Nash… I can’t deal. He throws a boom and either dashes in or jumps in, even if I stuff him 5 times if he gets in once hes tied the life lead. Feels like I have no options against V-trigger or V-reversal. Against Ryu I feel like I can outclass him full screen, with Nash this isn’t the case. If he has super you pretty much cant zone anymore. Boom recovery is so fast that you cant command dash through them to punish unless you go behind him… I feel the need to rush him down, and while FANG’s pressure is really good it’s hard to sustain because of his movement options. Maybe I’m approaching the matchup the wrong way but any advice against the higher level Nash players would be greatly appreciated.
Nash is really awful, but you can actually punish and deal with all of nash’s vtrigger escape options. Eventhubs had a whole video posted about that. I don’t find it right now but you will find it if you look. If you look at the playlists on CFN of top fangs v top nashes, fangs lose almost every time.
My only real hint/concept to add some hope is I have found that d/f+fp is actually fairly useful in this match and can screw with their sonic boom production/distance. Its been fun finding the timings/positions where df+fp is useful here. Otherwise, its about smart teleport reads, slowly walking towards nash, and knowing how to deal with the gimmics.
Lately, I have been having problems with R. MikA and man do I man PROBLEMS
It’s a match up I struggle with as well. Our damage isn’t very high, so she can really turn things around quick if we mess up once and let her get close.
There’s some obvious stuff, like when she has meter it’s dangerous to use projectiles since she can blow through them. 3 frame jab makes s.HK not as useful, etc etc.
In my opinion, similar to Laura, you’re better off blocking most of the time unless you have a good read on the opponent’s style. Mika’s reward is simply higher from the combo-options she has on wake up, and mid screen one of her throws separates you two (her other throw has to be very close range).
If she scores a knockdown, remember to mix up your wakeup timing! Most Mika players probably assume that you’ll back roll/quick recovery, and the good ones will try to observe what you do. Most players don’t alternate their wake up timings much, but doing so messes with R. Mika setups. It takes a lot of diligence and focus to quickly adjust their plan based on how your opponent recovers, but if you keep doing the same way up option every time, they can auto pilot.
Coward crouch is a powerful tool to deal with R. Mika’s charged kick, but it’s a bit slow and can get you crush countered. If you’re forced to block it, you can V-Reversal pretty safely I think. Alternatively, you can try to use a faster normal to hit the start up instead.
R. Mika’s shoulder attack, if spaced well, will leave her either even or + on block, so you can’t press buttons against it if your opponent knows when to use it. If it looks like it was too close to be safe, jab her.
I find some R. Mika players jump a lot, and may try to abuse the body splash. Luckily, FANG’s c.HP is pretty good at dealing with this I find. Or if the splash misses/you block it, it’s fairly easy to punish I think.
Wish I had more to say! And you may have already know most/all of this, but hopefully someday we’ll all get better at this pairing.
I’m still getting destroyed by high level Mika’s… It’s frustrating as I haven’t come up with a reliable solution as to how to beat her.
So guys, it’s been about 3 months now. What do you consider FANG’s best and worst match ups? I stand by my statement that Nash is FANG’s worst match up, because his pressure is simply too oppressive and easy to set up on FANG. Even blocking won’t help much as dash-throw is hella good with him and a lot of his hit confirms are plus on block. Things get even worse when Nash has VT stocked because he can circumvent your entire zoning game with the press of two buttons and punish you on recovery. The closest thing to an “advantage” for FANG is that Nash needs to use resources to get out of pressure situation, but FANG doesn’t really have that luxury vs Nash.
Mika and Laura are frustrating, but can be dealt with moderately well by understanding what of theirs is unsafe and what is a frame trap. If you treat the armored moves as horizontal DPs that can be punished with st.HP on block, you can almost force them to play actual Street Fighter. A game which, with FANG’s superior range, he wins easily.
Alex is one of the easiest match ups I’ve found, and he might be easier than Zangief/Birdie. The “punish EX moves with st.HP” trick above works on him too, and a Ryobenda/Nishikyu wall is nearly Alex-proof until he gets EX. Coward Crouch allows you to whiff punish his best pokes/CC normals at close/mid range. His lack of a 3f jab lets you steamroll him with Coward Kicks and st.HK. Most damning, and why I think FANG has even more of an advantage than vs Zangief and Birdie, is how easily FANG can shut down Alex’s V-Trigger. The armor only lasts during the start up, so well-placed Ryobendas prevent him from using it beyond parries. I’ve started dropping EX Ryobenda ASAP if he activates; by the time I’m done, much of his VT is already gone.
I think Gief and Birdie are his best matchups, slightly in our favor. I feel good about the Guile matchup, I know he’s new but I think Fang is good at counter zoning.
Worst would be Cammy? Her buttons are good, her plus frames can be rough, she has a meterless reversal (that is super useful against ryobenda mix-ups), once in vtrigger she can punish ryobendas from full screen on reaction, her super blows up everything.
I agree that Cammy can be rough, but she seems kind of linear against FANG. If she doesn’t have meter, Cammy has to deal with FANG’s range and projectiles. EX moves are a pain, but several characters get strong anti-FANG options with meter, Nash being another one.
Does anyone have tips for dealing with Bison’s headstomp? I block it, but generally A )Get hit by the follow up, B )Get hit by a normal after the follow up, or C )Eat a frame trap/throw after blocking for so long. Also, the teleport dive during VT is the bane of my existence, so tips on dealing with that would be much appreciated.
The teleport being the one where he crosses you up, yeah? If so, you can s.LP anti air that 100% of the time and then get free pressure afterwards.
I wish I knew how to fight Zangief as well as some of you seem to. I believe it’s in our favor, I just crumble to the character.
I’d say our hardest match up is either Chun-Li or Cammy. I don’t feel like Nash is that strong against us personally, I’d sooner say it’s even. Then again I got blown up by a Nash recently so maybe I just am blind.
Dhalsim/Birdie are the two match ups I find the easiest, although Birdie’s damage can still make a comeback if you’re not careful.
How is Gief a good matchup? Remember, most Giefs are awful and the decent ones is using him like SF4 Gief.
I think Fang vs Nash is even.
Cammy is definitely the worst matchup. Nothing is safe
I find LP Nishikyu amazing against characters who don’t have the mobility to easily bypass it. I’ll just throw it out sometimes vs Zangief or Alex because there’s not much they can do about it. It shuts down most of their air options, then arcs down to catch them trying to approach on the ground.
And EX Ryobenda is just too good against those characters too. Throwing it out from a reasonable distance is great for buying time and starting your wall.
What is your strategy against Dhalsim? I have little experience against and find it hard to get in, the pressure is straight forward I guess.
For against Gief I like to zone and focus on using v skill until I have at least one bar of v trigger so I can end any momentum he gets early. It is important to not autopilot or he’ll just wait for you to ryobenda and scoop you if you try to use upball/v skill, baiting this can be useful. Down forward fierce is pretty good in this matchup. Its actually really easy until Geif gets v trigger, then it becomes incredibly dangerous to do much of anything. Fun fact: got air spd punished after a blocked instant overhead at my locals Monday, spacing had to be perfect since it looked far as hell.
Good players dash under Nishikyu and command grab you. Also, Gief can command grab through poison clouds. He can actually punish Mk and he clouds on reaction.
I feel like you can force Dhalsim to come to you every time. The most frustrating thing about Dhalsim for most characters is getting in on him, but I think FANG is the best character to deal with his long range game. Cloud catches limbs, Up Ball beats his projectile, and the V-Skill forces him to do something, either teleport, his own V-Skill (which makes him easy to tag with up balls), etc.
c.HP beats his teleport attacks well, and THEN you get to pressure him. If Dhalsim starts doing the dive kick pressure, I’ve had some success anti airing with s.LP and c.MK. Dhalsim is another character we can abuse s.HK against too, and he has no reversal/normals to contest with. It just feels great when you force Dhalsim to approach on your terms, and then one mistake and you get to use your, in my opinion, stronger offensive kit against him.
If he reacts to an up ball projectile, you can mash out EX Slide to save yourself. Cancelling normals into MK Cloud has worked extremely well for me, as it stops them from sliding/poking when I put on my pressure. When he’s afraid to press buttons, I just do s.HK pressure until they die. If they start doing the TK Yoga Flame stuff, I’ll usually V-Reversal out.
My problem with Zangief is if you guess wrong with one df.HP, he can get a jump in combo and then you’re playing his game. I rarely use that normal now because I’m afraid of the risks that come with it. Maybe I just need to git gud haha.
Yeah, df.Hp is so free to jumps it’s kinda sad. It is a very high-commitment poke with not much reward unless you can VTC and Super.
Bison’s df.HP leads him to a 210 damage combo (290 with CC). F.A.N.G’s df.HP… why even bother ?
Bison’s df.HP leads him to a 210 damage combo (290 with CC). F.A.N.G’s df.HP… why even bother ?
Use it as a long range meaty. You’d be surprised how many people get hit by it. When you get a knock down just hop forward and df.hp and make sure the tip is hitting as they get up. They either block and your safe or they get hit.
I still think Cammy is his worst matchup. I hate it so much.
I still think Cammy is his worst matchup. I hate it so much.
It’s is. Mono feels the same way.
I think keeping her out is fine until she gets vtrigger/super. St.mk and Cr.HP stop her air approaches and running a simple ryobenda and upball game is pretty effective. As soon as she can punish you full screen on reaction to even a v skill is when the match gets rough. I do alright against her up close pressure but when I get the knockdown on her I don’t know what to do, dp is such a good option for her even on a hard knock down that I tend to play reserved and go back to keep away.