F.A.N.G. Q&A Thread

j./nj. mp is a great air to air as it covers a lot of range

Yeah j.hp has a crazy hitbox but it’s on the slower end. Jump jab is godlike air to air. Super fast and nicely placed hitbox.

How do you all deal with corner pressure w/o V-Reversal?

A Nacalli put me into the corner and I just let go of the stick and kept pressing standing jab just to see what would happen. Not a single jab hit and I got command thrown repeatedly. Come to think of it I should have tried crouching jab since his command looks like it grabs low.

How do i work more of his normal cmd dashes into my game? They feel so unsafe/slow recovery. So I never really use them outside of the odd cross up attempt on wake up or going under fireballs.

That’s pretty much how I use them as well. You can also try to cross them up in neutral but you need to condition them to block first. I find cr.MK cancelled into LK/MK slide to be effective after you’ve frame trapped them with cr.MK->s.MK/cr.MP a few times. WORLD_COMBO, the top ranked Japanese FANG, likes to use s.MP into LK slide from what I’ve seen; it’s pretty ambiguous as it will either cross up or not based on how far you are.

Needless to stay this stuff is gimmicky and should be used sparingly.

regular slide is actually very good. You just need to know when its ok to throw it out. Generally you’re going to want to have a mp or hp fireball set out before you try approaching with it. Also, against all fireball characters, whenever they throw a fireball its free pressure for you…just slide right through it. Also, its important on oki…After a lp dashpunch knockdown you can slide up to them and meaty cr mk or 2ppp…K. In the corner though…its pretty damn good. Once you have your mk trap and lp fireball out you’re pretty much good to go with a slide mixup.

as a tool in pressure strings though? very, very sparingly. After ive conditioned them to block cr mk 2 hits il once in a blue moon do 1 hit of cr mk and cancel into slide to try throw gimmicks or whatever, but in general dont do that. Save it for wakeups when they dont tech and the situations mentioned above.

besides from its main uses, regular slide is extremely important in certain matchups. Against bison headstomp and chun instant air shit.

Regular slide Isn’t that easy to do though

I wonder how WORLD_COMBO can get away with the slide setups (up ball to ex slide, s.MP lk slide, slide to throw) without being punished. I tried to do the same, but my sparring partner keep punishing my slides using pokes or throws. The setups only works if my opponent is on knockdown. Any thoughts on how to condition opponent not to punish slides? :frowning:

Slide under your own fireballs as well.

You can cancel mp.balls into ex.slide and ex.balls into any slide, the balls put the opponent in blockstun (or hitstun if you catch them pressing buttons) and the slide recovers before they do. (At least with the mp.balls into ex.slide, haven’t tested the ex.balls into regular slides with that yet.)

Most people don’t know the F.A.N.G mu. He is so rare. So basically people get away with murder.

This is based on an observation I have had in game. During a match I have had the poison effect just stop without having been damaged by the fighter. It seems to happen in the corner most of the time. Is this a glitch or normal for it to ware out over time?

Not a glitch, I believe the poison wears off after 8 seconds no matter what. For a whopping 50 damage! :expressionless:

Capcom seems to have done everything they could to make poison a trash mechanic. Probably afraid of scrubs whining about it TBH.

Ya, it’s 50dmg over 8 seconds.

I don’t know why they made it so weak. It’s why his fireballs only do like 40 damage if they both hit lol.

Because you’re suppose to depend on the slow ass poison to deal damage, which would be fine if it did like 100dmg over 8seconds or like you do more damage to opponents when they are in a poison state.

But nah. You get this gimmicky poison state and a vtrigger/skill that no one has to fear.

Also what do you do vs gief when he knocks you down? If you know he’s gonna f.mk and he buffers the grab it auto corrects and grabs you out of ex slide once you go past him. So that made me mad.

The character is in urgent need of a remake IMO. His v skill and v trigger are both next to useless and his whole moveset feels designed around poison, except the poison is fucking useless. If he ends up mid tier (i.e. not the worst character in the game it will only be due to the strength of his normals and setups, not anything having to do with poison. He just doesn’t feel satisfying to play IMO when the most unique part of his toolkit is also the most gimped.

I don’t think his V-Trigger is anything great, but his V-Skill is absolutely not “useless”. His low damage doesn’t feel like it always makes up even when combined with the low damage of poison, but you don’t need to even combo into his V-Skill to make it land.

Having an unblockable V-Skill projectile that can do up to 50 is useful, more so in some match ups that you can’t be efficiently rushed down. The fact it’s unblockable means it’s a bit easier compared to some people to build F.A.N.G’s V-Trigger gauge as well.

I mostly just wished the character hit a bit harder, but building walls, having a poison mechanic, and an unblockable V-Skill is already a lot of weirdness for a Street Fighter character. They were definitely being cautious.

They were very conservative, almost Super Juri conservative. But I wouldn’t say he needs to be completely retooled.

Has anyone been watching Casual’s vids on YouTube?

Honestly poison should be twice as strong. 100 damage over 8 seconds is perfect, and it should also stack with double poison. By that I mean every time you land the v-skill, the poison counter resets.

The whole point of poison is to create urgency in your opponent, but as it is now it’s completely negligible. It’s better for the opponent to totally ignore its effects and play their game since it’s so god damn weak. That absolutely should not be the case and goes totally against the design of the character. If they strengthened his poison and made his coward crouch immune to grabs (he’s way too weak to grabs on wake up), then the character would be totally fine.

I was thinking 80 damage might be fair, but then again maybe not… It is immune to scaling after all. It’s definitely easy for FANG players to ask for “more” haha.

10 damage a second is pretty good, and against good players it’s not that easy to apply for long. His combos, if the poison effect lasts fully, should do quite a bit of damage. Right now it doesn’t feel that way.

As much as I bitch about his v-trigger, I’m fine with his v-skill. A slow moving projectile that’s unblockable with no hit stun is interesting.

he’s got like the longest pressure capabilities of any character. That’s why poison does so little…you can keep them locked down for such a long time so its constantly racking up