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

FANG having high-damage anti-airs sounds dope. Dhalsim can CC with his b.HP that covers a ton of air space; 200 from an anti-air that is almost exclusively used to fight crossups is fair since it isn’t super fast like Dhalsim’s st.LP.

I think the most fair change to Fang would be to able to set a new mk/hk ryobenda while one is still out. So the last one would disappear as the new one becomes active. I feel right now smart players just back off when I set one, which is fine sometimes but if I could dash forward and set another one without waiting for the last one to go away I feel like it would force people to either come toward me or get cornered, both if which are good for Fang. I know this a minor change but I would prefer something that improves his game plan instead of just a damage/health buff.

I would love a new damaging special for Fang that doesn’t include poison so we could use it as a raw damage dealer to help elevate his damage issues by giving us the option to choose whether to opt for the poison for a bigger damage potential or just going with raw damage that is aligned with other characters damage. It could be used also as our go to special if we already have the opponent poisoned.

I also strongly support the idea that light Sotoja or ex.Sotoja should be faster in order to combo from lights. I would also add that mp Sotoja should combo from cr.Mp.

Another fun buff is making his V-Trigger increases the durability,duration and damage of all versions of Ryobenda considerably , I think this will improve his V-Trigger quite a bit as it will allow us more time to set up some cool things. They could balance’s it out by making Ryobenda drains V-trigger in order to tame this ability a bit.

See, this is something I’m totally ok with. V’s cast is already disappointingly homogeneous in my eyes, and I feel like FANG went from a potentially unique zoner to just another frame trap machine. Poison should be the crux of his gameplay. It should be a ticking time bomb that scares his opponents into mistakes. Instead it’s basically a combo extender that boosts his damage from ‘bad’ to ‘mediocre.’ Even if that ends up being the most ‘balanced’ option, it’s not something I’m content with.

In my opinion the way to make an interesting cast is to start with a character’s strengths, and then introduce weaknesses to counteract those strengths. With FANG though it seems like Capcom was afraid of his strengths from the start, so they watered down his poison/zoning abilities and gave him some generic frame traps to compensate. And that’s extremely disappointing to me.

-They also need to fix bomb. Better hitbox, longer active time, -2 on block. hk.bomb should allow 2 on screen.
-more time to coward crouch from teleport. coward crouch should autocorrect when crossing over
-more time to cancel upball to ex teleport
-more time to cancel ex upball to normal teleport
-upball more juggleable
-teleport to super
-allow ability to control direction of super and make it safe
-d/f.hp faster
-1st hit of sweep hits, 2nd one is guaranteed
+4 counter hit d.mp

No. We’re already getting away with murder on blocked supers, people who know how to punish it still fuck it up half of the time.

Guys are there any trick to avoid negtive edge consistently ? I seem not able to avoid this issue and I always pay for it dearly since Mp.Sotoja is not combo-able off cr.mp . If anyone could help that would be great.

Mash out lp.

I do actually , but still it seems negative edge takes priority and I get mp more often than not. I would like some trick that makes this issue non-existent and I get the moves I intend, it happens to me also when I attempt Ryopbenda. This issue doesn’t bother me as much with bison since mp combos but with Fang it causes me to lose the match.

When you input mp, don’t release until you are finished with the special move.

Thank you ! this trick is much more consistent , now I only need to train my reflexes.

Also, just don’t hold the button down. Just tapping it won’t give you negative edge.

Love taps are for pussies. When I hit a button, I wanna feel it.

It’s really bumming me out how much neglect and outright hate F.A.N.G is getting from the SF community. Maybe it’s just because I’m a weirdo myself, but F.A.N.G is absolutely one of my favorite characters in the entire franchise. He’s just so fun and satisfying to play! Sure, he’s not top-tier or even close to it, but there are clearly people who are able to use him well enough (here’s looking at you, Rhyllis!).

That’s all. I’m not adding anything meaningful to the F.A.N.G conversation, just venting about how sad it is that we probably won’t see Capcom bringing him back for any future Street Fighter releases.

You’re probably right, I don’t expect he’ll be very popular. On the other hand, being one of the Shadaloo Kings is a pretty big deal, so he may be referenced a lot in the future at least. And he’ll be in June’s story mode, and we’ve got so many more years of SF V. At least he’ll be relevant for a good long while yet!

(Also thanks for the props!)

You guys are talking about future SF’s, when this one has 2 months… oh lawl who cares, enjoy fang as it is right now, he’s the most fun char to play with in the series. There’s a lot of tech that hasn’t been discovered yet for sure, and fang has a lot of plays that he can do. He might be lowtier, but there we have sonicfox, xian and more guys giving excelent results.

I wish they put FANG in 3S instead of Remy. Ryobenda unblockables for days.

This character is pretty bad compared to the rest of the cast but damn, he is fun.

So how do you anti-air Bison and Vega’s air attakcs where they change direction are are coming from a different direction so that when I hit cr. HP I end up doing the long crounching forward attack instead? It’s driving me nuts.

I try hold the stick straight down so as not to accidentally input forward at all, but it never seems to work.

Practice holding straight down would be the easy solution but if you still can’t do it you can try command dashing away to avoid the situation entirely or use jump back mk to anti air