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

If you do cross up slide/teleport, and cancel it into coward crouch, Fang faces away fom the opponent, but if you do EX slide into coward crouch, he faces towards them. Wut.

I don’t think EX actually cancels, thus giving FANG time to recover and turn. When canceling a regular slide, FANG goes straight to the crouch and never checks which way he needs to face.

Are there situations where going for a CH jab to interrupt a frame trap is good? It seems that, if you’re already charging, CH st.LP, cr.MP, LP/EX Sotoja is a dependable way to capitalize off of a CH jab.

Double frame trap: st.LP, st.MK (1 hit) xx LP Sotoja
-st.LP, st.MK beats 3f jabs
-st.MK xx LP Sotoja also beats 3f jabs

This could also be applied to your st.MK traps after command crouch follow ups.

I decided to put some more lab time into Fang today. I wanted to figure out how to cancel s.HP to nishikyu consistently so I practiced til I got it down well enough to make a little demo video on it.

The biggest reason I wanted to figure out how to do this is because stand fierce is his furthest reaching cancelable normal. By canceling to light Nishikyu, you’re able to control more space, slow the other player down, and potentially bait them into pressing buttons before the balls hit.

This tactic seems most useful for when the other character is crouching. If they’re standing, they’ll likely get hit by the balls before they arch. They won’t get hit by the balls too soon so long as your s.HP is at max range.

To me this gives FANG a lot more diversity into his offense and mix up game. I think he can just be thrown before the balls hit if he’s too close, but there’s a pretty sweet spot where throws won’t reach. You can do command dash mixups, or go for HK cross-up, or other frame trapping.

How to do this is actually pretty tricky. It’s like a 1 framer canceling s.HP to nishikyu, while doing the s.HP precisely in neutral; having the whole segment done in one quick motion.
So you hold your down charge, go to neutral stand fierce, then up + LP/EX almost like one move input, or like you’re plinking stand fierce with up+LP/EX

https://youtu.be/Kj2kV2plZgU

It’s the furthest reaching cancelable normal, but doesn’t it also put you closer to the opponent? Add on to that the recovery off of Nishikyu and that just spells trouble to me unless I’m not seeing the bigger picture here.

With tip range cr.mp xx Nishikyu at the very least they’d have to be on point with their grab or punish move to avoid the special. With s.fp you’re pushed forward even closer…

well obviously there’s some risk to it. You’re not always going to be touching nuts though afterward. The point is that this allows a mind game for if you’ve been laying clouds with stand fierce, the other player might get thrown off and not just be ready to interrupt if you cancel fierce to nishikyu.

There have been times where I cancel fierce to cloud, and it was too far to reach. At least with Nishikyu I can keep on pressure, and not have to commit to a lunge attack if I don’t want to.

I’d prefer to do this at max range, but for the sake of demonstration, I just did it whenever I could and was in range to.

If only the first hit of df.HP was special cancelable…

lol I think that’d be a bit too good. I don’t really know what df.HP is useful for as it is, except to just be a good poke.

Confirm to v trigger combo.

Nah, it would be fine. The direction means FANG could only realistically cancel it to Nishikyu or his slide.

I was actually surprised to find the first hit of df.HP does more damage than c.MP, so it’d be good in a “practical” sense. But s.HP does like 20 more damage than that so I think it’s a fair compromise for if you want to cancel to Nishikyu. I’ve just yet to see outside of training if it’s good or bad for mind games.

Like if I set Ken’s guard actions to HP DP, c.LK, c.MP, c.LP, or sweep, he can hit Fang or at least recover before the balls hit. So you’d want to make sure your spacing is proper, or you throw out plain s.HPs enough to throw off players for when they think they can press any buttons.

It’s not amazing tech, but you can frame trap well enough from 3P+K or c.MK where it still has its use when you’re too far to lay gas out to hit, or it’d be too much of a commitment to go into lunge.

Theoretically, there’s a pixel-perfect distance where st.LP, st.LK, st.LP, cr.MP xx LP Sotoja works, right?

Theoretically yes, though may b easier to go for standing lp, lp, cr mp. I have found that cr mk, stand lp, to stand mp/cr mp has a decent chance of working even when not ch.

St.LP is +5 on hit and cr.MP has 6f start-up, so they wouldn’t link.

They’re talking about spacing the jab to hit meaty during the sequence, allowing c.mp to link

Hey Guys - Trying to pick up FANG
Credit to you all (this guys wierd)
I was wondering (And this is only from 10 games of ranked 6/4) how do you feel he needs to be played to succeed with at High levels?
I seem to have alot of success with his pokes and a type of Karin footsie based style (MP andDFHP are AWESOME) yet when I look at all the online footage etc it seems to be rush down heavy Cammy style

I think the beauty of him (and his difficulty) comes from knowing when to play specific playstyles. His gameplan changes dramatically at different times in a round or set depending on a lot of factors. I find I do best when putting an extreme amount of pressure on people though with fireball strings and cr.mk. I find his zoning really unreliable in most matchups.

Fireball strings?

I’m understanding from the games iv played that we need to keep pressure via blockstring. …does anyone have a list of tight strings?