I find the Chun matchup rather hard but I do think Cammy is the worst matchup. Her ability to make most of the trap and fireball game useless along with her very strong mid range buttons makes the range at which you want to play very hard to determine and stay in.

Ya, Cammy feels like the absolute worse to me. Meterless reversals on her kill me every time.

I played a local tourny (41 people) and got beat by two ken players. Both matches were extremely close but I get very hesitant against Ken and really wonder how to approach the matchup. I took far to many DP into v trigger into DP’s when trying to pressure him while hes on low life. It really made me play too scared and struggle to close the match out. Anyone have any tips and general strategy I should be using against Ken?

DP into V-Trigger on block is -5. You can mash out a throw and be confident that, unless he techs, he can’t do anything. Or do s.LP, s.MK, MP Sotoja to punish it properly like a good player would! I keep mashing throw because I’m a scrub :(.

Ken’s EX dive kicks are a real bother to a lot of the cast, but FANG deals with them better than most. cr.HP lowers our hitbox and hits far enough behind us to deal with them at most ranges. Plus Nishikyu can pop him out of there if he tries it. He can’t really threaten behind the Ryobenda without meter, so usually if you’re trying to keep that up he’ll approach from the air.

Ken doesn’t have a 3 frame normal, so s.HK can abuse him pretty well, and our +2 on block moves become that much nicer as well. He does have a DP, and 3 frame specials, so there’s still risk. However if he uses L Tatsu (3 frames) to trade, we can punish on block.

Ken is great at using the shimmy, so prepare to be stubborn and not tech sometimes. You’ll eat more damage and stun if you guess wrong on the throw and he punishes with a shimmy combo. It’ll take a lot of throws to kill FANG, but only 2-3 combos before we’re stunned and killed.

I feel I repeat a lot of similar stuff when giving advice vs characters, haha. Hopefully some of it is helpful though!

Thanks for the advice, I religiously watch your youtube to help refine my own play.

I was getting shimmied and v skill canceled into throw over and over. I think I just need to hammer out the range of that mp and his target combo better. How negative is Ken when he cancels something like cr.MP into v skill? I was having a hard time reacting with jab or punishing it and just found teching to be the best answer eventually.

Ken is in counter hit state during his runs and a lot of Kens like to hit buttons after, which gives more time to counter hit him. If he’s run happy try to react with st.hp or cr.mk, both allow you to confirm the counter hit. I think cr.mp>v skill is -7 on block but I’m not sure.

Ran a few sets against juri last night. Thing that stuck out the most so far was her v-skill beats his zoning pretty well. That and having 3 frame moves made sHK w.e…

Yeah, I was looking into the properties of her V-Skill. Seems like a pretty solid answer to deal with FANG’s zoning, which is a pretty crucial aspect of his when combatting 3-Frame characters.

I read the V-Skill is at least -5 on block, so hopefully we can throw it to punish if nothing else? I worried that we wouldn’t be able to get charge in time for other punishes, but I haven’t went into the lab yet to figure things out. Just reading/studying data right now.

I read its -10(unless it’s space dependent)… From what I noticed it’s pretty awkward to punish with anything meaningful though, sLPxsMK didnt hit right to combo afterwards. Punishing might change once I’m more used to the MU…

If it’s -10, the blockstun and generous time to cancel should probably mean we can do s.HP > HP Sotoja to punish it consistently.

I can’t tell if Juri’s v-skill is going to be a big issue or not. If they do it timed correctly it blows up any real zoning you put down however I’m not completely sure it goes through traps always. I feel like if your close enough to an active trap she might get hit because she has a hitbox briefly in front of you. Also you can pretty much always punish (if you block it) with s.HP cancel into HP Sotoja, so you can make it hurt pretty bad.

I think this matchup seems somewhat rough once people figure out how to play her a bit better. One thing I’ve noticed is every Juri pretty much opens the round by starting to charge up her different kicks. Be aware they pretty desperately want to charge those so look for patterns in when they are looking to charge that and the V-Skill. I caught a lot of backdashes out of charging V-Skill by jumping in pretty early in the round when they were more concentrated on building charges. Pressuring her seems to work better than trying to play to long range of a game but that could just be a day 2 Juri thing.

The juri v skill that goes behind u can be blocked, and in that time u can get a full sotoja charge, even though u get crossed up. So far juri is easy to kill, waiting to fight a really good one. Destroyed some decent ones though, had solid bnbs and they could do v trigg combos, but so far i bashed almost all fairly convincingly.

This is what I do against Cammy in a set.

Lose set one with F. A. N. G and switch to Ryu. By now they think you’re trash.

Throw someone fireballs and let the first spin punch hit you for the punish while she doesn’t have v trigger. Now they really think your trash. Bait another and parry it for a full s. Mp, c. Hp xx whatever punish. Now they won’t to it so often. Win.

Third game you’re stuck with Ryu, do your best because if you were F. A. N. G you would lose anyway.

I honestly haven’t been having too many issues against cammy.

I stay at 3/4 screen away and throw a combination of lp upballs, vskill, and ryobenda. She can’t too easily bypass any of those. If she comes in closer, that means she is looking for either a spin knuckle or a dive kick. Cr. mk beats both, and if you hit her out of her spin knuckle, you can confirm into a cr. mp -> lp sotoja. She is exceptionally frail too, so it doesn’t take long for her to get stunned either. After a knockdown you can go for the fanglock, or continue your zoning game.

Didn’t know about the ch c. Mk into c. Mp sotoja. Word.

How does everyone feel about anti-airing Cammy? I feel like blocking ex dive kick is better than risking trying to aa her. I know coward crouch can bee used to low profile and aa but it’s hard to time. I’m unsure how to approach this matchup, it feels like she can make low risk/high reward decisions from any range.

I feel like Cammy’s dive kicks really require the FANG player to be familair with all the anti air options he has, but I usually try to use cr.MK the most.

That is even if I want to bother. Most of the time, I’d rather just V-Reversal and not risk it trading/losing. I wish they were a little bit easier to deal with, but I suppose she’s pretty reliant on them…

Ive stopped trying to contest the ex dive,really not worth it imo.I just vreversal if im cornered,midscreen at even life or at a slight deficit i mostly just block and take the throw if need be. There is a certain range where lk ryobenda will beat/whiff punish it but thats the range where cammy can blow it up on reaction with ex sa as well so yeah.Nevermind that without traps/upballs cammy wont let you stay in that range.
Stmk antiairing on the first hit would make this match a little less miserable but with fangs current tools/anti airs he kinda has to hold that.

I’ve learned some set-ups and am comfortable with his buttons so now I’m looking for general game-plans against the cast.
What should my mindset be going into each match-up?

Typically you’ll want to play the long range game to start. Tag them with V-skill, set up cloud, try and hit them with poison and safely poke/anti air. See how they deal with getting in. You might as well get as much damage as you can from the range FANG can fight at where some others cannot.

If you’re against 4 Framers, like Nash, Bison, etc. You’ll want to look for opportunities to get in and STAY in (landing Sotoja is a good cue that it’s time to start the pressure). FANG’s offense is strong on the 4 frame cast due to st.HK being a proper frame trap against them. There are some exceptions, such as Ken/Guile/Urien who have reversals, but you can’t let that intimidate you too much. FANG probably won’t win unless he goes in.

Other than that, it really depends on the character and the person you’re up against. You’re going to fight Ryu differently than Chun, etc. Some match ups require a strong focus on footsies/specials (Gief), some require more patience/less risk (R. Mika), some you need to be comfortable under pressure because there’s little you can do to keep them out (Cammy), and some you have to fight completely differently from the rest of the cast (Dhalsim).

I’m sure everyone has different opinions on match ups and how to handle them. I’ve detailed everyone to some degree (except Urien) on Page 3 of this topic for at least an idea on how I view each opponent/their strengths and weaknesses. Feel free to take a look if you’d like. I’m too lazy to copy/paste :D.