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

my thoughts about FANG: this character is a momentum character you zone until you get a knockdown (any type) then you get to pressure , get any hit and get back to zoning. any situation gives you mixup potential
u aa with lp , 2mk u can cancel to lk dash hk dash for left right mixup
you zone from fullscreen with hp balls and they tend to block , u can get int using ex dash , pressure , get out ,
lk trap ender > hk dash (+1) or do mp balls they block u can get in again with ex dash ,
sotoja ender > mk dash (+2 if they normal quickstand , back roll use hk dash +5) or use lp sotoja ender jump hp front , mp sotoja jhk crossup if they tend to normal quickstand
after blocked ex balls > jhp and build that white life then jback mk or 2lp , get out repeat
we know that capcom said he is a zoning character but the mixup tools he has make me believe we got to switch modes and balance u stay too long close to u r opponent => dead(at least for my crappy level :slight_smile: )
but maybe i’m wrong hhhh that why my level is crap

In terms of pressure of a knockdown, fangs problem is the same as others, just need to find your meaty setups, , threaten with throws, shimmys, bait a door just walk backwards

sonic fox was just not playing well against fchamp, he’d probably agree. too much sweeping, zero knockdown confirms off of jump ins.

Fang isnt bad at all. In fact I might go as far to say that his corner pressure is the best in the game. You just have to play him like an anime character and just constantly pressure. The ‘zoning’ tools are pretty gimmicky. You really wanna use that stuff just to set up a way in so you can start doing blockstrings, shimmying for crush counters…etc.

in the corner if you dont get a hit, always end your blockstring after you’ve pushed them out with mk trap or ex trap…or hk trap if you’ve conditioned them…and then you have enough time to do whatever you want. mp into lp fireball (really strong), jump at them…etc.
if they really know the matchup they can start jumping at you when you cancel into the mk trap, but you’re safe and have enough time to antiair them

Also, every fang player needs to learn the input for st HP mk dash option select on CC. Trust me, this is one of his major tools.

input is: st hp, throw, mk dash…all with a slight delay (test in training mode). this confirms into st lp, st mk, (ender / vtrigger into ender)

the only “real” frame trap into his HP crush counter is unfortunately off of a blocked jump in…all of his +2 stuff will get hit out easily by throw/jab mashing.

and also…im convinced his antiair normals are top tier. st jab IS dhalsim level good. beats everything. st hp antiair also beats everything and you can mix up follow ups… lk trap for damage/knockdown, two hits into standing reset, two hits into lp fireball as a standing reset…but my favorite i think is just one hit into hk trap because NOONE is ready with the quickstand yet after this knockdown so you get a true 50/50.

and yeah i’ve been watching some of that “World_Combo” guy…he must have insanely good fundamentals because he just doesn’t have any of the real tech. Bad blockstrings, too much sweep, bad corner pressure, saves all meter for random supers…

I wouldn’t say that his CAs are random. He finds a good way to cancel into them. He seems to prioritize CA in terms of meter use.

I don’t like his use of v-gauge though. He sits on it a lot or just doesn’t use v-reversal when it would really alleviate pressure.

This is definitely something I should be using. Can you explain why the throw input is needed though?

I have gotten punished a lot for using v-reversal lately; I think people are starting to realize that it’s one of our prime defensive tools so they are baiting it more. Not sure if that’s why he’s saving his V-gauge, but it’s possible.

i dunno why you have to throw thats just how the OS works. There’s a video about it on youtube and i think it’s mentioned in the guidebook.

Just a note on the MK Dash OS. you can actually just do HP xx f,d,df,b small delay MK this way you also get the charge you want and such. Its pretty easy.

Also Cr.mp xx trap in pressure is hella the number 1 thing people need to get a hold on. Don’t try and force close pressure most of the time 3 frame normals just gonna blow you up if its not online.

So apparently WORLD_COMBO is a rage-quitter (https://twitter.com/colahom1217/status/705776961356898304 - note the 76 win streak).

That might explain some of his questionable decisions.

That is incredibly depressing if so. I’m going to hope it’s just bad timing.

The throw input is entirely unecessary AFAIK. I just assumed it was a timing thing.

It is just a timing thing. But in my testing of the best way to do things what I realized is the buffer in sfxt is so long you can just do the motion like a cancel and then press the button super late, much later than you think and its super consistent without needing to do the throw. I found it much easier that way. Its also how I do JF Tenko’s with Karin out of attacks with longer hitstop.

according to daigo/JP top 3 in game atm are: Chun, Cummy, Ryu

aside from the “we get our ass beat by chun” stuff, what do all three have in common? 3f jab.
As we all know, FANG can’t play the same game upfront depending if they have 3f/4f jabs to break our pressure, I think it’s really one of his biggest issues atm against good characters. Really hoping we get some love in a better st.hk + block in the future, it would let us not have to worry about playing completely differently when we get in these guy’s faces.

I’ve seen WORLD COMBO play… He’s mediocre. There’s no way the rank he has is legitimate. There was just no way.

yep makes sense to me that he’s a ragequitter. He just doesn’t do anything good with fang from what i’ve seen.

So, off of 1 hit AA up ball or if trap hits an airborn opponent you can follow up with regular lunge. J.Mk also hits, but no reason to use it.

FANG reminding me a little bit of Gouken. Multiple fireball trajectories, decent but slow-ish pokes + a powerful sweep, a lunging anti-fireball move, and the ability to switch from defense to offense at the drop of a hat. On the other hand, they both crumble under pressure and have godawful confirms from light normals.

Now where’s my godamn parry.

It seems you can cr.LK while his shots are about to hit the opponent and get a combo from that. Hard to set up, but cool.

Also, his df.HP and st.HP do fairly good chip for their start up. Make 'em block a few of those to add some more power to your combos.
-(from point blank) cr.LP, cr.LP, st.MP, df.HP
-(max range) st.MP, df.HP
-st.HP xx LK Bomb (safe against most meterless attacks)

Hmmm explains why a lot of nobody’s be at the top over people like Daigo and such. Abusing ragequit to rack up wins in league. Hopefully Capcoms so called anti-rage quit system kicks in. There is just no room for that and takes away from the talent of the real players that work hard for their wins.

yeah so if crush counter sweep > do lp upballs u can get 2mk > 2mp to combo too but hard to land on good players
instead u can do 2mk > any dash and still at plus advantage to setup throw > stlp counter hit against 3f jab
in corner after lk ryobenda if they quickstand u can for it too