That would be cool. Crouch walk is gimmicky as hell, but you can use it to help defend against cross ups (Guile’s cross up defense is oddly strong in 5), but I’ve found no other use, it’s just too slow. The thing that kills me though is his weak normals, I’ve been getting bullied by Cammy :/. Plus with less range on cr mk and 6mp (6mp is also laughably slow) it means the classic walk behind a SB and make them guess high/low is much weaker. Like I said, I just really don’t understand how he’s meant to be played, I’m praying for somebody to figure it out
EU vs NA was completely unplayable until a few weeks ago, but since last maintenance it has EXTREMELY improved here. Like, now I can play any person on 4 bars (which is generally the case for US East Coast and Canada) and I’m 95% sure it will be lagless with maybe some occasional spikes.
What’s odd is that I didn’t really change anything on my PC and there was no new patch for the game. Aren’t the matches p2p? How can they improve the netcode from the server?
Also, am I the only one experiencing this?
That makes sense, I don’t necessarily agree with that design philosophy, but fair enough I suppose. The thing is though, I think his SB needs to be a bit stronger. His normals are sub par, but his SB, while not sub par, isn’t as good as it should be for a character that is apparently designed to zone. It just feels to me like they were extremely scared while designing him, and he came out kind of meh
overhead/low during Sonic boom was classic for SFIV, but that’s never been a classic aspect of his gameplay overall. Him having a relevant high/low game has only been a thing since HD Remix/SFIV.
Yeah my inexperience is showing I guess. Nevertheless, I would still put him in the same category as Gief, ie, characters that got a bit neutered presumably for fear of them being OP
FANG’s usual damage output is more or less fine, what really needs to be tweaked is the poison.
It should do more damage, or drain more life per tick, or be stackable, etc. Something to make you actually fear of catching the poison, because right now if you ignore it entirely and just treat his Nishikyu and the V-Skill as simple projectiles - it makes FANG that much of a less scary character, and he’s supposed to be the zoner of the game, yet his zoning capabilities are rather unimpressive
I can think of a few things to help Fang out (like some more blockstun and hitstun on certain moves to improve his pressure), but I would mainly want to target his poison mechanic to make it a real force to be reckoned with. Such as:
-Allowing to stack 2 combinations of poison moves (e.g. V-skill + Nishikyu = double the damage per tick).
-Allowing poison ticks to also add to the opponent’s STUN bar. This would make his v-skill way more potent and something people would be more likely to try and avoid rather than just take… because it only equates to about 50 damage as it is IF the opponent doesn’t manage to hit you before it runs out. But if the threat of stun is also present, then that’s like 200+ damage to worry about. I’d only make it go up to 1 hit before stun though… you have to earn the hit that would actually stun them.
-Maybe allow V-Trigger to stack in addition to the 2 combinations of poison specials when he’s near you (so 3 times damage per tick rate in this case).
I’d want to see poison be something that completely mindfucks the opponent once it touches them and makes them panic to get out of it. Then it will actually make up for his lack of regular damage output.
From what I’m seeing his boom game seems like it should be both offensive and defensive. V Skill booms are slowed down and seem more pertinent for setting up offense than defense. I think he’s just like a slower version of Nash where you’re supposed to dynamically go between offense and defense more than just purely sit on the buttons and booms. I think his V Trigger (if you don’t have to blow too many V Reversals) screams set up city also.
FANGs poison being negligible was always the problem. That’s ALL HE DOES!
It would help if his v trigger covered some other hole in his game considering it’s already pretty easy to poison your opponent. it would be like if they made nashs dash even better in v trigger. Like dude that’s the last thing I need .
Yeah I think you’re definitely right about VS. The obvious use when I saw it was so he could stand a chance in fireball wars/so he wouldn’t be complete garbage against a Ryu/Bison/Nash (who can negate fireballs). However, it does cover a lot of space so he can go in for a mixup/pressure. I really want to be able to use it as a meaty tool as well, unfortunately it seems characters with a 3f jab can blow it up. VT is definitely one of the most powerful in the game, he gets great corner pressure and can build up some white life, but it doesn’t seem terribly rewarding unless you get the boom loop. Hopefully some more setups will emerge though
With the direction they’ve been going, I half expect her to be a fireball-less, rushdown grappler. But she’ll still be good because they’ll give her roman cancels as her V-trigger.