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

Fang feels like he’d be much better off in Marvel. Like, you’re basically running away until you get reversal, then you run some more. Characters like Necalli and Laura are getting in, and they run faster than you do.

I just feel like he’s going to have a lot of bad matchups by the end of this game cycle.

Not saying he can’t win or is useless, but damn…you KNOW they were playing it safe with this guy.

Fang needs more time to be figured out since every other character had information on their play to be gleaned from various betas. He’s behind on tech, but the circumstances as to why he’s behind on tech just make him an unknown, that’s all.

I think the most confusing thing about Fang is that… He’s not sim. His gameplan isn’t to try to keep the opponent out. Sometimes you have rounds where the opponent never gets in and that’s great and you get mystery perfects, but that’s not totally what the character’s about. He doesn’t have the toolkit to make that viable as plan #1. He can’t realistically keep the opponent out the whole time, but that’s okay. He’s more about harassing the opponent so that they can’t safely stay away from you, and then turning into a setup/midrange character after meeting them in their approach with his longer pokes and solid anti-airs. It’s important to note that across his moves, he has a lot more frame advantage than most of the cast, and that’s not really the trait of a pure zoning character.

Because he’s the newest character and plays in a way that hasn’t really been represented in a Street Fighter game before, it’s difficult to judge Fang’s strength. I can’t call him good or bad yet.

Fun trick: Coward Crouch can be used to duck your typical st.MK/st.HK poke. Cancel into the follow-up as a whiff punish, which links into st.MK, and cancel the first hit into your choice of bomb or lunge.

I’ve only met 2 fang players besides me. 1 was really bad and the other one was crazy good. Canceled all his hits into crossupslide XD

psh, they could at least cancel all their hits into lp poison ball and then cancel that into ex slide

Tbh FANG feels like a momentum character to me, annoying the opponent with his zoning to get them to make mistakes on the way in then capitalising on that to get pressure started.

Lose momentum and you’ve got to wait pressure out and poke or burn some meter to escape but that’s the trade off.

Closest SF character I can think of is Vanilla and Super Seth before they nerfed his zoning for AE, FANG feels like he straight up got yanked out of an animu fighter, rebalanced and dumped in SFV and I’m loving it.

So far my biggest problem with fang is against characters with 3 frame normals. He doesnt have reliable frame traps against them, and once they get in it tough to get them off you.

For example hk is +1 ,but his fastest normal is 4 frames and will trade every time with 3 frame moves.

Cr mk is +2, so st.lp or cr. lp work,but lead to nothing on CH. You can use st.mk, but it only works from super close and can wiff on crouching.

Awesome, thanks.

So random fang thoughts:

Character at its core is blanka in disguise. The main connection is the usage of normals to control space. Get used to playing without using special moves at all unless you have the clear/safe opportunity that leads into setups etc. Most neutral is going to be all normals.

Luckily, your normals are pretty solid. DF+hp = blanka low fp. Standing mp is a lot better than I originally thought (and again is similar to blanka st. mp), and cr. lk and st. lk are really good.

Anytime you are close to opp, the BB is st. lp to st. mk to x.

Something interesting: If you have seen desks recent vid about the setup of death and combing after super, there is an easier setup than he showed. If you are fairly close, you can do cr. mp (or of course hp), to lk. ryobenda. If the super reaches the corner, you will get that last odd hit and can do after super setups…

I have been watching matches from the in-game viewer. One thing nobody is using to its full effectiveness is jumping strong as the anti air. If you have time/space, jump neutral/back fp is good, but frequently opponent attacks will stuff it, but jump strong (neutral/back/forward) works in all situations tested so far.

Sadly, the anti-air situation is a bit worse than I was hoping. low fp gets stuffed by certain jumpins (chun li jump rh especially), and generally makes me scared as fuck to use it. st. mk is really good, but also gets stuffed at odd times. Jump strong is practically guaranteed if you have even decent reactions.

If you fireballs ever juggle an air opponent, you can follow up with sotoja (lp or ex). You can also air juggle with senpukija followup (EDIT: usually after ground gas air juggles), though you have to be prepared.

Currently, my main problems are anti-airing correctly (one mistake and you are dust), as well as incorporating senpukuja followup into the mix. The move is really good but I am failing at using it correctly.

I don’t know if he is a good character yet, but he is a new charge char that is fun and has intriguing setup opportunities. Good luck everyone!

Ugh, trying to get Fang’s colors is hurting my soul. I so fucking hate this shitty system to unlock colors.

Have you guys seen this before?

lp leads to cr.mp on counter hit, and that can go to his lunge. Cr.lp also can lead to EX poison balls (it can also lead to meterless pballs, but those are unsafe without super). Even though that’s not much, it’s something, and can be very damaging if you have super. Another thing you should know that’s +2 on block is his coward crouch into kick attack, and that always puts you close enough to stuff your opponent.

@“Josh P” , FANG’s cr.mk is also a fantastic AA. It’s arguably his best IMO.

He’s got situational but very dominant anti-airs , you shouldn’t really have to block any jump ins

Have y’all seen this before?
https://youtu.be/tSPTsIw_BmE
With the input leniency looks like we have charge partitioning

frametraps i found
st.lp or 2mk > st lp ch > 2mp > lp sotoja tested on chun li
> 2 lp ch > lk ryobenda safe block string
after jhk > stlp go for throw even if they mashing they start tech time for crush counter :slight_smile:
hope it helps

It sounds like my week one experiences with F.A.N.G (who, for some bizarre reason, doesn’t actually have a period after the G in his name) are pretty different from a lot of other people’s. To me, this character screams “dedicated footsies character”. He has a lot of long range, high priority normals with pretty favorable frame data on block (c.MK in particular is just beastly, but he has a full array of footsies normals that make him dominant at every range except maybe “absolute point blank”). Just sitting at any kind of a reasonable range with him just hitting buttons to beat other people’s buttons seems really rewarding. His anti-air seems really solid between properly timed c.HP and poison balls (EX.Trap can also be a sort of indirect help here too while j.MP is incredible air to air); I’m growing more confident by the match in them to the point that I now pretty much feel like if my opponent ever comes out ahead from jumping at me that I just messed up. Poison is a mechanic nearly perfectly built for slower play; in a slower paced footsies dance, it’s really not hard to make your opponent decide between just accepting V.Skill or trying to jump and risking you doing something much worse about it. As long as you continue the slow paced footsies dance and poking with safe normals, that poison damage is just ticking away, letting F.A.N.G benefit from the right side of time pressure even if he’s losing as long as he’s not losing by too much (that is, they have to try to get past your buttons and not the other way around, very important).

I do feel like I’m only scratching the surface, and I know there are a ton of things this character can do that I’m not taking advantage of at all. I also don’t really pretend to be the strongest player; my execution flat out sucks, and the game is still just too new for me to know a whole lot of anything. I’m just feeling this guy’s dynamics; it really feels like his buttons are just so good that most characters can’t really challenge them directly at all, and even characters like claw on Vega go back and forth with what he can do. I’m really optimistic about this character; it feels like his strengths play really naturally to the heart of what SFV is about, and that’s always a good sign.

I will say everyone who just refers to his special moves, super, or command normals by name instead of input or function (like “poison ball” or “lunge”) impresses me. I couldn’t even pronounce those names while looking at them, let alone remember them…

how do you guys play the fireball game with fang?

ive learned to press the coward crouch as soon as they shoot fireball -> charge petition poison balls

Doesn’t seem like a lot of people are playing fang. This is like, the slowest section of the character discussion :confused:
Either way, I need to ask how you guys are dealing with point blank pressure. No matter how much you play keepaway, someone will eventually be in your face and that’s where I’m having lots of trouble. Characters with fast normals like cammy, karin, chun li. Once they get in it feels hopeless. Karin and Cammy, for example, can c.mp frame trap, and then walk forward slightly to throw it out again, and the room for reacting to it is tiny. You can easily spiral arrow buffer with cammy and same with karin’s qcb+k. I think ‘‘just blocking’’ is the best option here but I can’t quite find a normal that works best in these situations. C.lp is alright after a blocked frame trap attempt but not enough to keep them out. I tested this a bit in the lab too, and if they do get hit by lp at that distance, there is not real AA answer. C.HP works best against crossups but trades at best at that steep, non- crossup range.

TLDR; What’s a good method of getting people off of you?

I agree, it makes me sad that there isn’t more discussion about FANG. I just got out from doing a long set against a Bison player. Whenever in the corner I feel like FANG’s v-reversal is a good situational get off me move. Aside from that I feel like his other options are pretty punishable. Against rush down oriented characters I feel that his ex bomb is a good move to throw out mid screen if u expect them to start rushing u down since it would usually stop their momentum.

What are some good block string enders? Before I would usually drop a mk bomb after cr.MP but it’s trading way too often in their favor. Should I just end in lk.bomb to reset into neutral?