Bison is not a bad match for fang at all, I can almost say i enjoy it.
How do you guys handle your wake up options? I find myself mashing jab/throw a lot even though I know it doesn’t really work.
Block, throw, and ex dash are your best options. Mashing jab will get blown up by proper meaties, most people have started timing those right. Super is a good option, but expensive, but even on block it’s pretty safe since even if their character can punish they probably haven’t went into the lab and figured out how yet.
Just saw FANG’s alt 15 color. Give it to me NOW!!!
Default costume pink is my new favourite.
So, is it best to end combos in the corner with lk Ryobenda? I’ve noticed SonicFox does it. It seems to give you enough time and space to put down a cloud.
it allows you to plant a cloud and avoid most reversal options mainly. It’s the safest option, but on the flip side planting cloud after lunge lets you do some more ambiguous stuff since you’re a good deal closer. Both are valid, just depends on the character and how the opponent is conditioned.
On this website, Fang has a third costume: http://i0.wp.com/shoryuken.com/wp-content/uploads/2016/04/fang-colors.jpg
Anyone know how to unlock that costume? thx.
you buy it.
It will be his premium costume once Zenny is functional.
I really feel Fang needs a safe on hit light to special conversion, even if it require ex-meter. I would love it if ex.Sotoja or light Sotoja can be comboed off a light attack.
St.LP>st.mk>LP/ex ryobenda(or sotoja) works, ex is plus 2 on block. LP ryobenda is hard to punish/safe since you’re pushed away a bit, I haven’t punished really as I use it end block strings. Mp ryobenda is good after block strings if you’re far enough for them not to block it so you have a wall between you and the opponent.
But it only works point blank tho, I what I meant is as a go to punish against moves that are -4 , currently, he doesn’t get anything other than one light attack. If I could do cr.lp or st.lp into at least ex.Sotoja I could have shifted momentum and punished unsafe moves such as Alex elbow or badly spaced Bison SK. Right now I feel like I just go for cr.mp to counter hit anything they do but I would like a legit punish. Can’t see why not even one Sotoja combo from lights.
Yeah Fang not having a really reliable cancel or link off a lk or lp is really annoying. It hurts his damage output even more because he doesn’t really get much from moves that are -4 or -5 unless he’s basically inside them so he can connect a st.mk.
I think that might be a fair buff, let him cancel lp into lp Sotoja and mp into mp Sotoja. Would that be to much?
Capcom is trying to lower the damage from light openers, and I approve it. No more of that SF4 BS where everyone spammed jabs because it always converted in a full combo.
What F.A.N.G is really missing is a medium-medium link - for example, make st.MP +6 on hit so it links with cr.MP. It adds some damage (which F.A.N.G desperately lacks) and gives time to confirm into a special. Cr.MP into LP Sotoja is so unsafe that it’s a leap of fate.
All Fangs medium links require counter hit, and the long range combos off of light attacks also require CH. Welcome to the life of a zoner folks, gotta earn that damage…even if everyone else just gets it for free…
Ok, I have spent a too much time trying to find something. There was a video posted on these forums about wake up techniques for fang against dhalsim. Is was all about back throw to standing rh and then additional followups to mess with dhalsims teleport. Anyone remember where that stupid video is? Thank you!
Well, with the Guile details being dropped today, it might be worth looking at how his tools may compare to FANG’s. Interestingly, his spider chart has him at 4 range, not 5 like FANG, so FANG is intended to have a farther effective range than Guile. But, one of Guile’s biggest changes could be a problem for FANG: if Guile throws a Sonic Boom through the area of his V-Skill, it “gains durability”. I think it just becomes 2 hits, but this has a strange interaction with FANG: It will be able to plow through his MK/HK Ryobenda! Depending on Sonic Boom’s recovery, slide may not be a good way past it in his fight. I also have to find out how high the hitbox of his V-Skill extends, as it may block one hit of Nishikyu for him. Flash Kick is a reversal with no horizontal directional input, so our typical cross ups won’t work on him.
Range is taking into account Fangs footsie normals as well I guess.
He has to plant vskill before he gets that property, so in theory it can be telegraphed. This matchup is going to be fun!
I notice sonicfox ended block strings with ex nishikyu. Is it continue pressure at the cost of a bar?