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

What are you hit confirming with mainly? I’m finding a lot of the counter hit hit confirms extremely hard. Especially ones using st.mk as it seems picky on the range. Obviously I can do anything with ST.HK but other than that I’m pretty low % on the ones revolving around counter hits. I think using EX lunge or HP lunge as a poke in neutral is extremely important to his game because it keeps opponents from always dashing right up to your roughly st.mp range where you start heavily contending space. The farther you can keep them back before they have to start crawling and fighting for space forward the easier it is to setup a trap and fireball game too.

good responce btw thanks.

It sucks you can throw him out of coward crouch. I mean, he dodges the throw animation, after all.

As tiny as the counter hit message is I try to keep it in my peripheral. But for me seeing if c.mk hit ch is super easy. If I’m forcing a block string I keep my corner of the screen in check to confirm.

Confirming CH is new to me too though so random instances are still up in the air. I need to spend some time with it in the lab

i adapted by switching characters. Fang just doesn’t have the tools he needs to be competitive, and im not a good enough player, nor do i have the time, to work around all his shortcomings. I like him a lot, but he needs a rework.

I know it’s already a solid footsies button but damn it would be nice if they could shave a frame off of cr.MP so you could link it from a s.LP. I feel the s.LP->s.MK link whiffs from too many distances given that it’s our only reliable 4f punish/hit confirm off a light.

This is good to know. I assume that mk/hk trap are punishable on block, then? What about mk/hk on hit?

I respect that but also suggest you stick with him because he is very good if you learn how to outsmart people with him. He is an underrated character and still posses element of surprise because he was just included.

The biggest hurdle right now is getting past ‘week 1’ BS whereas every other character has had 2-4 betas to lay out their groundwork.

I mean yeah it’s going to nice to see what buffs he may get in a year but a lot of the issues we have now will change as the game grows, for better or for worse.

His raw damage is his biggest problem, Capcom may have been too conservative when they took poison and white damage into consideration. We’ll see as time goes on I guess

have you blockstring into lk bomb(ryobenda)? It does have limitations but it puts you at a safe distance, despite it being -alot on block. throwing out lunge into a block string is never safe, in fact, its not even a good blockstring(you can dp before lunge comes out) making this playstyle incorrect. However, you are correct that there are safe ranges for lunge" about half screen away or as long as it hits the tip.

have tested on almost all characters but…
lk trap (if using a blockstring of 2 normals) is safe from all normals and specials except horrizontal supers, cammys spiral arrow, and vegas sweep, st mp. Even in the corner…

Truthfully I never even noticed the low damage output of this character fang, I guess you have to just play like I do and zone effectively while your opponent is poisoned for it to be worthy of the effort

can’t zone forever man lol

I know I know, that’s true but you can force them to feel the pressure once they’re poison and then they start getting sloppy when they come in, and that’s when you should capitalize

you notice it when you work hard for 30 seconds using every trick in the book, then your opponent gets in and ties it up with one three hit combo.

You’re not suppose to zone forever, even sim isn’t ment to, you just zone to set up the offensive.

In terms of this character he’s got all the right tools, his numbers could need adjusting,

Yeah I enjoy zoning for half the round playing perfectly then you mess up an antiair and eat a full jump in V-Trigger cancel combo that puts you at less life than the 6 perfectly spaced pokes and anti airs. Or the 3rd random raw spiral arrow or rashid flying kick after blocking and punishing the first 2 that catches you moving forward a bit and now your almost even on life.

He’s a character that plays on a thin line and thin margins.

Check this out in the main SFV section, I’m thinking doing this with our ex-command dash could really make our wakeup game better.

Also I think it’s too early to call a character bad yet but I admit I’m trying to find an alt too, find myself burning out faster when playing long sets of casuals as FANG because of how you’ve got to be constantly changing your game up at all ranges to be getting any benefit from playing him so being able to switch to someone else for a while to reset and refresh feels helpful for avoiding falling into routines and also for my general sanity.

I still feel his strength is being able to do a bit of everything and keep your opponent guessing and if you’re just focusing on doing 1 thing with him you may as well play someone who focuses on that playstyle and does actual damage.

This has been my experience as well. Reminds me of playing USF4 sim where most characters could just ignore your damage on the way in, although at least FANG’s pressure game isn’t complete garbage.

I’m disappointed that Capcom was so cautious with the scaling on his poison. Given that FANGs V skill and V trigger both inflict the effect, and that a good portion of his toolkit seems geared towards keeping people out, it’s possible that poison was more damaging in previous builds and they decided to nerf it later on. I just don’t see how capcom could think that the poison effect in its current state is worth designing a character around.

I would rather that they remove the poison from his specials altogether and make it V-skill/trigger only if it meant they could bump up the damage significantly (at least double). I doubt poison will ever be powerful when you basically get it for free with every combo ender/projectile hit.

And here I was thinking the exact opposite, I’ve thought fangs poison gimmick was downright op and cheesy. I guess people don’t feel that way.

Poison has every potential to be OP and cheesy if the damage scaling is too high. I assume that’s why Capcom was so cautious with it. But the damage is just so damn low right now that even if you manage to keep them away for 30 seconds through masterful spacing and normal usage, the first combo they land will probably do more damage than all your pokes+poison combined.

It can be useful if there is 30 or so seconds left on the clock and your opponent has a slight life advantage, then you tag them with poison. It prevents you from having to rush them down in that sort of situation, which can be game-winning. But that situation doesn’t happen commonly enough for me to consider poison a successful mechanic.

If it was more damaging maybe, as it is now it’s more like taking part of what would be his special damage and putting it on an interruptable installment plan.

If anything, rather than a boon to him it feels like a way to balance out the tools FANG was given without just going “just make him do less damage” but at the same time the tools don’t feel quite bent enough for that to be necessary.

I’m a filthy casual (and always will be) but since I’m starting out with Fang (not typing all those periods) I figured that I would still drop my noob impressions here. For me I’ve both been out of fighting games for a while and I don’t have much experience with charge characters so it’s a pretty big adjustment for me starting up. Fang having a couple different AA options and being a slower character is forcing my to get rid of some of my bad “Push all the buttons!” habits, which I think is actually improving my game, regardless of how strong Fang is as a character.

With the game being so new and me playing with a less common character at lower skill brackets I’m very much getting some freebie damage in my matches against players that just don’t know how Fang works. Lots of the two hit moves get blocked for the first hit and then hit on the second when they try to move or press buttons. Plus the V-Trigger and poison damage in general just seem to confuse some folks. When I V-Trigger I can see them kinda shimmy back and forth, not sure if they should stay away or how much damage they will take if they rush down.

I’m rather liking Fang so far. I understand that some of the cheap damage that I get from players who don’t fully grok him would go away as I either rise the ranks or just as more noob players get familiar with his kit. But the way that he plays still just appeals to me. The poison, the multi-hit moves, the normals that come out at odd angles, being a charge character in a game with few of them, stuff like that. He’s a quirky character and that’s usually the characters that I like to play.