Yes, the delay works wonders in fireball wars. IMO the coward crouch follow up kick is FANG’s best attack. It leaves him +2 with an easy combo follow up on hit which is also a natural frame trap and even beats 3 frame jabs thanks to the priority system, not to mention he’s in perfect position to mix in a throw attempt, compared c.MK which only leads to combo on counter, and your follow up options are much more linear when performed at range.
If you want to safely throw it out you need to condition them with frame traps such as c.MK -> c.MP -> l.sotoja on hit or lk.ryobenda on block, then once they get tagged by the crouching MP a couple times, you can throw it out after the c.MK. or any similar frame trap set up. Some unfamiliar players will just sit in block against fang until you do a special move and you can really get some long pressure strings going utilizing light pokes into roundhouse & cowards crouch follow up.
At around 19:45 in this video https://twitch.tv/capcomfighters/v/55563712 Sweet Daddy Goodlo does s.HK, s.MK (one hit) xx LK Ryobenda xx Super. If you do this close to or in the corner (as he does) the final hit of the super should be delayed allowing you to get a nice setup in the corner. Since the patch this does not seem to work. Can someone confirm?
already did that a time ago here’s a list
jhp =>
hp > lk ryobenda > super
(vega ,ryu , ken , karin , cammy , laura ,nash,m.bison,birdie,dhalsim
mk > lk ryobenda > super
(necalli,rashid,r.mika,zangief,chunli)
I’d say Rhyllis and I really doubt there’s anyone higher. If I remember he as around 11k LP and is like super plat. Until World Combo cheats his way to the top and starts posting here. Kappa.
from the start positions(you 1p side) do jump HP > hp or mk(character specific) > lk ryobenda > super
you also have sHk > mk(2 hits) > VTC >2mp > super (i will list on which characters it works later)
also CC hp > hp > vtc > 2mp > super will let you do a reset (like the one in desk’s cmv)
no after lp sotoja > mk dash > stlp is your only option if they normal recovery -_-
Fang is so much fun, I never had as much fun playing a character as I do with him xD, even though he does become frustrating at times but so far am having a blast.
I picked the game 2 days ago and I haven’t played Bison since. I want to be good with Fang, so far am playing rush down style Fang and am having trouble dealing with any character with 3 frame jabs, it just seem they can much their way out of everything. What’s the best frame trap we got to deal with 3 frame moves ?
Welcome to the team!
Sadly, roundhouse (+1) into a 4 frame jab (fangs fastest normal) will always trade with a 3 frame attack if your opponent is in the know. However, c.mk & the cowards crouch follow up kick (seppunga or something) are +2 and can be followed up with s.mk (5 frame start up, which becomes 3 due to the +2 of c.mk) will beat 3 frame jabs cleanly thanks to the priority system.
Oww ;( I would have loved if his roundhouse is +2 or more. I tried to meaty it but it seems there is enough gap between the two hit that they can grab you out of it when one hit whiff.
What the best way to end a block string? His specials are quite punishable , maybe a bit too punishable.
Lk Ryobenda is generally a safe ender unless you’re facing someone with a fast horizontal critical art to punish. But ideally you’d want to do frame traps into a well spaced mk ryobenda (Ex: lp, lk, c.mp xx mk ryobenda when flush, such as after a jump in.) then pressure from there. Cowards crouch kick is a good follow up to that string that leaves you +2 on block as previously stated.
If they empty jump I think at worst they may get into hitstun but land normally. If they’re throwing a normal out it puts them into ch state which makes the cloud launch them.
I notice that when someone jumps into an M/H Ryobenda, they are put in standing hitstun instead of being juggled, which happens when people land on EX Ryobenda.