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

Sticking to footsies only works on characters with shit normals. Against Chun, Nash, and Vega, you have to apply that pressure. As far as good cross up tricks:
-Throw MP rain on a decently far knockdown and jump in with your typical j.HP/fj.HK mix up
-Cancel LP or MP rain into EX dash
-If you get them at that super-special range where both shots of the EX Rain will hit them even when crouching, cancel EX into a HK dash, maybe a MK dash

^^ agree footsies is just one part of fangs play, but he can do some good mixups to keep the opponent guessing. unfortunetly you can’t keep people out forever as many people can close the gap fast

his mixup game is really strong … i would say he is the character if u want u r opponent to guess…the pokes he has in footsies are here to help him get in and apply pressure … now i understand why they made all of his attacking moves charged ones :slight_smile:

I feel the same way, but that’s mostly due to my lack of skill with the character. I watch Floejisan beat ranked people with F.A.N.G and he barley knows how to use him.

I think F.A.N.G just takes more work than most of the cast does to get to a good level. But I do think some match ups are pretty difficult, those with comparable or better footsies, and those with great rushdown seem to have an edge vs F.A.N.G, in my mind.

Floe winning at a high level with F.A.N.G without much practice is a testament to his fundamentals mostly.

True… He makes it look so easy tho, and these are ranked matches…

Oh yeah, can’t wait for Gen in the future.

Oh yeah, can’t wait for Gen in the future.

Haha yeah, he does really does make it look easy…

And I sure hope Gen is added at some point, but I won’t get my hopes up. F.A.N.G is an awful lot of fun in the mean time!

My god, about 1/3 of my wins have been ragequits, not even exaggerating.

I can’t help but to wonder if Fang encourages people to ragequit due to his play style, or if it’s really this bad for everyone.

So today I want to talk about our options once we’re knocked down and in the corner. This is mostly conjecture because I’m at work procrastinating and not in front of the game.

Blocking and limbs: a chunk of characters in V are kind of in the same boat as Fang in this situation. Either they have no reversals whatsoever, a move that covers an option but loses to others, armor not on frame 1 etc etc. Blocking is fantastic in this game, and although white damage can be a concern you can get a lot of mileage with defending on top of breaking grabs. When up close be wary of which normals you can call out on and which frame traps you should respect (especially 3 frame jabs). If the opponent uses something that’s -1 or more you do have an opportunity to s.LP and start your offense, but be wary of invincible moves that could blow you up.

Once they’re pushed out due to blockstun you do have a few options. S.LP and s.LK on CH lead to c.MPxxLunge. At max distance you can EX lunge to guarantee a knockdown. If they’re at medium button distance s.MP is decent (and the first hit is cancelable), according to the guide IIRC the hurtbox towards the bottom is pushed back, making it beat out c.MKs. Any one confirm this? C.MK gives you frame advantage while c.MP has more range. Be careful about your buttons though, due to the priority system in V if they hit a heavy button while you’re fishing and they clash on the same frame you will be CC’d.

If they attempt jumping, punish accordingly or use command dash to get out of Dodge.

EX dash: strike and projectile invincible, can be thrown out of though. What’s worse is the opponent can OS certain meaty attacks into throw. You’re gonna have a bad time relying too much on it. It’s still an option but not our only one.

V-Reversal: if you make the right call this is a great way to get out. However it suffers the same weakness as ex dash so if it’s baited you will be tossed back into the corner.

EX Ball: So, you’ve pushed them out by guarding, teched a throw etc and now there’s a gap between you two. If he’s watching for a limb or you taking to the air you may have the opportunity to bust out EX Nishikyu. The EX version has a lower arc ball that should place the opponent in blockstun, and the higher arced ball following suit depending on the spacing. From here you have a few options. If they stuck out a normal you could possibly follow up with a combo into knockdown. EX ball allows you to cancel into both ex and regular command dash, so in theory you could use this to press the offensive or blow more meter to potentially get out safely if they’re in blockstun. Jumping may be an option in hopes of at least crossing up while the balls are in play so you reset the neutral (and escape the corner). Ultimately some options are riskier than others, for example if you jump I’m thinking they could do DP after blocking the first ball putting you back on your ass. The biggest caveat to this is projectile invincible moves blowing up the startup which is certainly possible.

Then there’s super. Anybody else think of anything?

depending on the space, you could also go for a hail mary ex lunge (XD) you’d be safe on block as long as the hit box touches the arms, but on second thought, normals beat it clean all the time

i have troubles with ken/ryu just jumping in on me with crossups. like im talking blatant disrespect non stop jumping in on me.

is that just a problem with my spacing and keeping them at a distance for me to react with either ST.MK or CR.HP?

FANG does seem to have problems with high-priority jumping normals. It’s part of why Nash is such a pain in the ass too.

If only we had a poison flash kick…

Fangs AAs are really solid but they just feel different to me compared to say makotos c.mk or juris c.mp. With his c.FP You have to do it early, around or just after the apex of their jump. C.MK is literally on the nose due to the aa part of the move is early in the animation. S.MK kinda works the same way but with a taller hit box. Active frames I guess?

The only issue I’ve had is if the cross up jump is too deep the c.HP might whiff but that may be me just getting used to the timing. C.mp seems like it low profiles a bit, you can also command dash if they telegraphed their jump. Or lp ball

c.mp hits in the area right in front of him where cr.hp cant hit, good anti air, but definitely requires some timing. I feel that the crossup attempts can be Nj. mp or hp, or jump back

So Vega’s v-reversal can punish safe moves. Apparently Nash and FANG could theoretically do the same? Anybody want to make a vid for Fang =)

It makes sense, especially if they have a long animation like ex legs.

I believe Fang’s V-Reversal takes a good bit longer than Vega’s does, so we won’t be as fortunate when it comes to punishing moves (But we can get out of the corner, so give/take0).

At very least I can’t punish Nash’s EX Moonsault no matter how fast I Reversal. I can tell I’m at advantage, but it’s not by too much and the distance makes it difficult to do much.

I have no issues with people jumping in at me, mk them as soon as they leave the ground, or jump back HP.
Even c.mk is really really good

As a set of anti airs he’d got very very good ones