But he does almost no damage from them (st.LP, one hit of stand/crouch MK, cr.HP is better but you can’t consistently get specials after it as an AA) compared to how much damage and advantage the opponent gets from jumping in. You can AA someone with st.MK 14 times in a row, but one clean jump in puts you back at even or worse. While this is almost a systemic problem, FANG suffers pretty hard because his reversals are so bad and the match can spiral out of control because you used st.MK instead of cr.HP in an otherwise perfect round.
Getting substantial damage off an AA in this game for free isn’t really a thing, barring some cases like if Karin is on point with AA JFTenko. You could make the case for chun or Nash with vgauge and some stock but that’s not something they can do every single time due to resources.
If you’re landing st.mk 14 times in a match you can definitely telegraph their jumps which makes using c.hp with charge brain dead easy.
You’re argument stands for everyone. A clean jumpin combo is pretty much always going to outweigh an AA.
This is a problem every character has in the game, ANYBODY misses a anti air and you are have a serious problem.
You don’t need to get massive damage anti airs , ita free damage every time they try and jump at you. You practice and you’ll get a feel of what button to use when, if you can’t figure it out then just block and v reversal out. His anti air options are top class
I personally think the ability to play F.A.N.G and win consistently comes down to your ability to tech throws and knowing the correct anti air at any given moment.
I played Dee Jay in SF4 and he was very similar to F.A.N.G in that depending on the distance your opponent jumped in from, you had to be ready with a different normal to back them up. For me it’s not so much about the damage, I just want them to feel like jumping is always a bad idea and stay on the ground. Once you get them to do that then you can poke away at them getting all that grey life and then just go for a trade on a lp after a cr.mk to cash in.
hey bud, looked at your match…I felt like you over committed to many unsafe moves: jumping attacks, sweep, and lunge. you were very lucky that he wasn’t punishing all those moves. jumping/crossing up often didn’t end well, birdie has some really good anti air options. Every time he AA’d, you were force to play upclose against his normals.
You did some very well placed coward crouch kicks. dope!
perhaps use st.lp instead of cr. lp more often. you can counterhit combo off of St.LP. It will also hit bull revenger(aerial comand throw). I saw that cr. jab whiff which i will keep in mind myself…
good corner pressure, but you could tell he was on tilt. Perhaps you knew he wanted to press buttons, and you went for those lunges. However, those are still highly unsafe on block,(he did block some) and a good player with some composure can punish those. (could have comboed into bull heads)
regarding optimal stun combo, you could have done a nuetral jump hp, into your st.hp XX lunge to close the round. You let him live and he ALMOST came back lol
careful of ex bullhead on quick rise, he caught you while you were building your wall…
overall, it was a close match, and I like how you cameback, but there is a lot of habits that may not be favorable for you in this matchup. Of course, I am not a saint fang player myself, but these are some things I have noticed that could improve your play. Good luck man, and fuck I want to go to some casuals now
Thanks. I’ve even noticed my overcommitment to those things, but it only clicks in hindsight. I basically use cr.HK as my go-to low like it was a shoto cr.MK, even though that is stupid and tends to end poorly when they catch on. I also default to jumping HK crossups when someone starts quick rising a lot because the other options aren’t second nature to me yet.
And coward crouch feels MADE for the Birdie match up. Bait and punish a few of his pokes with that, and you will scare a Birdie pretty good.