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

FANG is actually a lot of fun once you get someone to play a ground game with you. It just pisses me off that Ken/Nash/Ryu can just jump around and even the “optimal” strategy is a ticking time bomb until they eventually land a hit into knockdown or get discouraged at taking the minimal damage from anything other than cr.HP.

But I’ll play along. How do these cr.HP resets I keep hearing about work? That seems a lot more usable against idiots jumping around all the damn time than setting up antics after a back throw or sweep.

Until vanilla sagats f.RH x2, Ultra magically apparates into the game your argument about ticking time bombs stands for almost every single defending character in this particular situation.

In your first blurb you complain about these players jumping around until they land a hit, then you detract the validity of a reset because it might only be good on ‘idiots jumping around’. Which is it?

Off of second hit c.hp you can cancel into slide you can get an immediate left right mixup or rh slide to technically reset neutral and change sides. If you’re unsure about properly timing s.rh to beat jabs you can use c.mk for frame traps/confirm or c.lk for low confirm. Or omit the slide for more time/to bait/whatever.

fang’s hitboxes.

c.lk is lowkey pretty dope.

I’m not saying that this only works on idiots; I’m saying actually getting a reset from an anti-air seems useful in situations where people aren’t staying grounded.

Cool, the options there. Basically if you’re desperate for breathing room you can also cancel the first hit into slide since it causes knockdown. Or go for setups with mk/HK trap or confirmed damage with light trap (or technically lunge which also hits off of the first hit in this scenario). Or try to get them close to stun if you have 2 bars. All that on top of the reset potential if you resort to cancelling the 2nd hit. It can be dirty.

@Rhyllis dude, i really gotta thank you. watching your replays has def taught me a lot of stuff and helped me fill the holes in my gameplay. you da real MVP!
you on twitter by any chance?

I’m really glad to hear that :). Thanks for the kind words.

I’m not on Twitter (yet), but maybe someday.

Another scrub question. How do y’all beat lp mashers as FANG? Throws lose, his jab is 4f, and he doesn’t have a dp to beat it. I feel so shut down by lp spammers. Pathetic, I know.

just block. they’ll eventually get pushed out. every character at most only gets about 2-3 light buttons before they have to try and come back in or press a heavier attack (which means they’re also not in range to throw so you don’t have to worry about that too much). be aware if they stagger their jabs, they sacrifice a bit of their frame advantage so if you notice they tend to do that you can challenge w/ s.lp or just get outta there w/ a backdash (if you’re not already in the corner).

@cliffeside

Point blank sthp blocked,counter hit crmk >stlp>crmp>whatever works both midscreen and in the corner probably what you got hit with. Stjab hits on 3rd active frame (you can link stmp instead of crmp too) which is why you need the crmk to counterhit otherwise the jab wont link.

cool. imma mess around with this later. thanks.

You know, if they never buff st.hk on block to anything better than +1, I blame SonicFox. Would be hilariously braindead pressure that would get everything else in his moveset nerfed.

I just dont like how i have to work SO MUCH HARDER to win than every other character in the game. Like you can work hard and do your +s and footsie game. but 2 heavys will even the game up, ALWAYS. I dont get why he has to be this weak, poison or not.

World_Combo back as the number 1 player on CFN. Fang Gang!

Don’t celebrate too hard, his FANG is still mediocre. Unsafe sweeps EVERYWHERE, I’m pretty sure he just found another way to cheat.

His damage is way, way, way too low. They need to bring his health/stun to 1000, and make his poison do twice as much damage (or at least 80 damage) within the 8 seconds it’s active. As it is now, it’s pathetic. There needs to be a reason to apply it to opponents, they need to be afraid of it. That’s the whole design of his character, and if they aren’t afraid, then he isn’t working.

I would actually prefer if they kept base poison damage the same, but made white life slowly eat away and stun not go down/decrease slower during poison. Instead of just poisoning them, you now turn blocked normals (which the opponent may do a lot of vs FANG) into real damage instantly and can rack up stun to make up for low base damage. The stun change also helps zoning, as they could come in with half the bar already filled and not recovering.

I can agree with the white life suggestion,but the stun suggestion is way too much imo,seeing he gets 666 stun with 2 bars and vt after a cc or 561 with 2 bars and no vt after sthk already. They would have to seriously tone down his stun output,even nerf other things too for compensation. Yes he needs a damage buff, but a zoner that gets sf4 makoto stun output with meter AND the huge benefit of the stun meter not going down wouldnt be exactly fair. Not that i wouldnt welcome such a buff of course lol but lets be real,vtrigger fang cornering you is gonna be retarded

He may be cheating, I haven’t looked at his replays. If he has lost matches as well as wins I’d say he is just playing non stop and grinding, if he just has wins however then surely he is cheating. His FANG is very suspect, but ever since he perfected Nuki in a match idk what to think, fluke perhaps.

Backthrow into another backthrow on quickrise is quite difficult to pulloff consistently against characters with cr. 3-frame jabs. I cannot get the timing down consistently without getting counter-hit now and again :skull:

idk if any of you guys have

if your opponent has no real health left to give to the poison it starts draining white life. another reason why late game VT is fucking amazing. also fang might not do a lot of damage but his stun output is pretty high so i don’t think that’s necessary.