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

If you string too close I think ryu can CA too

Labbed some stuff, don’t know if this has been explicitly posted yet

On LP lunge from st hk, cr mp, dash immediately afterwards. On no tech and fast rise, medium roll to be behind, and light roll to be in front. on back tech heavy to be behind and medium to be in front.
On forward throw, dash immediately afterwards. medium to be in front, heavy to get behind on no tech and fast rise. Due to the nature of the throw, there is no back tech
On back throw, light roll to be in front, medium to be behind. This is regardless of their input
on LK poison bomb, you have to ex roll to get behind if they tech away, so this seems pretty bad when trying to mix up unless you want to burn the meter. In which dash immediately. On quick rise/no tech heavy to get behind and medium to be in front. On back tech heavy to be in front ex to be behind.
Of note. you can on a fast rise from Lp Lunge be behind with HK roll and in front with Medium roll, but the dash allows to try and cover all his options which otherwise would be missed without it or require a meter burn.

aren’t the dash versions at minus frames though? seem too risky against an aware opponent

I tried something in the lab today: Poke with a max range st.MP, then cancel into EX dash. This leaves you at a range to do 3 things:
-cross up j.HK
-walk back ever so slightly, jump in j.MK
-cr.HK

It seems the dash is nearly safe because of the cross up and distance FANG is put at. As usual, watch out for Chun/Karin type supers. cr.HK is still punishable on block, but it gives you a low option and can be comboed from with VT. This set up may be good for converting a neutral/footsies situation to mix ups.

https://youtu.be/e79ncWr5A_E
Please tell me someone was able to make this work for F.A.N.G’s EX dash on wake up. That would be really nice.

Been discussed but imo im not very optimistic about how this tech could play out for fang

[quote=“Unomia, post:1017, topic:177050”]

[quote=“Iduno, post:1014, topic:177050”]

[quote=“Unomia, post:1008, topic:177050”]

It definitely wont beat option select throws :confused:

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Frame-perfect setups will eventually be the next stepping stone (there’s already a bunch of them, it’s just most players are not 100% familiar with them yet) in SF5’s progression and by then, without any big changes to FANG, FANG will be FUKT =)

knowing when to press a counterhit lp is very important to our game as well.

I just realized, we have another option out of the corner!
C.A. out XD! costs 3 meters but its potentially safe

It’s not safe. It can be punished worst than most CA

Yeah not safe at all, opponent has to find a way around your poison birdshit if you cross up which can save you if your opponent doesn’t know the match up, but everyone can still get around it to punish you.

Basically it’s a wake up super lol.

XD gotcha

I was looking at frame data and it looks like ALL Fang’s normals are plus on block when V-trigger is active.
Has anyone come up with with any V-trigger pressure, mix-ups, set-ups?

V-trigger changes his frame data? I had no idea. Where are you getting your frame data from?

If what you said is true it could seriously change the way the character plays. I’m a little skeptical though.

I was reading the Prima guide. It says Standing Fierce is +1 on hit -2 on guard. Then it says VTX hit +12 VTX guard +9.
Am I reading that right? Does VTX mean V-trigger?

Edit: I finally read the front of the book. VTX is frame advantage after canceling into V-trigger.
You were properly skeptical. Sorry about that.

Hello guys I’m pretty much new to SF, it’s my first serious SF actually and haven’t read all the thread yet but I’ll read it later… I played like most of the people SF and MK casually as being a young kid, smashing buttons style and all that. I started to get serious in fighting games with MKX and was an average player aprox. 1,1k+ wins and 500+ losses (doesn’t mean much, but hey what I’m trying to say is that I spended time studying the game and learning the basic).

I’m currently playing Karin since it remembers me to MK with her specials/cancels etc. and I’m around 1K~1,2K LPs (I know it sucks, but I think is fine for a guy who just got to SF and is learning a whole new game everyday).

I find FANG so incredible and I falled in loved with him the first time I saw him, his character concept amazes me, his playstyle, I mean everything from him. Saw sonicfox playing him and doing such a hell of a pressure with him that it made me fall more in love with fang. I would love him to be my main character but I’m having some troubles with the charges during the neutral game or after doing a basic combo. I haven’t even touched that much the lab with him anyways, just practiced some BnBs, with Jump-ins included, trying to practice the charges and their timings etc. practically what I did during the lab was practice the charges and getting my first touch with them, since it’s the first time I got in touch with a charge character and got deflowered.

So I would like to ask you guys some guidance how do you continue after doing a combo, let’s say for example st.HK, cr.MP-LP sotoja? What I mean is what path do you take to keep pressuring and continue to the next combo? How do you manage or what do you press after doing a combo to keep those the charges on your way? How do you manage to charge for example if you poke with a st.MP and want to do sotonja? How do you play the neutral game before getting to your opponent and maybe have a charge on?

I would like to play FANG like this guy TWITCH LINK he’s an 2,5k+ LP player and his playstyle is the way I would like to play FANG. I know I got the content right in my eyes and I just posted it, but I would like your help also by giving me your experience. I’ll try analize and write down what this guy does after everything he does, the inputs he presses and if he uses any sort of path all the time.

Thanks! Hope to get some answers from you guys and I’ll go ahead to read the thread from the start.

just noticed that hp > lk ryobenda > super near corner will let you land before your opponent so you get time to do hk ryobenda on wakeup (quickstand or not ) but afaik doesn’t work on chun , zangief i will test more later

i like his style too i hope he gets high enough to show FANG’s potential

Just practice charging constantly and you’ll get used to it. For instance, after the input for LP sotoja I will immediately hold down back so that I can follow up with another charge move if I need to.

This is a little tricky if you aren’t used to charge characters. You need to charge down-back, then slide the stick from down-back to back an instant before you are ready to press st.MP. Continue charging during the animation of st.MP and you should have no problem cancelling into sotonja.

You can also just charge it by walking backwards obviously but this is likely to mess up your spacing.

You need to get a feel for when to abandon your charge and when to sit on it. Charge characters often have strong normal moves to make up for the fact that they can’t charge while advancing, and FANG is no exception. Get used to using his pokes when you want to be mobile, and don’t be afraid to give up your charge if there’s a good opportunity to move forward. (you can also move forward a bit with st.HK while keeping your charge, which can be helpful).

[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:

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Do you have combos following this OS? I’ve tried linking sotoja after the 2nd st.HP but I never have enough charge. The only thing I can do is cr.MP into poison balls.

these will leave enough time to setup a hk ryobenda qs or not in the corner
hp > lk ryobenda > super
vega ,ryu , ken , karin , cammy , laura ,nash,m.bison,birdie,dhalsim
mk > lk ryobenda > super
necalli,rashid,r.mika,zangief,chunli