F.A.N.G. Match-Ups Thread

In the video section, I think I uploaded the link to me v. snakeeyes. Very illuminating video.

hey guys. trying out a new series. I will be watching and analyzing replays from top fang players on the ladder.

any feedback is greatly appreciated!

https://www.youtube.com/watch?v=Y_EYV8qAKLM

I saw, and it did give me some ideas. Thank you :). Changing my game plan up vs Gief and scouting out some higher level players to practice the match up with has helped a lot.

Been trying to focus on nothing but match ups I struggle with lately, such as Gief, Mika, and Cammy. Really helping to raise my confidence!

i just watched those matches vs snake eyez too…

notice a predominate use of st.mp and command HP

I have been playing a lot of cammys, and I am confident in saying I know exactly what fang needs to do in order to be successful…but that doesn’t mean the match is easy or in fangs favor.

In short, forget upball exists, and for the most part forget the carpet exists too (though sometimes the carpet can be useful, especially in setups, when opp is downed/etc, but otherswise this match is all footsies and lunge combos.

Standing mk works very well even against dive kicks, just have to make sure the standing mk is a bit early, you will learn the distance and timing. Low fp is generally not worth it bc always loses to divekick unless you were really early with godlike reactions (in this matchup, you low fp is effectively 16 frame startup, input lag + startup, and divekicks are just too fast for that shit. Yes, standing mk is only 7 frames to get to the anti-air frames, but its easier to do, harder to punish if mistimed).

Also, standing mk blasts most all of cammy’s v-skill shinanigans, air/ground, doesnt matter, just learn distance and timing.

I know i have said this before, but especially in this matchup, pretend you are blanka. You are a wall of normals, and you must control the space and dictate the pace of the match through your normal usage. No jumping, no specials, just a lot of standing lk, standing mk/mp, and fp when applicable. Standing rh not so useful bc of cammy 3 frame normal.

Mika is actually the same way. I just saw Xian’s match vs fuudo, and of course its always more difficult in person, but I can say Xian’s gameplay was generally wrong, and he got punished a lot for it. Much like cammy, xian just has to wear down mika with normals, and know your normal counter for every single one of mika’s movements/moves. That means a lot of standing lk, coward crouch to avoid mika charge rh, standing mk and low fp for anti-air, and also if you think mika willl use her air special flop thing, it helps to pre-empt with a jumping mp. especially meaty, or close to meaty, fang’s low mk will always beat mikas ex reversal move (its not a true reversal but I dont know its real name, that 3 hit thing). IE: when you have mika on the ground, its safe to be aggressive with low mk and wear down that white life.

Fang does fairly well against mika, as long as you don’t let mika in. Specials can sometimes work in this match if mika doesn’t have meter, but generally dangerous and better to maintain control and pace of match with normals.

Search for me on CFN, mookmonster if you want some ideas of what Im talking about. Note, I don’t win every match, and I make a lot of mistakes too, but I think the gameplan I show does shine through…all the alcohol…drugs, and distractions!!! :smiley:

Also, I appreciate the kind words on the gief match, I’m just trying to be helpful. I think fang can beat anyone in the game, but it requires a level of patience and strategy that nobody has mastered.

I lose to high level Mika’s, Cammie’s, and Bison’s but I played a F.A.N.G Today that threw me for a complete loop. I have to practice a hell of a lot more to even stand a chance against this guy I mean I felt helpless utterly helpless. At least I know there are other people who main F.A.N.G

Do you have the replay against that F.A.N.G ? We can give you some advice.

I use mp.traps and st.mp xx lk.trap to get away and add some poison. She owns mid range, but cross up seem to be a very effective too to taking her out. Our V-Skill leaves us open to her. So I only think it’s safe to do from long range. If she uses her fireball as a closing in tool n.jump and crack her open. On hard knockdown try to bait out her EX Bird Kick. Make her waste that meter. Once she uses her trigger start dropping mp.traps and jumps to avoid her ground game. Command Dashing is risky, but if she’s a jumper slide away.

After playing a long set the other day, I have come to the conclusion that FANG beats Dhalsim and Guile.

Dhalsim: Neutral is pretty fair, as both of them are weird and hard to control. The biggest threat to FANG in this match up is a well-timed IAT that lets Dhalsim punish your projectiles. FANG however, can utterly devastate him in the corner. Dhalsim is really free to FANG’s frame traps, and once cornered gets locked into a constant stream of them. Learn how/when they decide to block or mash/tech and adjust your frequency of throws to counter fishing accordingly.

Guile: At first, I was really afraid of Guile’s durability, and there are situations where it can threaten FANG. More often, FANG can evade/bypass Guile’s projectiles and move into the MP/MK normal range where FANG’s buttons are overall better. FANG is much better at applying and continuing pressure than Guile, so setting up your frame trap/oki hell is essential to winning. Guile basically has the reversal options of Karin minus a 3f cr.LP, so you can go nuts at the round start but have to keep an eye on Guile’s CA meter. And for the love of Bison, if he jumps at you in the corner, BLOCK. Don’t even risk eating his corner VT loop.

Interesting. I personally find the Guile match up to be in Guile’s favor.

I’ve been practicing the match up quite a bit lately, and I find Guile is the only character we cannot force to come to us, and that it is very hard to succeed in the fireball war vs a very patient one that knows what to deal with.
I agree we can pressure Guile really well, but his flash kick (not ex) is super annoying, as it blows up our s.LP. Which means we’re forced to use c.LP, which even on counter hit we can almost never convert into anything. We can try and bait it of course, but then we risk letting Guile escape once again.
In midscreen I agree we do probably have the advantage, but his backfist crush countering into a heavily damaging combo from far range is still worrying.

I’m sure part of my failures are due to me not being that patient vs him, but to say FANG has the advantage is definitely surprising to me. If you’ve got some CFN Replays I can watch, send them my way please :slight_smile:

I’m hardly on your level, so I can’t provide quality footage. I just started approaching the match up differently and he felt a lot more manageable. You don’t have to beat him in a durability contest for 99 seconds, just win for about 10 and use coward crouch/slide to avoid his projectiles (and backfist) entirely until he decides to enter your range. If you get meter, a well-timed MP/HP Nishikyu into EX slide is a safe way to approach.

Also, I’m realizing how insanely good the EX slide cancel is for making people waste supers/V-Triggers. Nishikyu becomes a lot safer against moves like Nash’s CA and Vega’s VT since you can react to the cinematic freeze with your EX.

Guile is not awful. Its not easy either, but I have played many good guiles and I may have lost to 1 of them. Look up mookmonster on cfn and guile, I should have some decent replays.

Its about patience, and ultimately putting guile in the corner. Once there, guile cant really get out, and thats the end of him.

Getting guile to the corner…that requires patience, execution, etc. However, you do have all the tools needed to at least avoid guiles fireball game, and often get in some poison damage at the same time.

I originally thought this match would be terrible, IE bc of nash, but instead its much easier than nash and my guess is its 50/50, somewhere close.

Im probably gonna get crucified for saying this but i dont think fang loses to chun.

I was just thinking the same thing. I rarely lose against Chun (Just beat one now). It might just be people not knowing the MU though, because I can’t pinpoint why I’m beating them over other characters.

I lose to chun pretty much the same way I lose to Karin. I get stuck either in the midrange or with them pressuring me up close until I crack. I probably do better against Chun than Karin now however because Karin tends to convert into so much more damage. I just get stuck in netural in both matchups where their pokes convert to pretty big damage and Fangs just sort of tickle. I find pressuring characters with 3 frames and reversals also rather hard to do consistently.

Anybody have thoughts on the match up for Balrog? Seem tough to open up a good Balrog.

I’ve been playing some Balrog and I feel he probably wins this matchup. As Fang you can coward crouch under dash straight but the low will hit. Rog’s st.lk is 3 frame start up so you will trade after st.hk>st.lp frame trap. I think going in and pressuring on wake up with tick throws and frame traps is the way to approach it, Rog can super full screen through projectiles on reaction so zoning will be difficult.

It seems like the fireballs are pretty useless in the Rog matchup and zoning is extremely hard. Rog has such fast horizontal movement that is safe on block that it’s dangerous to really try and set up any slow zoning/trap game. I was having the most luck using a ton of st.lp when hes downback looking to do a random dash straight/low in and hitting him out of it. Otherwise any screen space you manage to get he instantly zooms on top of you much like Karin does.

Balrog loses to fang normal pressure. You don’t need upballs, but carpets work very well in stopping rushes.

Honestly, fang destroys balrog in almost every way. PR_Balrog rated fang as balrog’s 4th worst matchup, and I have to agree. As a long time balrog player myself (in many ways I play fang like a balrog), Fang is basically a more technical balrog (just forget the fireball side of the character for a moment), and fangs normals are just superior. You can just suffocate balrog in a whirlwind of normals, and balrog cant do anything except v-reversal (which can be thrown/baited) or super (which can be avoided).

Balrogs flashkick can be bothersome, but your low mk just beats it for free. I have played many balrogs on CFN, just search mookmonster, look at my casual matches for most stuff.

Cuz im bored, here is a list of comparisons between balrog/fang

Balrog/Fang
Rush Punch/Sotoja (Balrogs is better, but same principle)
Stand HK/Stand HK: both function exactly the same, balrogs a little faster (i think): Even.
Sweep (Fangs slighly better due to range and v-trigger followups.
Standing mp/standing mk (Basically the same move, balrogs slightly better though as a reliable anti-air).
Low mp (same move for both characters, even same frame startup).
Low FP (again, for both characters, the utility of the move is the same, startup also almost the same, balrogs has better combo utility but slightly less good as anti-air).

From this perspective, Balrog is the high dmg normal character, and fang is the lower dmg, but more tricks/setups normal move character. Both are charge based, footsie characters who use normals to pressure opponent and lead to advantage.

Balrog is +2 on his st.HK though. It also Crush Counters.