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

Somehow ended up going from that video to a Floe recording and found this setup;

https://youtu.be/M_MAKSFtPDk?t=47m21s

Basically, the idea is to end a midscreen combo with ex ryoubenda then go for a left right mixup with the command dash, at 01:05 he tests it with the dummy set to tech backwards and it can still work but needs a step forward into ex-command dash to cross up or no step forward to not cross up.

If you cross up and hit the poison cloud can extend your combo, nothing special off not crossing up except if your opponent knows what you’re doing they may be more likely to expect you to cross up.

One thing I’d like to check before saying it works is actually setting the cpu to backtech into a throw as after a back tech I think they’ll be out of the range where they need to worry about hitting the poison cloud from throwing out buttons so that might just kills the whole setup, will check it and report back when I can next get on the game.

meaty combos
lp or mp sotoja > hk dash > lk or 2lk links to 2mp use it against backroll recovery

Not sure if this has been posted or is known, but sotoja are all ridiculously safe on block at max range. Not even cammy ultra can punish at the correct distance. Normals do not reach, the pushback is too far. MP version is the safest, but nothing is safe against Ken ultra. I haven’t tested all characters yet.

With proper application I think this is a massive boost to fang’s zoning.

The backwards getup destroys this whole setup, sigh.

Are you sure cammy can’t CA it at tip range? It’s 4 frames compared to Kens CA which is at 5 frames. Did you test each button for her CA? Apparently each strength gives a different angle.

It’s definitely a move to help cover his horizontal game. id also look at fast horizontal moves like spiral arrow to see if it’s safe against that.

I love Sotoja for this reason in the Karin matchup since she generally gets in with shoulder instead of her overhead due to to nishikyu projectiles. Really forces her to work to get in, same with Mikas spamming drop kick. I really want to use it to shut down close range fireballs but the active frames take forever to start up.

Cammy’s CA has travel time, whereas Ken’s CA has absolutely insane range and no travel time I could see.

I tested spiral arrow -it’s even safe against EX arrow at max range. However I don’t know how to test it with V-trigger active (which I think improves the frames?).

I did not know about the different CA buttons, that could change it. I think I was testing with her MK CA, and it was reaching fang but if sotoja was spaced correctly (fairly hard to do) he was able to block it.

Can we still get the sotoja dash-meaty enders used on sotoja in zoning? If we knock them to the corner I don’t see why not.
Another thing, couldn’t we use Light Dash while under a blockstring to avoid overheads and possibly get a free combo vs in predictable blockstrings? Might be useful in the Nash/Ryu matchup.

optimal combo off stun?

[quote=“Unomia, post:129, topic:177874”]

optimal combo off stun?

[/quote]

I feel like they could mash out of stun before that combo hit. I’m actually really sure they could.

I know its been touched on but are there any definitive great uses of V-Reversal, and can you get anything legit off of it? I’ve messed around with it but really only use it to escape the corner, or sometimes on the low forward before a fireball to punish. I believe he’s -4 after recovery, so the perfect punish (which i’d like to see someone pull off on reaction) wouldn’t be too damaging. As for its uniqueness, it makes perfect sense for FANG to have a reversal of this nature, if it was a knockdown his mixup pressure would be too crazy.

Naturally, another issue with V-Reversal (similar to cross up slide) is that you lose the charge, pigeon-holing you to start with the long start up roundhouse, or sweep since V-trigger wouldn’t be available. I guess if you could guarantee a counter hit you could do low forward into low strong or another CH combo assuming it gives you enough charge time?

If you have the meter, you can’t be chipped out by a block string into super…

Throw Escape Change:
If you push buttons during the normal throw delayed tech window you are unable to escape throws for 2 frames.
Prevents using light attacks to option select with throw escapes.
If you execute specific special moves during the normal throw delayed tech window you are unable to immediately escape throws. Each characters V-skills, V-triggers, V-reversals, critical arts, and moves have been set individually.
Prevents throw escape option selects involving specific moves such as Shoryuken, etc

does this help us escaping with ex dash?

Thanks for the response but that’s universal. I was looking for something more specific to FANG’s reversal.

Pretty much unfortunately, suppose it might still have some mileage in the corner but midscreen backtech, throw counters the crossup clean and forces non crossup to tech a throw.

hey man thanks for this… was just goona ask. do we have any other way of continuing pressure/punishing players who backroll recovery?

is our only option hk dash -> 2lk counter link?

lk doesn’t need counter hit to link (meaty) but hk dash then 2mk will counter 4f mash ( not sure about 3f)

by the way why not 5lp instead of 2lk?

4 frame compared to 5 startup and can link as well on counter

yeah u can use lp lk 2lk (lk is most damaging starter , 2lk is a low )

Haven’t tested that yet but I have a feeling it’ll probably whiff on crouchers all day and that’s probably the reason.