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

How? Do you mean you can hitconfirm, or you mean a literal option select on block/normal hit?

His super seems to scale in a weird way in his combos. Doing st.HP>HP lunge>Super actually does more damage then if you did a v-trigger cancel and added another HP. The most I’ve gotten with super is CC st.HP>st.HP>HP lunge>super for 450 damage.
Also, he can link st.lp into st.mk so you can can do that after a jump in to confirm into lp poison cloud for a (mostly) safe option on block or and since the second hit of st.mk is V-trigger cancelable you can confirm that into HP>whatever on hit

dunno has this been covered, but his lunge punches goes thru/absorbs fireball. however, it happens very late into the move.

as for using it against other characters zoning game, i havent found a useful way to implement it.

I just found something that I’m kind of surprised no one else has posted because it seems to be extremely important if your playing f.a.n.g.

c.LP combos into lk poison cloud and ex poison cloud on counter hit. it also let’s the character fall on the ex poison cloud midscreen so you can follow up with ex lounge. Really good for blowing up bad frame traps and seems to be f.a.n.g.'s best punish if ken does his stand hp into run on you.

I struggle with the s.HK>c.p>Lunge combo… How do you hold the charge during that???

What do you mean? You have plenty of time to charge for the lunge after pressing st. HK. Press st. HK (start charging downback), link into cr.mp xx lunge. The charge will be more than ready by the time you need to cancel into lunge.

Just remember ABC. Always Be Charging. Since FANG has down-up and left-right charges, just get into the habit of charging downback to cover both (except when you can’t because you need to do a standing normal). And even then-

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

This is because V-Trigger adds 10% more scaling to combos after it is activated. If you’re not going to super, it’s worth it.

5f safe jump
cc sweep whiff 2mk > neutral jump > hk safe against ex sbk

I will keep that in mind, I used my own combo s.Hk>s.mkxx ex lunge, but I want to know as many combo’s as possible. And to think at first glance I thought he was a waste of a roster spot. Thanks brah!!!

throwing out EX lunge is a great check to people who are walking toward you; especially mid range as it covers (surprisingly) A LOT of ground. hard to react against and leaves you -3, which will make it safe given that it wasn’t done up close

I just tested, and FANG’s poison does aprox. 6 damage per second. So, in order to do the equivalent of a light attack (30 damage) it has to be ticking 5 seconds. And in order to compensate for the lower damage of his specials, usually around 20 damage less than they should, it has to be ticking 3.5 seconds after each special attack hit.

a full length of poison provides 50 damage

So Haunts said on twitter that Ken can OS into his run on counterhit hp by doing a throw then the input. Turns out same thing works for FANG, so I made a quick vid to showcase it:

https://www.youtube.com/watch?v=5twHtmlTIl8

^^ very nice choco i will keep that in mind.
quick tip on birdie(mind games)

birdie loves to chain grapple you when you are building your wall. you can fake out a light ryobenda(bomb) and come at him with ex lunge on his recovery. Pretty effective.

Ex cloud almost always misses the juggle hits for me, what am I doing wrong?

It doesn’t juggle in the combo way (outside of ex lunge I think) unless you start it with the first hit of cr hp.

Hey guys,

I was watching Alex Valle Stream and wanted to share a setup he often does.

  1. Knock down enemy player (Crouch HK is one way)
  2. Light punch version of balls
  3. Light kick version of command dash
  4. If they dont quick wake up, they are forced to block, then you can HK
  5. Proceed from there with your +1 frame

Now thats a great setup and all if the enemy doesnt quick wake up. How do you guys punish quick wake ups?

Im new to this game. Is there such a thing as a SETUP FOR QUICK WAKE UP? OR IS THE ONLY THING A MEATY?

the thing is, if you quick rise, FANG is vulnerable during the recovery frames of his lp balls(in that setup) i believe.

But I think we should be asking if there are any meaty setups for st hk?

REALLY GOOD INFORMATION

I totally didn’t realize this, and it hasn’t been mentioned…This will increase the survivability of FANG with a simple concept:

**Opponents cannot chip you out with a cancel-into super. **

you can do a late V-reversal teleport during the move that was canceled and teleport behind them for a max punish.
remember, any blocking frames that you are under can be reversed, which can change up some matchups and strategies.

EXAMPLES:
-Ryu’s cr.mk into hado XX SUPER or cr/ mk XX SUPER
you can v reversal the block string of a cr. forward or even a hadouken to teleport behind them(hadouken is strict but it’s mashable).

birdies horizontal special that cancels into his super (even his special chain attack)
same story as above.

and perhaps much more. I only did a couple of training scenarios, but this now makes his vtrigger more potent

this can even change the match up for rashid with his tornado dash type moves.

[quote=“Chocobuny, post:73, topic:177874”]

So Haunts said on twitter that Ken can OS into his run on counterhit hp by doing a throw then the input. Turns out same thing works for FANG, so I made a quick vid to showcase it:

[/quote]

Leave it to FANG to bring the science back in Street Fighter