stmp,crmk,stmk into hk slide

Zangief: gief just doesnt give a fuck pretty much,you have to use ex slide to cross him under and not even stjab works as a punish. If he vreversals a max range crmk (only 2nd hit),his vreversal will whiff even though you cant punish him for it,you can coward kick your way in for free though.

I know i skipped nash,dealing with his vreversal alone needs a similar in size post though,cause afaik punishes are situational except the universal tick throw and you need to look for alternative ways to get an advantage instead.

This is good to know. Help in a few matches for me.

A bit of situational tech. Only useful vs characters with no 3 frame jabs, but that’s still around half the cast.

Sometimes, opponents will backdash after a s.HK. This is a strong answer, because if FANG dials in s.LP, s.MP/cr.MP, the opponent will recover during s.MP’s recovery frames and is able to punish. Obviously, backdash will also beat throw.

s.HP will crush counter the backdash. We can also do another s.HP after the first one to maximize damage, 189 to be precise. We can also cancel that last s.HP into a MK/HK Cloud that puts us it a good range to choose our next option.

However, if you want to apply pressure after that crush counter, this is one way to do it. I’ve tried cancelling from other normals, but it never gave me frame advantage.

In this video, I show that against Birdie at least, we’re in range to throw, so he can’t even jab his way out because we are + 1. Where we’ll be is dependent on our opponent, but I believe this works on most people we would use our s.HK on a lot (I.E., 4 framers.) There are some characters like Ken who’s backdash moves them a bit too far away for this to reach, but s.LP will still counter hit any button they pick.

This also works when reacting to a Dhalsim teleport with s.HP.

I was messing around in the lab against Dhalsim and found this, it’s an easy punish instead of trying to hit him grounded.

season 2 day 1 fang tech

https://www.youtube.com/watch?v=T3CVQZYvifU

Our last hope.

This is an awesome find , its consistent after Senpukga and fairly easy to get on standing opponents. However, it doesn’t seem to work on crouching opponents from my testing so far.