You don’t? Not being able to do special movea while moving forward or standing up is huge. You are weaker against cross ups, you are less flexible in general, and an observant opponent will know when you are weak (sees you not charge). This is why the moves are often much stronger though, but a lot of people prefer less strong moves with flexibility than the opposite.
I don’t think Fang going to have a problem in fireball wall. Get a DOT on them, and then if they turtle it out, just neutral jump and watch their life bar tick away.
It isn’t a wall, it has no hitstun. If they have a fast advancing move they’ll just blow through it to punish a fireball attempt. You’ll have to use him with a bit more thought than “fireball wall” which seems to be a basic design decision for SFV.
Control the ground with normals, the air with fireballs
Yeah, for some reason I thought it hit like any other fireball, but you’re right. Even then, you only need to control the ground space directly in front of him with normals. Fiend was keeping Birdy pretty locked down in the corner with the low arcing poison balls by standing back a short ways. There’s also the EX version of the move, where he shoots one down at the ground in front of him and it bounces around. There’s ALSO the poison cloud special that the trailer shows 'Sim doing a fierce punch into. Those are both ground control options, albeit not spammable and at the cost of a meter.
He has fairly good recovery on it, so you’re probably taking a huge risk by just going through it.
Something I saw combo do a lot that I kind of liked was using FANG’s V-Skill as a sort of meaty. The projectile catches quick risers, approaches back techers, and leaves him time to mix up on a regular wake up.
I think your best bet would be to close space and eat the Vskill. Maybe not for a punish but at least to get better position. Jumping will get you tagged X2 with the poison bombs.
It’s a pretty strong tool, just don’t see it as much as a “controller of space” type of tool. I agree with your assessment @just5moreminutes
The v skill I see is meant to give the opponent less time to think about what to do. If you’re zoning with pokes well enough while using v skill they’ll want to jump as then his poking game is poisoning you. When you jump, AA poisons are flying at you.
Hello i have started a petition on this character, to modify or remove it. If you are interested you can go to my profile in facebook and click on my linkto petition site,thanks. My facebook contact is: Alessio di lupo. You can also find it on the site writing on the search “petition: Modify or scrap out Fang from Street fighter V”
this is quite possibly the lamest thing i’ve read on this forum. its even lamer then when they rolled out this godawful new version a couple years back
I know. Registered, at time of my reading, for a grand total of two hours with all of one post and already they’re a candidate for the scrub-quotes hall of fame. I look forward to their future work.
whoever complained about those two no longer being charge based is a monumentally huge imbecile. Those two have never been this fun to play. EVER.
I was interested in FANG. Him being a charge character brought my hype to really low levels. Hopefully the charge times are really small, because let’s be honest… charge is a restrictive mechanic.
You just aren’t allowed to react on time with it unless you’d have been charging previously.
I remember when they announced the game that they wanted to distance themselves from the charge mechanic. Got me excited about a LOT of characters.
Seeing as this isn’t true anymore, I no longer am excited for Balrog and Guile.
Hopefully, like Bison, when in v-trigger the charging time is dropped completely when the special attacks are used in a combo.
I think he can do fine with charge fireballs, but at least his command dash needs to be motion in my opinion. A charge based zoner often ends up with his back to the corner and I’m not sure FANG has the normals to survive in that position.