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

It’s weird how st. HK is +1 yet I constantly trade with other people’s lights. Should I double tap lk/lp to maybe get it out faster? Also, is j. HP only good when you do it deep, like if you crossup too high with it I feel like it leaves me at disadvantage? His jump kicks in general are so weird, in that height and timing seem so specific on whether or not people can mash out. Guess I’ll have to go into training and test it.

I’m curious, outside cr. MP, what do you guys use for pokes in neutral? I feel very restricted when at medium range, like yeah df HP is solid sometimes but I have to lose charge otherwise I get HP lunge. cr MK seems ok, HP can be decent I suppose sometimes but nothing really seems to compete with cr. MP.

I have another question, well it’s a two parter really. How do you guys use your v-meter? I’ve been using it mostly on v-reversals to get out corner, switch sides and potentially mixup etc. Do you guys have a go to normal into v-trigger you like? I’ve been using it almost exclusively on the first hit of sweep which if it hits you can followup with and on block seems to be safe, maybe positive(would need to test)? But I’m curious if there’s a frametrap using it that I should be aware of. Also if v-reversal has some more advanced use, like maybe I can catch them in recovery? I usually just d.MP after I v-reversal and try and hit confirm into lunge or go into trap. Anyways, just an idea I wanted to throw out to you guys, what normals you like canceling and uses for v-reversal or more so when you find both are optimal over the other. I need to get in a better habit of popping v-trigger early, a lot of the time I have it till the end of the round and just use it to cancel from sweep which means I’m missing out on a ton of damage earlier.

FANGs jabs are only 4 frames, so they would trade with 3 frame jabs that some characters have. Necalli, Cammy, Chun, Laura, Mika, Ryu all have 3 frame light attacks (if the frame data I’m looking at is correct anyway)

I’ve had a couple of trades, but for the most part I seem to get my pressure going very consistently off of it. Trades suck more for FANG than other characters though, since it’ll remove the poison (V-Reversals are also better vs FANG for this reason, assuming the reversal does damage).

C.lk, s.lp, s.lk xx any bomb is has a very huge gap in it. On hit or block normals can tag Fang, let alone heavier stuff like projectile invincible specials or ca’s.

That said they have to go for longer reach buttons. So on the one hand if you know they’re mashing jab they’ll eat the trap, but if you’re telegraphed you’ll eat a sweep or worse.

Edit-I’m practicing it against chun. Sometimes the s.lk pushes her out so she can mash normals, sometimes not. EX bomb tags normals no problem though so it’s theoretically viable.

Also one thing I read in the guide is that you can cancel balls into ex dash, or ex balls into regular dash. Some fun shenanigans might be in this tidbit

Edit AGAIN- it definitely seems as if s.lk pushes them out far enough or if the string actually hits causes the gap during the cancel - at least into lk bomb. I have fang on recording for the most part I can’t Mash normals during this sequence, but sometimes I can. Anyone want to test this? I might be doing something wrong.

S.mk is easily, the best anti air for him. C.HP seems to trade alot unless you do it mad early

This is core to Fang. It helps you mixup, start pressure, get out of corner, etc. If you want a crossup mixup though you gotta time it perfectly cause generally they’re in block stun during the crossup so if you go into st HK while they’re still blocking from the original side it’ll block that too. But you can also go into a block string, jump back instant overhead, tick grab, etc. If you do a mk upball in mid range and ex command dash you get behind them if spaced right. I still need to mess around with ex up ball and what range and how active is to see where it’d be best to throw it out though.

Yes the frame data seems to be right.

Hey cuties, is there a F.A.N.G. player group on facebook?
If not, is there interest for starting one?

EDIT: Actually, someone linked me to this one:
https://www.facebook.com/groups/1059778627419003/?hc_location=ufi

:>

the lunge actually won’t come out if you don’t go to straight forward. If you sweep the stick entirely along the lower rail, you can go straight from holding down back to a quick df.HP. I find it pretty useful in some footsies situations.

Anyway, when trying to pressure the opponent from up closer but outside general jab range I really like his c.MK? It’s +2 on block and on counterhit you can confirm a combo into c.MP > L lunge.

I haven’t seen a single Fang player online, yet. :confused:

And I think the F stands for fun.

Hope you bump into me, I think I’m doing alright with him :slight_smile:

Also this was the last frame of my last shared replay and I’m posting it because reasons.

https://scontent-ord1-1.xx.fbcdn.net/hphotos-xlp1/v/t1.0-9/12718167_10153440444526452_5969109155076187013_n.jpg?oh=ebb69ab17e6e963a217d602f86611b8f&oe=57712EDE

To expand on cr.mk stuff, I believe it leaves you at +2 on block as well so you can actually go for a second frame trap afterwards. I like cr.mk,(block), cr.lk (if ch cr.mp) (block,) st.hp or if out of range go for st.mp.

I also want to work on doing more st.hp and 1 hit st.mp xx fireball but the ranges where it doesn’t actually hit them during startup seems pretty hard to find.

about two medium punches is the spacing in that it will wiff the poison balls. I have tested some combos that cannot usually be done before

some useful ones:

cr. mp-(poison hits)-cr. mp

st hp. -(poison hits)- st lp-st mk (corner only)

let me know if you found any useful combos!!

“This is how #2 rolls”

looking back at the frame data it appears there is a 6 frame gap between any light attack and mk bomb. meaning any 6frame normal will trade and any 5 or fewer will beat it clean. on block the gap is 8 frames.
if you cut the string into just cr.lk, cr. lp xx lk bomb there is only a 1 frame gap on hit and 3 frames on block. this will trade with any light and beat all (?) other non invulnerable attacks.
it looks like s.lp gives one less frame of blockstun when cancelling to lkbomb. cr.lp is beating me clean… this should have the same advantage as cr.lp according to frame data unless I’m reading it wrong

on a trade in the corner, you have just enough time to hit with lp or mp upball (hp whiffs one hit). they launch too far midscreen to do anything. this does not poison the opponent

on block, this moves you back enough to avoid most if not all punishes. The bomb is -9 but after cr.lk, cr.lp it pushes back quite far (out of the range of FANG’s sweep). Cammy and vega may be able to punish with arrow/sweep respectively.

Note: the whole reason why this came about for me is that up ball is punishable on HIT from point blank (aka after cr.lk, cr.lp). While this may work as an alternative combo, I wanted to find something to be able to mix up with this.

how do you guys relieve pressure as fang?

Very nice. If anything we can push out and frame trap.

Speaking of which I just watched a slew of matches between Ricosuave and xSonic’s fang. Block string to push out then cr.mp xx lp ball. Catches folks trying to punish you without cancelling into a forward moving special as well as jumps. Course it’s not infallible, folks looking for it will blow it up. Mixing in traps, jumpins under the cover of the poison balls, command dash. Add in coward crouch~k once they start sleeping.

Honestly it made me feel like I don’t use balls nearly enough and traps way too much. Can’t wait to lab more tomorrow

Does anyone know why his only Crush Counters are st.HP and cr.HK? Kind of weird when most of the cast has 2 crush counters on top of their sweep crush counter.

you can actually activate vtrigger off first hit of sweep and get a combo… probably something like that is why.

By smashing my own head into my stick.

Seriously, Capcom doesn’t understand what they want this character to be. I feel like they had two completely separate meetings on this guy, and none of the devs even looked at his movelist. They were just putting shit in slots. This character probably was supposed to be two different new characters, but Capcom looked at the Sony budget like “FUCK!!!”

I disagree. He’s fairly unique and different from pretty much every SF character out there and we’re still figuring out the best way to play him. I don’t think he fits a specific archetype, but feels like you put dhalsim and claw together. Mid-screen zoning/pressure is where I find most of his strength, and most of his EX moves allow you to capitalize damage/mixups on the opponent pressing buttons from mid-screen to near full screen range.