Ya’ll some haters hating on Fang’s theme. Shit is groovy.
Reminds me dudley’s theme.
FANG is the new mythical beast. No footage. No playtesting. NO NOTHING.
You will get your random once a week Japanese videos with guys who have never played him before, and you will LIKE it.
I agree. It’s very frustrating that we don’t even know how his moves are performed yet. Seems like it’s safe to assume his fireball is a charge motion so far, but really every move might be performed by scribbling it’s name on the touchpad for all we know.
I feel like he could be a good character for me, but I can only muster so much interest when I don’t have a clue how playing him might feel.
They said he’s a charge character so you should be able to assume what his motions are.
Oh, I can assume all day, but that’s not the same as having some actual info.
So let’s assume he is 100% charge (we don’t know that he is). Command dash and that lunging combo ender look like they would be back/forward charge inputs, given the horizontal nature of the moves. So fireball and poison drop are down/up moves? Or do you charge one or several of his moves by keeping buttons pressed?
So which are the normals or mobility options you are sacrificing depending on what you’re charging? We just don’t know. Again, good luck getting a clear idea how playing him feels or how you’d gameplan with him when you’re reduced to assumptions in such matters.
Obviously that’s not the end of the world, since technically Capcom doesn’t owe us that kind of info before the game is actually out, and we’ll catch up quickly enough when it is. But prospective players of all other characters have mostly had those infos within days of of their characters being announced. So no big deal, but frustrating that we miss on the fun of some pre-release brainstorming.
Everybody has probably figured this out already, but I just noticed how the Shadaloo stage is similar to Mt. Rushmore. Guess that’s implying that Shadaloo and its Kings basically rule the world
Hey guys, I’m just going to share my thoughts on poison as a mechanic.
I adore DOT abilities and almost always play the poison character in games, across multiple genres. Poison is best understood in multiplayer games as both a tool to continued damage without risk and as a physiological mind game that encourages risk.
With poison, you sacrifice upfront or burst damage to do a greater amount of damage over a longer period of time. By nature, poison is almost always suited to a safe, grind play style that rewards patience and counter play.
The physiological effect of poison is often its greatest ability, rather than its simple DPS. Simply put, people don’t like seeing their character lose health because it makes them feel like they are losing. Because of this, even if it’s only a small amount, poison can often make an opponent over commit because they feel like they are losing more than they are.
Fangs poison is easily applied, and easily removed, just requiring a single hit. Once applied, Poison represents a risk free way for Fang to do damage, very unique for Street Fighter. Poison actively encourages your opponent to attack you. Fang has a unique zoning tool, a way to guarantee your opponent will not down back.
Fang has an excellent zoning and trap tool that accomplishes the task of designating the flow of the match and the areas that your opponent has access to in a smart, efficient way. With his other tools, especially his strong anti-air, Fang will be absolutely brutal to attempt to approach when he has the life lead.
TLDR: Poison is that dank snuff, and Fang is your hookup.
Double Post
Hit the nail on the head with these points, and great post overall. It will be fun to make opponents squirm while poisoned, since it’s a mechanic that fighting game players are largely unaccustomed to dealing with. Expecting a lot of desperation jumping from anxious opponents.
It’d be fun if some of his attacks inflicted status effects like movement speed reduction, attack damage reduction, etc.
I think the simplest way to see poison is that, at its core, it is a time out mechanic. That’s why I was saying in an earlier post that in order to stay true to the spirit of that mechanic, the poison must not run out after just ten seconds or less. DPS can be low but should last a long time. Simply waiting for it to run out should not be a viable strategy.
I would also like for poison DPS to get higher while V-Trigger is active, because the way things seem to be right now VT looks a bit underwhelming.
Unless it’s confirmed that poison damage can KO, in which case activating VT when your opponent is very low on life can make for interesting checkmate strategies. That would be enough to make VT a compelling tool in my eyes.
We don’t really know anything about his v trigger yet tbh its hard to say especially since its being balanced
Craving info though
somebody bug combofiend on twitter to give us fang’s movelist
Horizontal Poison = MK + MP
Diagonal Poison = (b), f+P (strength of Punch determines angle, EX version fires 2)
Dashing Poison Attack = (b), f+k
Ground Poison Gas = QCB + P
This is probably it. Ground Poison could also be a d,u+p input.
? he has a command dash, combo finishing sleeve charge and a blanka/hakan crouch hide and some other command normals/target combos.
Today I was thinking about the value of Fang’s double hitting normals, outside of breaking armor.
Double hitting normals naturally have longer animations, giving you more time to charge a special move. This opens up a lot of offensive possibilities for Fang. I presume you will be able to walk up to your opponent, then initiate a pressure string ending in a charge special.
Secondly, with double hitting normals, you can create interesting and tricky frametraps after a knockdown by whiffing the first hit as your opponent gets up, then hitting meaty with the second hit. I plan on testing whether you can get frame advantage off his sweep this way.
Anyone got any other ideas to add?
Edit: wording
A double hitting normal will also be useful if someone like Gief gets in and starts charging an armored move. The probable downside is a longer animation that would make it easier to whiff punish or jump over.
Good point, it’s quite a commitment to use laggy double hitting normals in footsies. However, since double hitting normals have two separate instances of active frames, you have a higher chance of counter hitting your opponent’s poke. By the same token, there’s also an increased risk of getting counter hit yourself, I guess we’ll have to wait and see what his hitboxes look like. Fang will prove to be a very complicated character I think.
Also depends if both hits activate on whiff, or if its only on hit or block.
Right, like Sagat’s s.LK. Unfortunately no way to know for sure until we get more information.
Another drawback to double hitting normals is that if your opppnent uses V-Reversal on the first hit, the V-Reversal is likely to knock you out of the second hit. It would depend on how large the gap is between the two hits though.