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

They are the same in the sense that for both chars, stand hk leads to a full combo even if u dont have charge…hence both buttons have same purpose.

You’re generalizing here, Fang’s and Balrog’s normals are not similar- they have much different uses. You can’t say two moves are similar just because they have similar frame data, they have wildly different hit/hurt boxes.

Hey you don’t have to agree. If you don’t see it, you don’t see it, but the characters are remarkably similar in numerous ways, and knowing this may help you in the matchup. Your loss, not mine.

PS: Focus on my usage of the word utility…if you don’t understand, then oh well.

What do people think of this as his MU list:

Worst: Ken, Cammy, Necalli
Bad(4-6): Nash, Bison, Ryu
Even/4.5-5.5-Everyone else
Good: Birdie(without VT), Gief, Balrog
Not really sure about Laura,Ibuki, and Chun.

I feel Nash is 5 - 5. I do feel this changes once he gets vtrigger and full CA as this shuts FANGs keep away and rushdown significantly.

If you can bait both his ca and his Vtrigger, he’s a pussy cat. Best way to beat a Nash is to put hard pressure on him and don’t let him out the corner without him spending vtrigger to escape.

Laura is trouble in good hands. You have to play suuuuuuuuper lame with her but it works. Ibuki is too new to me. Chun is just plain bs.

Alright, I played a set with Sako at evo and now firmly believe the Chun matchup is the worst. Chun can absolutely smother Fang in the corner, her midrange game is insane, and she can completely dictates the pace. I realize I haven’t been playing clean though, I was punished for trying to dash in on knockdowns without setups and trying to pressure too hard. When people start optimizing punishes it will be rough.

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.