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

His cr.hp is insane. The opponent can be wayyyy over me, and it’ll still work.

Is there a reason to end a combo with b,f+lp instead of lk bomb?

Same damage and stun. Dramatically more safe on block, and you’re left in a better position on hit.

LK bomb doesn’t connect from all of c.MPs ranges, but I would suggest it’s not lk bombs fault that c.MP sucks. s.MP reaches further, and even if you’re slightly too far for the first cancellable hit the second hit is still super good.

tldr s.MP xx lk bomb is tremendous, largely safe, and imo better across the board than block strings ending with c.MP xx b,f+lp. also s.LP links to s.MP on counter hit… and it’s already your fastest button.

It depends on what you’re doing. I like to play aggressive most of the time, and the lunge gives me more time to act. HK Dash after lunge will put me right in their face (if they back tech, which most do) with a few frames of advantage.

I only opt to end my combos with LK Bomb if I can’t confirm safely into lunge. Sometimes I’d rather throw the poison balls upward instead of ending my block string, because they can provide me with more offense.

In the end, depends on who you’re facing and what you’re trying to do. Deep character!

lunge punch is the oki ender as you can :
mk dash st lp counter hit setup of they mash 3f jabs or meaty throw if they quickstand (anykind)
in corner you can do a left right mixup lk dash front , mk dash back stlp counter hit setup , ex lunge will give crush counter hp need vtrigger to combo if mk dash)
do a safe jump if quickstand(immedaite jump hp front , walk a bit jump hk crossup can be tricky to block a la gen)
this is what i found labing and playing
after lp lunge >mk dash +2 hk dash +1
after ex lunge mkdash +10 hk dash +5(2mk counter hit 3f jab)

The problem with Lunge Punch is it doesn’t knockdown unless you are up in your grill. Also you have to KNOW its gonna hit, which with Fang doesn’t always happen. Still this is really good information.

Can someone please tell me why he has so many moves that are +1 but only has a 4 frame jab. THX capcom I love getting fucked up by 3f jabs.

Anyone know the startup on his st.MK? I’m wondering what I can punish with it. For reference, knowing st/cr.LP, st/cr.MP, and st.HP would be helpful too.

st mk = 5 frames
st/cr lp = 4 frames
st mp = 7
cr mp = 6
st hp = 9

cr.mk is also 7 frames (and still like his best normal)

I love his st.mp. Beats everything.

Quick question,

What specials can be cancelled into dash? This seems really strong.

So, for the start up, st.MK is your best punish option at point blank? You can do a special, EX, 2 EX moves, or special xx CA after. Doesn’t play well with VT cancels, but he already has good normals for that.

st.mk is really good for VT Cancel. Also st.lp is technically his best punish up close, its important to learn the range that you should do st.lp, st.mk vs st.lp st.lk.

thx here’s my file compilation of all the stuff i know


i usually use 2mk and stlp in blockstrings as they are +2 on block so stlp/stlk will counter hit 3f normals

st mk is incredible for vt cancel dunno what you’re talkin 'bout. frame trap with 2ppp, k on block (+2) > st mk, vt

thx for sharing… did not know 2mk on blockstrings is +2

is coward crouch -> kick also +2?

block string can be something like low jab low jab -> coward crouch kick

Anyone know how negative/pos you are when opp is blocking and you do standing FP into mk gruond poison (back-forward mk)? Thanks for your help.

Also, coward crouch into kick is +2 and can combo into standing lp, mk, charge move, or just standing mk charge move.

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thx here’s my file compilation of all the stuff i know


i usually use 2mk and stlp in blockstrings as they are +2 on block so stlp/stlk will counter hit 3f normals
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This is a good sheet, but you may want to break it down by opp character. IE: many setups dont work at all on laura/r .mika, etc, and so you may want to make that clear on your sheet.

lk lunge puts them at a distance where if they don’t back rise you can get an ambiguous jumpin with j.mk (front) or j.hk (crossup)

also you shouldn’t be worrying about lunges on block, except for ex you should never do them outside of combos unless you’re at max range.

thx here’s my file compilation of all the stuff i know


i usually use 2mk and stlp in blockstrings as they are +2 on block so stlp/stlk will counter hit 3f normals
[/quote]

This is a good sheet, but you may want to break it down by opp character. IE: many setups dont work at all on laura/r .mika, etc, and so you may want to make that clear on your sheet.
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still a work in progress and i need help from everyone thx for the suggestitions i will test the setups on all characters and specify the issues
can u tell me what i have to fix for now?