Laura makes you unable to do most of your specials outright when she has a bar, it’s hilarious. I think they’ll increase the damage off of his pokes like st.mp/cr.mk/cr.mp or something.
any advice for the vega matchup. keep getting put up against vegas who just press buttons non stop.
VesperArcade has created a first tier list.
https://youtube.com/watch?v=_LlFE4yDwCY
F.A.N.G’s discussion is at 14:40.
Unsurprisingly, F.A.N.G is at the bottom
They reach pretty much the same consensus as here : great tools but way too low damage, poison which should be a threat has no impact on mind games whatsoever.
I’ve actually been having a lot of success with Vega. Just let him push you out of his range with cr.jab then interrupt him with st.lp, cr.lk, st.mp into lk.Ryobenda. This puts me at a distance and gives me room to breath, if he tries to jab or jump you, you will usually counter hit him.
If he jumps on the wall, just HK Dash special under him. I just don’t deal with it, you can try to cr.HP but it can miss depending on how he angle his dive.
Protect your feet from his slide attempts close slide punish, long range slide you can’t punish easily so just wait for his next move.
Be wary setting traps when he has full CA gauge and or V-Gauge. Try to bait him out of it first and save your CA if possible.
cr.mp into mk.Ryobenda spam is great corner pressure against Vega. For me at least. Again watch out if he has full CA and V-Gauge.
Link is broken.
https://youtu.be/_LlFE4yDwCY?t=14m40s
14:40 is FANG.
I personally think FANG is a lot better than people give him credit for. By no means do I think he’s A+, but he’s not ass like everyone makes it seem. Tier lists are mostly based on favorable matchups versus unfavorable ones, and from my experience fang really doesn’t have many terrible matchups. At first glance some matchups might seem pretty bad, (like necalli & cammy) but once you understand the matchup and the space you need to control, you can force them into punishable situations.
number 1 and number 10 of cfn are fang players so …
I hate to play Devil’s Advocate, but FANG becomes exponentially better against people who don’t know the match up.
Yeah I agree with just5moreminutes.
I played a long set against someone who learned/knew the matchup and so much of Fangs go to stuff is unsafe if you learn when you can push buttons. St.HK becomes near useless against 3 frame jab characters and a lot of characters can blast through traps and up fireballs on reaction once they learn what to look for.
Short post on Fang v. Laura: Standing short is crazy good. You have to learn the distance and how it works, but standing short goes through and trade with lauras electricity block strings. All his other pokes just get stopped cold by the electricity.
I’m convinced Cammy’s his worst matchup. Cloud’s work well until she has meter or V-Trigger. He gets a trade at best when he anti-airs. He has no reversel, while she has a meterless one. She does way more damage than he does.
It’s the only matchup where I feel I stand zero chance of winning.
Yeah, Cammy’s pretty annoying. One thing to remember is that this is NOT SF4 Cammy, so you don’t have to worry about airthrow (outside of Hooligan) or overheads. You need to rely on your normals and poke her; she has too many ways around your projectiles.
How do you guys feel about the Bison matchup? win/lose ect
He’s very annoying when he gets in close, but we can cause him a lot of annoyance as well. He hits harder than we do, so it’s much riskier to press buttons vs him than vice versa, but we are able to chip away at him quite well from long/mid. His answers to get close aren’t great compared to some other characters.
I play against Bison like I do most other characters. Zone until you score that knockdown, be it from a Sotoja, c.HP, Throw, etc. Once you do, abuse s.HK because he lacks a 4-Frame move. If he starts V-Reversaling your block strings, he probably won’t get to activate V-Trigger that round, which means his comeback factor is lessened. It’s hard for him to win with throws alone, and unless you’re cornered he can’t keep up pressure with his throws well I don’t think.
He’s very annoying when he gets in close, but we can cause him a lot of annoyance as well. He hits harder than we do, so it’s much riskier to press buttons vs him than vice versa, but we are able to chip away at him quite well from long/mid. His answers to get close aren’t great compared to some other characters.
I play against Bison like I do most other characters. Zone until you score that knockdown, be it from a Sotoja, c.HP, Throw, etc. Once you do, abuse s.HK because he lacks a 4-Frame move. If he starts V-Reversaling your block strings, he probably won’t get to activate V-Trigger that round, which means his comeback factor is lessened. It’s hard for him to win with throws alone, and unless you’re cornered he can’t keep up pressure with his throws well I don’t think.
its probably a 5-5?
FANG vs Alex: His oki game is scary of course, but to get in that position he has to spend meter. When you establish that you’re gonna lay fireballs on him, get ready to deal with his dash in/elbow dash. You’re crouching poke game is superior to his, so if he doesn’t know what he’s doing and tries to put out his own pokes just enjoy the free damage. EX Elbow is extremely slow and unsafe, so he doesn’t really shut you down like say Laura would when you trying to lay something down.
no 3f normals, your st.hk game works fine, his wakeup game is as nearly bad as yours, so feel free to cr.mk/throw him to death.
This is probably one of the more fair matchups in the game for FANG, he deals a bit less damage and has to spend meter or get you with a sweep CC to put you in a bad wakeup situation. Still probably 5-5 though.
You absolutely need to know what you can do to get true meaties off of anything you do, it’s very much worth it. Feel free to sweep because his pokes aren’t exactly great.
I haven’t played many good Alex players but imo Fang has a good matchup here. The great thing about grappler match ups is they obviously have no option but to go in on fang and to a large extent all grapplers have the same kind of toolset (armor moves with meter, no full screen game, the male grapplers don’t have 3f normals, no reversals, most jump a lot ect.) especially with Alex his main tool to punish fireballs are his down up charge moves and nishikyu completely takes that option away from him. (Ex stomp has projectile invincibility though.)
As with most grapplers you need to be aware of them armoring through a ryobenda but if you can read it you can fully punish. I think well spaced sotojas really shine in grappler match ups because they’re holding forward all the time.
Of course if they get a good sequence on you you’re done for but that essentially means you made multiple bad reads and the second you can get out they need to do all that work to get back in again.
Imo it’s a 6-4 matchup possibly a 7-3 but as I’ve stated I haven’t faced any legit Alex players.
Alex has an even harder time getting past Ryobenda than Gief/Birdie because he doesn’t have meterless armor. Even his VT only has armor for the startup, so he must take to the skies.
Also, Command Crouch can whiff punish st.MK and st.HK, so his effective range in that match up is lower than normal.
He should be able to flash chop and put a hitbox through ryobenda though shouldn’t he? Need to test.
You should be more wary of alex’s cr.mp rather than his st.mk/hk anyways, it’s faster/less recovery/and leaves him 0 on block.
I don’t understand Karin’s rekka options. I have trouble beating bad Karin players but I do better vs good Karin players. Of course the good Karin players don’t spam the moves. I was thinking that st.lp should beat all of her options but I guess I’m wrong.
Once you figure out how to fight Resenha (overhead), the match becomes MUCH fairer. Her oki is still a bitch, but that’s what happens when you play FANG. I went to the lab and found blocking the first two hits standing then downbacking covers your options: If she follows up, you duck the throw and block the slide.
As for Mugenkyaku (kicks), you need to understand when you can hit her. There’s a punish window for the LK version that will also hit her out of the MK overhead follow up, easiest to try with jabs. If she does the HK version, the follow up is actually a blockstring and your normal doesn’t come out, giving you time to see you’re still blocking and punish with a better normal.