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?
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.
So I played against the first higher level Gief I had played who really understood the matchup yesterday and found it to really be a difficult punishing matchup. I have the habit of ending a lot of strings with st.mp canceled into MK trap which can be pretty strong against a lot of the cast leaving a trap right in their face. That however doesn’t work at all against gief because he can light spd you out of it. I also got scooped a lot by dash up spd if I tried to throw a mid range lp fireball that normally would force a lot of characters to block. Mash spd on wakeup seems to really beat a lot of the trap side switch mixups I sometimes will use as well. I just generally get stuck trying to play footsies with st.mp canceled into lk trap. That kind of works but it also is just such limited damage that I think it’s hard to keep gief out for very long.
I think this matchup is probably 5-5. The damage output different is just to massive and how much SPD really invalidates a lot of the trap zoning.