Guys, relax, there’s probably a lot more stuff. That’s just one of the changes people noticed.
Have to say I’m not fan of the idea of no charge time on specials.
I would personally consider the benefits negligible. I think it’s rare that you’re caught without charge when you playing a charge character as it’s something you’re always thinking about/prepping for. I’d sooner take a boxer change like making one of his moves DP/FB
I also think you have the negative (due to SFs buffer in performing moves) that you’ll get caught doing special moves instead of normals.
I think making his VT 3 bars and make it infinite like Necalli’s could be interesting. In this instance you have the choice of retaining VF for reversals vs the ability to always poison in close quarters.
I’d also like to see them do something interesting with EX poison balls similar to Urien’s FB, where the 2 strengths would determine a different trajectory of the balls.
Was this no charge v-trigger in addition to causing poison like it currently is?
Can’t wait to see what else they’ve buffed on him.
Xian is not sure yet , but am worried. I Love St.HK so don’t want it to be nerfed.
Depends if they’ve given him a 3 frame normal, he does say crlk is faster
It would be a massive utility gone if everything stays the same but it’s even on block
There would be literally no reason to ever do sHK outside of jump in combos if that’s the case…
Fuck and Xian said it…so probably true lol
Getting tired of Capcom design idea that if you give an improvement no matter how random/pointless/irrelevant to their actual problems, you have to take something else away.
Hi, Ive started picking up FANG and im losing… hard T,T. Hope you guys can check my replays and give me some feedback about my gameplay thanks!
ID: NAWTDABEEZ
I really don’t see any reason to use cr.LP instead of cr.LK. Sure it’s 1f slower, but it has better range and links into cr.MP>LP Sotoja on CH, while cr.LP links into…
It’s not a good idea to start a character right before a balance patch, you’ll get some bad habits. Once the patch is out (20 december) make some new matches, I’ll watch your replays and give some advice.
Some buff to his escape options would be good for him. Like something to stop people from punishing his V-Reversal so easily or giving his EX Command Dash full invincibility. I think FANG is already a decent, unexplored character with a unique play style, but the punishment for mistakes is a little too much. That nerf to grey damage recovery is a stealth buff to FANG considering how much he can rack up.
I made the suggestion in the general thread so I’m going to say it here. I think it would be a cool buff if poison stopped the stun gauge while poison is activate.
FANG frame data changes in S2:
- st. LP is +3 oB and +6 oH (was +2/+5)
- st. LK is +3 oB and +5 oH (was +2/+4)
- st. HK is +7 oH (was +6). comboes into st. MP
- cr. MP is 7f (was 6f)
- cr. HP is +6 oH (was +8)
- cr. MK is 8f (was 7f), +3 oB and +5 oH (was +2/+4). comboes into cr. LK
- both st. LK and st. MK might be 6f now (were 5f), as you can’t combo from cr. MK
- df+HP is 0 oH (was -2)
- Senpukuga is +6 oH (was +5)
- EX Nishikyu is +3 oH and -1 oB (was +2/-2)
- H Ryobenda is -4 oH and -13 oB (was -1/-10)
Can respect that essentially makes him worse lol…
Will hope this isn’t final changes but jeez…
Thanks for the info, been tough waiting to hear any word on fang.
Trying to parcel what those buffs will even mean. st.lp being +6 oH instead of 5 might just be to keep it linking into st.mk if that got slowed down 1 frame. Same with st.hk, and the attack out of coward crouch.
I’d call that a slight nerf to cr.mk to make it less trappy but that’s probably good long term as it’s an annoying move to deal with as an opponent. And nerf to cr.mp sucks but is also understandable due to how hard it outranges everyone else’s mediums. 7f startup also prevents it from linking after st.lp or coward crouch kicks.
Slight buff to ex upballs is good, it’ll be better for setups now. Slight buff to df+hp is cool but wouldn’t change too much.
Don’t know why the needed to nerf heavy poison carpet? But it being -13 on block now will mean people that block this point blank (somehow) will get to crush counter fang right?
Does anyone see new link opportunities here? Hoping fang has a few more buffs in the pipeline here, these don’t seem like enough to change anything.
Does the change to fang’s v-trigger also add/change juggle properties during the time it’s active? Maybe something similar to the way Bison’s trigger works.
That would explain why they added it at all.
Maybe we can do st.hp xx upballs xx sotoja -OR- st.hp xx sotoja xx upballs in trigger now?
What the heck? Are you sure? A lot of these seem like crippling nerfs. Why’d they make so many of his normals slower? His cr. MK is even worse as an anti air now that it’s slower.
Can’t say that I like these changes…Maybe there is something else for him, maybe a faster walkspeed or better damage. This looks bleak for our guy since he got nothing new for us to use and what he has is slower now :(. The biggest buff is that we can now go from st.light counter hit to st.hp, there is also a buff to his V-reversal and Senpukuga tracking from what is shared in discord.
I dont see crippling nerfs tbh,the increased startup on some normals is clearly to compensate for the buffs hes getting and to keep his pressure within sfv boundaries.
Assuming that sthp stayed at 8f startup and that the universal changes to white life and dps help fang (preeeeeetty sure they will) he ends up buffed imo and he gets some cool new stuff to play with
Stlp and coward crouch +6 oH means sthp link on counterhit,stlk +5 oH means stmp link on ch as well,all of which indirectly buff his damage and apply poison in more practical situations than now. Poison interaction with white life will help elevate his dmg output from trash tier too
Overheads being universally -6 on block now (xcept chun,ibuki and ken)means he can actually punish some of them now and not just get a derp jab punish
Stlp and stlk being +3 on block is big,if pushback stays the same fang doesnt need to walk forward to throw someone from point blank after these 2 normals,meaning even chars with a 3f normal have to take the hit/throw mixup after them and stmp will beat pretty much everything after spaced stlk. Mp sotoja kd>hk dash>stlp will be a +4 on block,LIGHT meaty on backroll,leaving you point blank lol (it hits on the 2nd active frame).
Crmk confirms get a little better with stmp link on counter hit and +5 on normal hit and this normal and stlp is probably why he got the increased startup on his crmk,stlk,crmp, but they made it +3oB as well and Considering its a 2hit,slide-cancellable,+3 oB normal,which sounds like a rly fkn good button to use as a meaty to me,i think it offsets the startup nerf
Sthk buff is meh,df+hp buff is meh,ex nishikyu buff looks promising but prolly meh,hk ryobenda nerf means he probably loses some double slide setups but he can use his mk ryubenda ones so meh
Charge change in vt sounds like max range stmp>lp upballs will be a bitch to deal with some chars and it will help him in fireball wars too
In theory and on paper his changes sound interesting at least,ofc its way too early to tell and theory isnt gameplay but i dont see the whole he got the deejay treatment argument. Like in a game where dps will cost meter he gets to stay in your face at +3 with 3 different buttons lol. His neutral got worse yes but his pressure game got better me thinks,capitalizing on white life with throws after the +3 situations sounds like how he will be supposed to be played
Guess we will have to wait and see
Does st.lp or st.lk > LK Ryobenda combo? Wondering if they gave those more hitstun or dropped a recovery frame for the new hit/block data.
Here are the reddit changes guys:
Oh my god, these “buff’s” are a fucking insult.
At least his V-Reversal isn’t a complete waste of meter. Too bad they felt everything else of his needed a nerf, and that poison was fine being the laughing stock of SFV.