I didn’t even notice haha.
Anyway, the reason for that is because the 2nd hit of j.HK is not an ovehread. If the first part of it reached, she would have had to block it high.
I didn’t even notice haha.
Anyway, the reason for that is because the 2nd hit of j.HK is not an ovehread. If the first part of it reached, she would have had to block it high.
Yeah, I assumed so. Weird stuff.
I think you should use VSkill more, throw it out there when you have a good range, Hold your ground for the EX Lunge against birdie, but if he jumps, free AA.
Also you should try to watch for CH Cr Mk, You did get A LOT of them in the first round, If you can pick up on that, CH Cr.Mk -> Cr.MP -> LP Sotoja.
You should also try to learn a few CC set ups, and CR HK is a bad habit of mine also, and Its something that’s gotta go haha
Good match overall! just my 2 cents
Even cornered I like to push allot of crmk hit or not. Not really looking to combo just to make enough space to then push dfhp. It pushes them to a range that makes them want to jump back in or dp lol. Then I command dash out and set up.
Just a thought…does Fang have a small timing/highlow mixup between j.MK and j.HP? Since j.MK is 2 hits. Probably have to do the jumpin very late to mixup with it though.
Check to see if both hits of j.mk are overhead or not first, apparently only the first hit of j.hk is so it might be the same with j.mk too.
@“Da Knut” f.throw is 14f, b.throw is 13f on quick rise. no quick rise is 73f and 72f respectively.
btw is soltis here? dude hit me with a combo that had jab into c.mp in the middle. i later tested that if jab is spaced right, it hits meaty and gives you +6 but i can’t figure out how to set it up and combo into it. i was stupid and didn’t save the replay so idk if it’s even still there but i know what i saw! I NEED TO KNOW! if there’s a consistent way to get s.lp, c.mp non counter hit that could be a huge game changer.
very meaty st. lp is comboable into cr. mp is what you are suggesting? you got that vid lol?
Are you sure it was in the middle of a combo?
Cause on hit Point blank coward kick>stlp>stlk>stlp makes the second stlp hit on the 3rd active frame which is why it wont link after stlk,but after it you can link crmp and even stmp without counter hit and sthp on counterhit.
Hope that helps anyway
i’m possitive. i fucked up and got hit by c.mk and then he just hit me with this long ass combo into ex ryobenda. i’m starting to question if that was just luck and he wanted to end safely or he really knew that would happen. i regret not saving the replay but it’s all i been thinking about for days.
i know it’s possible to get it on chun but not in the middle of a combo
but yeah i can confirm that it’s possible to link meaty lp > 2 mp without counter hit
i think after lp sotoja > you do lk dash if she quickrise stlp will hit meaty (difficult = impratical)
edit :
so after ex sotoja > mk dash , lp > 2mp links (lp > lp > 2mp is possible but hard distance dependent)
if she backroll you can do hk dash > 2lk or lk > 2mp link without counter hit
hope it helps
Is there any semblance of logic to anti-airing with FANG? I mean fucking seriously, all of his “anti-airs” are fucking horse shit, and trying to find any consistency to it is only making his glaring flaws more obvious. His cr.HP has dogshit range and loses to almost anything that isn’t a cross up, his st.MK isn’t an anti-air until the second hit which deals no damage, and st.LP is basically the second hit of st.MK with even worse priority. I get that he has to “choose” his anti-airs carefully like Dhalsim, but the gray areas seem way more of an issue for FANG because most jumps are pretty ambiguous as to where exactly he’s supposed to use each normal, even going down to details like character-specific jump arcs in situations where most of the cast doesn’t have to weigh decisions that hard. Even if you manage to get the right anti-air 90% of the time, a jump in combo will out damage anything you can do. Then, more specific to FANG, you have to deal with having no practical reversal options as the match begins to spiral out of control.
Then we get some of the fun perks of playing FANG:
-Trying to V-Reversal but you do EX Lunge instead, leading to a counter hit combo into death
-Trying to do a late cr.HP anti-air, but you were downbacking so the cross up gives you a df.HP, which is probably the last thing you want in that situation
-When you try to end a string with LK Ryobenda and get any version of Sotoja
-When you try to Nishikyu but the projectiles were just barely still on screen/you didn’t charge quite enough, so you do an neutral jump punch with is super easy to punish because of FANG’s floaty jumps
-The Ryobenda traps have deceptively small hitboxes that certain very annoying normals (looking at R.Mika’s st.HK) can hit you before they interact with the trap
-You can’t do any combos from an anti-air cr.HP because you were either A) crossed up and FANG will not auto correct on a cancel or B) you weren’t crossed up but the first hit of cr.HP actually moves them closer to you, which makes any special cancels whiff
Seriously, is there any rhyme or reason to anti-airing as FANG? I’m honestly considering switching to another character (either Rashid or someone braindead like Nash, pun intended) until Capcom fixes this shit. It feels like there is no real way for FANG to make people respect his anti-airs, which he needs in order to set up his ground game.
Is there any semblance of logic to anti-airing with FANG? I mean fucking seriously, all of his “anti-airs” are fucking horse shit, and trying to find any consistency to it is only making his glaring flaws more obvious. His cr.HP has dogshit range and loses to almost anything that isn’t a cross up, his st.MK isn’t an anti-air until the second hit which deals no damage, and st.LP is basically the second hit of st.MK with even worse priority. I get that he has to “choose” his anti-airs carefully like Dhalsim, but the gray areas seem way more of an issue for FANG because most jumps are pretty ambiguous as to where exactly he’s supposed to use each normal, even going down to details like character-specific jump arcs in situations where most of the cast doesn’t have to weigh decisions that hard. Even if you manage to get the right anti-air 90% of the time, a jump in combo will out damage anything you can do. Then, more specific to FANG, you have to deal with having no practical reversal options as the match begins to spiral out of control.
Then we get some of the fun perks of playing FANG:
-Trying to V-Reversal but you do EX Lunge instead, leading to a counter hit combo into death
-Trying to do a late cr.HP anti-air, but you were downbacking so the cross up gives you a df.HP, which is probably the last thing you want in that situation
-When you try to end a string with LK Ryobenda and get any version of Sotoja
-When you try to Nishikyu but the projectiles were just barely still on screen/you didn’t charge quite enough, so you do an neutral jump punch with is super easy to punish because of FANG’s floaty jumps
-The Ryobenda traps have deceptively small hitboxes that certain very annoying normals (looking at R.Mika’s st.HK) can hit you before they interact with the trap
-You can’t do any combos from an anti-air cr.HP because you were either A) crossed up and FANG will not auto correct on a cancel or B) you weren’t crossed up but the first hit of cr.HP actually moves them closer to you, which makes any special cancels whiffSeriously, is there any rhyme or reason to anti-airing as FANG? I’m honestly considering switching to another character (either Rashid or someone braindead like Nash, pun intended) until Capcom fixes this shit. It feels like there is no real way for FANG to make people respect his anti-airs, which he needs in order to set up his ground game.
Honestly this is all just Personal Execution problems. Fang has great Anti Airs… and Yeah they’re situational, knowing when to hit them against characters is always an issue, and OFC a jump in combo will out damage Anything you can do if they land it, having troubles just go air to air, Jump Back MP, Jump LP.
for AAing, my advice to you would be stop caring so much about charging specials. i say this because you do need to position yourself properly to get the most out of his AAs and sometimes that means walking into a better spot for you. being too rigid makes it easy for your opponent to pick the right spot to jump and make life hard but as you get more familiar with his AAs you don’t have to think about it so much. if you do insist on holding charge, then try and predict the jump with l/m.nishikyu.
at first i thought all his AAs were shit too, but they’re actually pretty solid.
You made the same skewed assumptions nearly a week ago. At this point you can only blame the character so much…
Get comfortable with charge buffering. Traps only require 40 frames of charge. And even then it’s only a perk of c.hp. You can also take advantage of the reset it provides with or without cancelling the second hit into slide.
So I just began picking up F.A.N.G. 2 days ago, and he just clicked for me. He is so much fun! I just have some newbie questions: Does he not have an overhead? What is his command crouch good for? What’s his best grounded poke?
Coward Crouch goes under fireballs, it can be cancelled into Fireball, and you can use the Kick followup which will leave you at +2 on block.
As for Grounded Poke, it’s very situational. St.MP is really good for keeping people back, Cr.Mp Is good for poking / confirming, DF+HP is a nice poke though it has long startup
He doesn’t have an overhead, but if you do j.MK immediately it can function like an instant one. Great for finishing people off after your poison has gotten them down to nothing.
So I just began picking up F.A.N.G. 2 days ago, and he just clicked for me. He is so much fun! I just have some newbie questions: Does he not have an overhead? What is his command crouch good for? What’s his best grounded poke?
welcome to the low tier world i hope you enjoy your journey with us