F.A.N.G. General Thread: Nothing up the Sleeve

I love FANG but i feel like he isn’t very good because he’s a charge character.
His projectile arcs also aren’t as good as dhalsim’s.

You got it, his instant overhead is kind of crazy, it works at a huge range. You can do 2 cr.lk’s and then do an instant overhead if you jump forward, even after all that pushback. So you can run that high/low mix-up up to three times - the odds are hugely in your favor, even if they know it’s coming.

Also, did anyone notice that his snake lunge special move eats fireballs?

Yikes, I can’t do anything with this guy. He seems so slow, I don’t understand how to trick people into getting hit.

It’s a damn shame his ex lunge punch move (bf lp+mp) doesn’t have projectile invincibility on start up :frowning:

True, some impressive combos can come out of it. It can also be used to “cancel” an unsafe move, so, in the end, the cloud poison effect is going to be neglected in exchange of v-reversal or combo usage.

Any ideas on how to open up the opponent when BOTH are at next-to-nothing life left? Can’t count on chip damage at this point and had a funky match with a Necalli turtling pretty damn hard.

any word on FANG frame data / hitbox viewer?

There also seems to be his super. Since supers can chip kill in this game, and FANG’s seems very difficult to avoid, it might be a good idea to throw this out there at mid range to guarantee a kill, similar to how Rufus killed with his U2 back in Super.

Guilty Gear player looking to play my man F.A.N.G, it’s kinda clicking with me but some of the charge stuff is super hard(first time playing a charge). like in the combo thread doing LP > MK(1) xx MP lunge gives me a lot of trouble.
having never played SF before, which combos are super important to learn? I have a punish and a jump-in. what else is like week 1 fundamental to learn?

The most important thing is the get the hang of your normals. Spacing, footsies, and knowing which of your moves are safe is really important in SF. Everything else leads from the core understanding of your characters moves and their properties. For FANG spacing is even more important because he’s (to some extent) a zoner, so knowing what normal to use when is crucial.

Once you get that down you’re looking to have at least one reliable B&B that works midscreen, a good punish, and a jump-in. Then you can work on better combos and such.

Have fun!

st.LP to st.Mk is important as it is the only known combo that can be done from a light attack to strong attack(edit). the timing is a bit strict but can be done. remember only the FIRST hit of mk can be cancelable into his special.

another one is his st HK into st mk (OR mp for max damage) XX lunge. you should be able to “start” this combo and end with lunge without any prior charging before hand.

practice crossups and being able to end with charge moves.

You can do cr. lk, cr. lp up ball. So st. lp isn’t the only light that combos.

Apologies. I meant it is the only known combo that can go from light to strong attack

The most important part isn’t the light->medium, but rather the fact that it’s the only knockdown combo from a light (outside of CH combos)
s.lp, s.MK xx lunge/poison is best as a 4 frame punish. For confirms you’re probably better off doing
cr.LK, cr.LP xx ball OR
cr.LK, s.LP, s.LK xx mk/hk bomb

while on the subject of cr.LK, s.LP, s.LK xx mk/hk bomb, it appears as if this combo is completely safe to counterattack outside far moving invulnerable reversals (cammy’s HK dp)
in the corner this may possibly lead to loopable, hard to avoid/impossible to escape situations.
The combo itself pushes you far enough away to avoid some reversals.
seems to be safe from counterattack
Not sure if the bomb is combo-able from if they try to hit you(needs more testing)
Can react to an attempted jump with cr.HP(2) xx lp ball to continue pressure (will trade with DPs) or cr.HP(2) xx mk/hk bomb for super meaty poison

Other important combos:
s.HK, cr.MP xx special (maxish damage meter free).
s.HK, s.MK xx ex bomb, optional EX Lunge(I think this should almost always get full hits)
s.HK, cr.MK xx ex bomb (only 1 bomb hit, sets up good oki but completely loses to back tech)
cr.MK, s.LP xx lp ball (fairly certain this works, just tough timing on s.lp to up ball)
cr.MK, s.LP xx bomb (same principle as s.LK bomb…bomb doesn’t hit in this case)
s.HP confirm VT s.HP xx special (long range confirm)
s.HP confirm VT s.HK, cr.MP xx special (close range confirm)

Note: “Special” typically means lp lunge or lk bomb (both do same damage but leave you in a different situation. not COMPLETELY sure on the implications of using either)

First impressions from FANG:
-Can he even break 100 from a crouch short? I get him not having an overhead, but he also pretty much lacks a low too if that is the case.
-cr.MP seems good in footsies?
-st.HK looks really good for hit confirming and frame traps. FANG’s neutral should work in this button as often as possible.

Anyone have a list of his colors? I’d like to see them buy my google fu is weak.

http://i.imgur.com/s7bz2Yo.jpg

That is what I was implying.

  1. he can with cr.lk->cr.lpxx poison ball and then wait a couple of seconds XD. can also super
  2. yes cr mp is good as well as st.mp, df hp
  3. you are correct St. HK is +1 on on block and is able to have enough charge to use a special as an ender. However, i feel that it is too slow of a startup for just throwing it out there at times. (reminds me of ryus solar plexus)

So I see his best AA are as listed

St.mk imo best one as of right now,
Cr. Hp is good but I use this more for NJ or when the get the KD and try to cross you up
NJ. Mp and JF. Mp.

if they jump st MK stuff a lot of things and then u can follow that up with his dp. Dash and get the mix ups going.

https://www.youtube.com/watch?v=L-CgNwc9jPg