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

What are people doing after getting the crush counter than sends them into the air?

So I’m gonna assume OSing dash into FANG’s st.hp is gonna be the way to go for this character in the future right? I’ve had some issues where I can nick em with st.hp but I’m too far away to really followup with anything but a sweep at times, lk dash helps that quite a bit (and puts you in their face at adv)

Haven’t really set up anything yet, but I imagine you could dash in/fireballs. I’m pretty sure you can catch them with a lunge for corner carry but not sure

u can do hp to tp mixup mk tp front hk tp back

by the way this character is the mixup machine character… everything is a guessing game
i’m compiling a text file and the layer of mixups are great…will take some time
some tips i found labbing :
counter hits mashing 3f jab

after crossup i like doing this st lp > throw or st lp they mash boom counter hit
quicktand after finisher
lp sotoja > mk dash st lp
ex sotoja > mk dash > 2 mk or hp
> hk dash > st lp (closer for throw)
no quickstand mk ryobenda meaty setup

corner
quicktand after finisher
lp sotoja ender : mk ryobenda or 2mp > hp cc
lp sotoja > lk dash >stlp (front) or mk dash > st lp (back) (st lp will counter hit)
if you choose to go behind,you will need super or vtrigger to do some damage as charging is not possible)
ex sotoja >lk dash or mk dash > crush counter hp (with 3 bars u can stun with ex ryobenda ex sotoja)

If Nash is doing telegraphed boom/moonsaults, you can LK dash under the projectile and move just far enough to cross under him. You can punish this with st.HP rather consistently, but need a VT cancel to get more. st.HK is much harder and requires great timing as well as spacing, but allows for meterless combos.

What I mean is, when I land the EX Cloud, the opponent always lands behind it, instead of on top of it, meaning I dont have the opportunity to follow up with ex lunge.

You can cancel the first hit of st.hk. Didn’t know that.

Wow!!! That helps a lot will definitely use that in the near future.

Off of 1 hit c.HP AA it should every time except for maybe at max distance if that’s even possible. You can definitely get the juggle midscreen if you confirm into s.MK though. So HK, (1hit)MKxxEX Trap into EX lunge works. If you hit with HP up close it should juggle too.

thank you very much

Hm, you can control his neutral jump HP just like Honda’s.

Nice! Pretty sure it’s known but just in case, his s. MK and cr. MK first hits can also be cancelled.

Watcha mean? Not familiar with Honda.

I have been using his st.Hp to cancel most of the time. As well as his cr. Hp.

LK poison bomb seems like a nearly safe block string ender with the exception of a full CA Chun/Karin type super on deck.

[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] I'm still figuring out this whole OS thing, I can do the S.Hp dash without trying to do the whole OS deal. Guess I have to watch it a couple more times to get a feel for it.

speaking of block strings… I saw sonicfox

like to use crouch MK -> crouch MP as a block string

If you hold forward while doing neutral jump HP, Fang moves forward a little bit. He can’t move backwards like Honda, though.

after grab on quick recovery even if they back recover you can combo, sometimes I use after 2 Cr.Mk to stop them dashing in. Generally I don’t like using it though. Fang’s damage is terrible in general so I figure don’t go for damage just go for whatever is safe as possible and constantly tease and widdle with poison because that’s kinda what his design is pushing for.

it’s because on block cr.Mk is +2 and if it counter hits cr. mp connects