Street Fighter V

SFV Street Fighter V F.A.N.G Guide

Strengths
Unique Play style
Setups Strong neutral
Weaknesses
No invincible DP
Low damage output
Name: F.A.N.G
Style:  Chinese kempo with Poison
Health: 950
Stun: 950
Frame data

Terminology

AcronymMeaningAcronymMeaning
stStandingkkEx kicks
crCrouchingppEx punch
Lp / lk Light punch/kickob/ohOn block/hit
mp/mkMedium punch/kickchCounterhit
hp/hkHeavy punch/kickkd Knockdown

Normals 5
Standing Light Punch 5
Standing Medium Punch 5
Standing Heavy Punch 5
Standing Light Kick 5
Standing Medium Kick 5
Standing Heavy Kick 5
Crouching Light Punch 6
Crouching Medium Punch 6
Crouching Heavy Punch 6
Crouching Light Kick 6
Crouching Medium Kick 6
Crouching Heavy Kick 6
Nirenko (df. HP) 7
Senpukuga (PPP+Down) 7
Specials 8
Nishikyu / Upball 8
Sotoja 8
Ryobenda 8
Punishes/Non setup 9
Basic 9
Advanced 9
Neutral 10
Anti-Air 10
cr. MK 10
cr. HP 10
Setups 11
Cr. HP xx hk Ryobenda 11
Quick Tech 11
Back Tech 11
No tech 11
General Pressure 11
cr. MK (+3) 12
Combos 12
Followups 12
st. LP (GIF) 12
Notes 12
Block strings 12
Pressure 13
st. HK (+1) 13
Combos 13
Senpukuga (+2) 15
Combos 15
Setups 16
ex Nishikyu 16
VT2 Activation 17
Crush counter Sweep 17
lp. Nishikyu (Distance) 17
Mk Ryobenda (Closeish) 17
Forward dash (Distance) 18
Forward dash 2 18
Post stun 19
OKI(WIP) 20
MP Sotoja 20
Normal 20
Back 20
None 21
HP Sotoja 21
Normal 21
Back 21
EX Sotoja: +35 Normal / +40 back / + 93 No
Normal 22
Back 22
None 23
EX Ryobenda 23
VT2 Spacings 24
Point blank spacing 24
Matchup specific 26
Alex(TODO) 26
Balrog(TODO) 26
Blanka(TODO) 26
Chun Li(TODO) 26
Falke(TODO) 26
G(TODO) 26
Juri 26
Vtrigger 1 stuff 26
Karin 27
Vt1 Rekkas 27
Ken 27
Ryobenda 28
Laura 28
EX Shoulder 28
Necalli 28
R-Mika 28
Corner Os’s 29

Normals

Standing Light PunchStartup: 4Active: 3Recovery: XOn Hit: +5On Block: +2 oh, Hitbox: Link
NotesFangs fastest buttonCombos to st. mkCombos to st. hp on CH
Standing Medium PunchStartup: 7Active: 9Recovery: XOn Hit: +2On Block: -3 
NotesLong range button with lots of active framesFirst hit has very little pushbackSpecial CancelableVulnerable to jump ins
Standing Heavy PunchStartup: 7Active: 3Recovery: XOn Hit: +1On Block: -2 
NotesFast crush counter buttonDeals a good amount of grey on blockSpecial cancelableMoves forward
Standing Light KickStartup: 6Active: 3Recovery: XOn Hit: +5On Block: +3 
NotesSlow starup for a lightHigh priority(Good hitbox vs hurtbox)(TODO EXPLAIN WHAT THAT MEANS)Closes out rounds well
Standing Medium KickStartup: 5Active: 4Recovery: XOn Hit: +3On Block: +1
Notes2 hits (First special cancellable)FastDoesn’t move your hurtbox forward(Rare)Good for counterpoke buffersCan antiair
Standing Heavy KickStartup: 12Active: 13Recovery: XOn Hit: +6On Block: +1
NotesVery SlowBad against backdash jump insGood for shimmiesGood vs 4f characters Trades with 3f so you always lose pressure
Crouching Light PunchStartup: 4Active: 3Recovery: XOn Hit: +3On Block: +1
NotesMash against low confirms.Converts on counter hit
Crouching Medium PunchStartup: 6Active: 2Recovery: XOn Hit: +1On Block: -2
NotesGood pokeGreat rangeFast startup and recovery.Special cancellable
Crouching Heavy PunchStartup: 9Active: 2(6)3Recovery: XOn Hit: +8On Block: -6
NotesGood antiair for crossups2 hits (First hit special cancellable)
Crouching Light KickStartup: 5Active: 3Recovery: XOn Hit: +4On Block: +1
NotesGood low pokeHard to convert (Only point blank and CH)
Crouching Medium KickStartup: 8Active: 6Recovery: XOn Hit: +5On Block: +3
NotesGood blockstring buttonLots of active framesFantastic antiairSusceptible to vreversal
Crouching Heavy KickStartup: 9Active: 2(8)2 Recovery: XOn Hit: KDOn Block: -12
Notes2 hitsCan cancel to vtrigger on first hitGood rangeCrush counter gives setups
Nirenko (df. HP)Startup: 12Active: Recovery: XOn Hit: 0On Block: -5
NotesLongest range button.Fantastic at catching dashesVulnerable to jumpins
Senpukuga (PPP+Down)Startup: 21Active: 7Recovery: XOn Hit: 6On Block: 2
NotesFangs core button, makes fang’s ground game come together.Moves you forward and gives oki on blockAbuse when they respect you and start blocking in neutral

Specials

Nishikyu / UpballStartup: 13Active: ~Recovery: 48On Hit: -7/-7/-7/+3On Block: -11/-11/-11/-1
Notes2 fireballsDifferent fireballs have different arcsCan combo even after being knocked down if timed right
Sotoja Startup: 16/20/21/14Active: 8Recovery: 25/23/24/19On Hit: KDOn Block: -11/-9/-10/-3
NotesCan be used max range but very punishable if not spaced properly(Unless EX)Good ender for combos
Ryobenda 
Startup: 14/19/23/15Active: 3/80/120/220 (whiff)Recovery: 29/27/29/30On Hit: KD/+1/-1/KDOn Block: –9/-8-10/+2
NotesFrame data is very misleadinglk ryobenda is generally safe (Specific punishes EG Balrog EX rush punch)mk ryobenda on block can gimmick people but when you get higher/people familiar they will punish

Punishes/Non setup

Basic

Combo stringDMGNotesGIF
s. LP > s. MK xx MP Sotoja121 | 275Requires charge prior4f Punish 
cr. LK > cr. LP > LP Sotoja102 | 293Requires charge priorLow confirmPoint blankTODO
HP Nishikyu xx KK Nikankyaku > st. HK > cr. MP > MP Sotoja208 | 456Must be very far awayEasily confirmableFull screen confirmTODO

Advanced

Combo stringDMGNotesGIF
St.hk -> Microwalk -> st. lp -> st. lp -> st. hk -> hp sotoja254 | 494Assumed point blank after st.hkCr = Microwalk backSt = Microwalk forwardStanding 
Crouching








Neutral

Anti-Air 

Fang has an amazing amount of anti air options and can be used for many situations. The most common ones you should rely are on are cr. MK for ones in front and cr. HP for crossups.

Most of them are special cancelable and you can cause a great amount of damage from them as well as many setups.

cr. MK

Crouching MK has a great hitbox during the earlier frames, can even be used to beat crossups in the first active frame. It can be special canceled to create pressure(GIF) or escape the corner (GIF).

cr. HP

Crouching HP is an amazing antiair for crossup’s as it hits so far above him(Also slightly moves him forward). It is cancelable to specials(at least+13 on block with hk. Ryobenda but – on wakeup) and also links into CA(GIF). 

  • mk. Ryobenda expires before no tech(more + on normal tech)
  • mk. Ryobenda recovers before invulnerable reversals(Could change depend on height)
  • hk. Ryobenda hits on wakeup
  • hk. Ryobenda does NOT recover before invulnerable reversals(Could change depend on height)
  • mk. Nikankyaku is +20~

Setups

Cr. HP xx hk Ryobenda
Quick Tech
  • Senpukuga
    • Combos on hit with hk. Ryobenda
  • st. HK 
    • Combos on hit with hk. Ryobenda
Back Tech
  • Sadness and a gas wall
No tech
  • Walk back > lk/mk.Nikankyaku xx Senpukuga
    • Walking back allows you to choose which side you end up on because of Nikankyaku
  • Delay > lk/mk. Nikankyaku xx Senpukuga (GIF)
    • Depending on the timing you can mix them up.
    • Loses to ex DP(Unless you bait with an early and block)
  • (Delay and in corner) > Neutral jump > hp(hold forward) > st. hk > cr. mp > lp. sotoja
    • Fake crossup
  • s. MP(Frame Kill> lk/mk Nikankyaku xx Senpukuga 
    • Lk = same side / Mk = Crossup
    • Coward crouch -> Combo

General Pressure

Fangs can pressure opponents in a few ways. By creating a feeling of helplessness by

creating an illusion of them being unable to press buttons or an urgency by HP being

whittled away by poison and gray life.

I will attempt to break down the pressure you can attain using each button as pressure is 

always dynamic and maximize it you must know all options not just one.

cr. MK (+3)

Combos

Combo stringDMGNotesGIF
cr. MK > cr. LP xx LP Sotoja142 | 323Link from all knockdowns where cr. LP  reaches TODO
Cr. MK > st. MK xx MP Sotoja151 | 305Must be close to opponent for cancelLink
Cr. MK (CH) > st. HP xx HP Sotoja233 | 415Counterhit ONLYLink
cr. MK(CH) > microwalk back > st. lp > st. lp > st. hp xx hp. sotoja246 | 464 Point blank CRMKHard to confirm  

Followups

st. LP (GIF)

Notes
  • Beats 3f
  • Counterhit confirms to st. HP
Block strings
  • > st. lp > st. lk > st. MP > lk/mk. Ryobenda (GIF)
    • LK Ryobenda safe ender
    • MK ryobenda requires microwalk back during string so it lands right at feet
    • Any light can counterhit confirm to st. HP
  • > st. lp > cr. lk > cr. MP > mk. Ryobenda
    • cr. lk trades with 3f(Well it did against akuma stand jab, lab against cammy crlp)
    • cr. lk Counterhit confirms into lp. Sotoja
  • > cr. mp > mk. Ryobenda
    • St. LP counter hit confirms to cr. MP
    • cr. MP links to lp Sotoja
    • Good for allowing times for confirms
    • Gas lands right at feet
Pressure

  • Beats 4f (Loses to 3f)
  • (Not a common button)
  • cr. MP (GIF)
    • Beats 3f
    • From distance can setup gas wall
  • st. MP (GIF)
    • Beats 4f
    • Loses 3f
    • From distance can setup gas wall
  • shimmy(*) > st. HP (GIF)
    • (Generally delay throw techs will be longer so you can walk in/back etc)
    • Only worth it pretty much point blank.
  • Walk up throw
  • Senpukuga 
    • If they are scared to press buttons then start the pressure.

st. HK (+1)

Combos

Combo stringDMGNotesGIF
st. HK > cr. MP xx LP Sotoja181 | 400
Link
st. HK (CH) > st. HP xx HP Sotojaxx || xx

  • Walk up throw
  • St. LP

Senpukuga (+2)

This is fangs main pressure tool, it gets you really close as it has forward movement and opens so many options. Utilizing this move is crucial to extending your pressure and pushing them to the corner.

Combos

Combo stringDMGNotesGIF
d. PPP > K > cr. LK > cr. LP > LP Sotoja161 | 359No knockdown TODO
d. PPP > K > cr. MP xx MP Sotoja179 | 350Can confirm from farTODO
d. PPP > K > st. MK xx MP Sotoja161 | 305Has to be close to opponentMore lenient than cr. MPLink
d. PPP > K > st. LK > st. LP > st.LP > st. HP > HP Sotoja255 | 488Must be point blank coward crouchEnemy must be STANDINGLink
d. PPP > K > st. LP > st. LP > st.LP > st. HP > HP Sotoja246 | 458Must be point blank coward crouchEnemy must be CROUCHING and Non CounterhitLink
D. PPP > K(CH) > st. LP > microwalk > st. LP > st. LP > st. HP > HP Sotoja260 | 478Must be point blank coward crouchEnemy must be CROUCHING and CounterhitLink

Block strings

  • > st. lp > st. lk > st. MP > lk/mk. Ryobenda (GIF)
    • LK Ryobenda safe ender
    • MK ryobenda requires microwalk back during string so it lands right at feet
    • Any light can counterhit confirm to st. HP
  • > st. lp > throw
    • No movement required, unless they walk back
  • > st. lp > st. lp > cr. lk > cr. mp 
    • Spaces so most buttons will whiff so you can whiff punish
    • Can end with mk ryobenda
    • st. lp links to st. mk on non counterhit
    • st. lp’s confirm to st. hp on counterhit
    • cr. lk CH confirms to cr. mp (GIF)

Pressure

  • Walk up throw
  • Jab
  • s. HP

Setups

 ex Ryobenda

Input pp Ryobenda > flight > st. MP(In air) > mk Nikankyaku(+6/+11 back)

TODO

ex Nishikyu 

Input: pp Nishikyu > cr. HK

On Hit:  KD

On Block: Safe(Depending on timing/spacing)

GIF: GIF (Closer to punishable ones)

Explained: This option is good against people who like to walk back since it makes the sweep safe, once you have established not to walk back it allows you create alot more pressure.

Input: pp Nishikyu > jump Forward > button

On Hit:  (Depends on finisher)

On Block: Safe(Depending on timing/spacing)

GIF: TODO 

Explained: This is another pressure option you can go once they stop worrying about walking back. If they do walk back it will effect the time you hit and the pressure you get since you are spaced further away. But unless they dp or something like that you still get a jump in and thats pressure

Input: pp Nishikyu > MK/HK Nikankyaku

On Hit:  (Depends on finisher)

On Block: Safe(Depending on timing/spacing)

GIF: TODO 

Explained: This is another pressure option you can go once they stop spamming buttons or if they like to micro walk back it will walk them back to the fireball. The walk back will make them walk back into the poison(But if max range it will hit but HK Nikankyaku will not crossup)

     VT2 Activation

  • Ex Nishikyu xx VT2 
    • Combos on hit at right spacing(GIF)
    • Plus on block
      • Can go into coward crouch and look real (GIF)
    • Can pick sides with MK/HK Nikankyaku(DP)

Crush counter Sweep

Please note damage will not be correct unless they mash on wakeup(Counterhit for reset)

lp. Nishikyu (Distance)

Input: cr. Hk(CH) > lp Nishikyu > mk/hk Nikankyaku(DP) > (Continue)

On Hit:  mk:+19 / hk: +15

On Block: mk:+15 / hk: +11

GIF: Hk Nikankyaku

Explained: This setup is mainly to make it it look like it is going to cross up but it will not. Options: 

  • st. Hk > (Confirm) cr Mp > lp Sotoja
    • st. HK counter hit links to st. HP > hp Sotoja
    • Optimal no bar damage
    • st. HK will lose pressure against 3f afterwards
  • Coward crouch
    • Extend pressure(Does not combo)
    • -10 on block / -6 on hit

Counters: 

  • Invincible reversals
  • Always blocking same side(As FANG)

Mk Ryobenda (Closeish)

Input: cr. HK(CH) > mk Ryobenda > lk/mk. Nikankyaku

On Hit: +25

On Block: +14

GIF:  LK Nikankyaku | MK Nikankyaku

Explained: This setup relies on using the Nikankyaku to hit the enemy on the dash through(Or infront).  Depending on the Nikankyaku you can pick which side you are on for when it hits(If you are too close the LK Nikankyaku will go through). This will allow you to combo on hit or on block extend your pressure. 

Options:

Counters:

  • Block same side as Fang then react to which side he’s on afterwards.

Forward dash (Distance)

Input: cr. HK(CH) > Forward Dash > lk/mk. Nikankyaku(DP) > (option)

Frames: +18~

GIF:  LK Nikankyaku | MK Nikankyaku

Explained: This setup is a good solid 50/50. After the Nikankyaku you are left in a 50/50 in the opponent. It is possible for them to see which side(but very hard), although if you delay the Nikankyaku you can get it tighter and harder for them to see although not as rewarding..

Options:

  • xx Senpukuga (-4)
    • Good option since you cancel the dash and it is ambiguous.
    • Gives pressure
    • Can get full combo on confirm
  • cr. MK 
    • Lots of active frames to confirm
    • Gives pressure
    • Have to delay your Nikankyaku(You can use SLP for frame kill before Nikankyaku)
  • cr. LK > cr. LP > lp. Nishikyu 
    • Low combo which you can confirm(Hold charge down during dash through)
    • Can cancel to VTrigger 2
    • cr. LP is +1 can possible extend pressure
  • st. LK (DP Bait)
    • Recovers before DP will hit so can bait.

Counters:

  • Invincible reversals
  • Block same side as Fang then react to which side he’s on afterwards

Forward dash 2

Input: cr. HK(CH) > Forward Dash > lp > lk Nikankyaku(DP) > (Option) +8

On Hit: +25

On Block: +14

GIF: TODO

Explained: This a setup which can look ambiguous from long range but is pretty obvious close range. It always lands on the other side and hits meaty against 3f(+8 after Nikankyaku). Against people who like to press buttons on wakeup this is a very good setup as it will yield great reward or just to swap sides.

Options:

  • cr. MK 
  • st. HP
  • xx Senpukuga  (-7?)

Post stun

Forward throw

  • TODO

Backwards throw

  • TODO

Meaties

MP Sotoja 

+33 Normal 

+38 Back 

+92 None

Mk Command Dash(Nikankyaku)

Quick Raise (+4)                                                      
Lp > mk xx mp sotoja121 dmg /275 stunCan cancel 2nd hit of sotoja if standing
(ch) lp > sthp > hp sotoja193 / 379 stun
Cr lk > crlp > lp sotoja103 damage 
(ch) cr lk > cr mp > mp sotoja133 / 334 stun
Lp > mk > sotoja148 damage 
Throw120 damage 
(4f)Cr mk > mk > mp sotoja133 damage Can cancel 2nd hit of sotoja if standing
Back Raise (+7)                                                                                 
DF HP  
Cr mk Does not combo unless counterhit
(CH) cr mk -> sthp -> hp sotoja233 damage415 stun
 

Hk Command Dash(Nikankyaku)

Quick Raise (+2)                                                      
Lp > mk xx mp sotoja121 dmg /275 stunCan cancel 2nd hit of sotoja if standing
(ch) lp > sthp > hp sotoja193 / 379 stun
Throw120 damage
Back Raise (+7)                                                                                 
Lk > hp > hp sotoja183 damage
Crlk > crmp -> mp sotoja97 damageMust delay crlk a bit
Crmk -> mk -> mp sotoja133 damage

None

  • Forward dash(+71)
    • cr. MK(Whiff) +45
      • Delay > lk/mk Nikankyaku > cr. MK
      • Note: Catches normal tech

HP Sotoja 

Mk Command Dash(Nikankyaku)

Quick Raise (+3)                                                      
Lp > mk xx mp sotoja121 dmg /275 stunCan cancel 2nd hit of sotoja if standing
(ch) lp > sthp > hp sotoja193 / 379 stun
Cr lk > crlp > lp sotoja103 damage 
(ch) cr lk > cr mp > mp sotoja133 / 334 stun
Lp > mk > sotoja148 damage 
Throw120 damage 



Back Raise (+8) TODO                                                                                 
(CH) Delay stlk > sthp > hp sotoja  
Cr mk Does not combo unless counterhit
(CH) cr mk -> sthp -> hp sotoja233 damage415 stun
 

Hk Command Dash(Nikankyaku)

Quick Raise (+1)                                                      
(4f)Lp > mk xx mp sotoja

121 dmg /275 stunCan cancel 2nd hit of sotoja if standingTrades with 3f
(ch) lp > sthp > hp sotoja193 / 379 stun
(4f)Throw120 damage
Back Raise (+6)                                                                                 
Lk > mk > mp sotojaX damage
Crlk > crmp -> mp sotoja97 damage
Crmk -> mk -> mp sotoja133 damage
(CH) cr mk -> sthp -> hp sotoja233 damage415 stun
 

HP Sotoja 

+31 Normal / +36 back / + 89 No

Normal

  • Forward Dash(+11)
    • Little Walk(Optional) > Cr. MK
      • St. MK xx mp sotoja
      • (CH) st.HP
      • Note: You can be out of range from st. MK depending on previous combo
      • Note: -10~ on back tech
    • cr. MK 
      • Cr.LP > lp sotoja
      • (CH) st. HP
      • Note: -10~ on back tech
  • MK Nikankyaku (+2)
    • Jab(Beats 3f) 
      • st. MK xx mp sotoja
      • (CH) st. HP -> HP Sotoja
      • (Block) Walk back shimmy
    • Throw(Meaty)
    • Cr. LK(-)
      • cr. lp > lp sotoja
      • (Block) Walk back shimmy
  • HK Nikankyaku(0) (Crossup)
    • Jab
      • Loses to 3f

Back

  • MK Nikankyaku(+6)
    • Neutral
    • Walk up st.HP 
    • cr. mk 
      • Last hit clips
        • st. mp(second hit clips, first whiffs)
      • (CH) st. MP > xx
  • HK Nikankyaku(+5) (Same side)
    • Cr. lk
      • (Hit) cr. lp> lp sotoja
    • Cr. mk 
      • St. mk > mp sotoja
      • (CH) st. HP
      • Note: -10~ on back tech

EX Sotoja: +35 Normal / +40 back / + 93 No
Normal

  • Forward Dash(+15)
    • Little Walk(Optional) > Cr. MK
      • St. MK xx mp sotoja
      • (CH) st.HP
      • Note: You can be out of range from st. MK depending on previous combo
      • Note: -10~ on back tech
      • Without Wait it will whiff
  • MK Nikankyaku (+6)
    • Delay > throw
  • HK Nikankyaku(+4) – infront
    • st. HP(-2 on block)
      • hp sotoja / Throw
      • (CC) st. hp -> hp sotoja
    • cr. LK
      • cr.lp -> lp sotoja
      • (CH) cr. MP -> mp sotoja

Back

  • Forward Dash(+20)
    • Yeah nah (Nothing as too far)
    • Fake OKI
      •  Jump (forward) xx flight -> HK(for crossup)
      • Jump (Neutral) xx flight -> MK(for sameside)
  • MK Nikankyaku (+11)
    • Coward crouch (- but reaches)
  • HK Nikankyaku(+9) – Infront
    • cr. MK (2 hit)
      • cr. HP -> lp Sotoja
      • (CH) st. HP -> hp Sotoja
    • Walk forward -> Throw
    • Walk forward 
      • (CH) st. HP -> hp Sotoja

None

Lk ryobenda: +32 Normal

Mk ryobenda(VT2) : +58 normal

Mk Ryobenda > LP Upball(VT2): +45 Normal

Corner (Nikankyaku)

EX Ryobenda 

+74 Normal/ +79 Back / +112 No

(Refer to Setups) 

VT2 Ryobenda -> Light Upball (+46)

VT2 Spacings

  1. EX Upballs spacing
    1. coward crouch > lk/lp > lp lp > st. HP -> lp sotoja xx vt2 -> crmp -> ex upball
    2. cr. mk > st mk (2hit) > xx vt2 crmp -> EX upball
  2. Point blank 
    1. Coward crouch > st mk (1 hit) xx vt2 > crhp (1hit) xx ex ryobenda
    2. Crmk xx VT2
  3. Standard 2 hit normal gas 
    1. st. hk -> crmp -> lp sotoja > st. HP
    2. cr. mk > st mk(2hit) . st. HP
  4. Standard(2 hit ex gas)
    1. Ending with st. MP
  5. Standing(1hit ex gas)
    1. Ending with st. HP

Point blank spacing

GIF: Same Side / Crossup

Recovery: N/A

Explained: This setup relies on cr. HP putting the opponent into a juggle state which lets fly air to air them. On the landing frames the upballs hit meaty which forces the opponent to block(Excluding invincible reversals etc) and canceling the upballs into a command dash (LK same side/MK crossup) which will put the opponent into a 50/50 guesing which side we are on

Original: Monopr

GIF: Same side(TODO | Crossup | Crossup Low

Recovery: N/A

Explained: TODO

Standard 2 hit normal gas

GIF: MQS

Normal Recovery: lp upball

Back Recovery: mp upball

No Recovery:Slight delay in upballs makes light upball hit meaty

Explained: This setup is off very specific spacing where the st.hp will just hit 2 times and will let upballs fire without hitting the opponent when he is airborne. The delay will make upballs hit meaty when landing. The mixup is which side they will have to block depending on the command dash you do. If you land this mixup you will recieve a free 1 bar stun on <1000 stun characters.

MK = same side

HK = Swap

Original: MQS

GIF: Same side | Crossup

Normal recovery: mp upball (Side swap cmd dash + heavy)

Back recovery: mp upball (2x hk dash)

No recovery: sad 🙁

Explained: TODO

Matchup specific

Alex(TODO)

  • Coward crouch -> lp > lp > lp  does not link when crouching
  • St. HK lp lp lp (When standing)

Balrog(TODO)

  • Can punish light ryobenda with EX dash punch(GIF)
  • If too close can jab check ryobenda (GIF)
  • From far can check with sthp (GIF)
  • EX DP goes through Ryobenda (GIF)
  • Regular dp can hit/trade with ryobenda if spaced properly (GIF)

Blanka(TODO)

  • Cr.MK Airball
  • Ball punishes

Chun Li(TODO)

  • Coward crouch -> lp > lp > lp  does not link when crouching

Falke(TODO)

  • Ground shot trades with ryobenda
  • Doing upballs can do pole kick

G(TODO)

  • Spin kicks goes over wall/balls
  • Ending string with ex ball for pressure can be beaten by ex kicks

Juri

Vtrigger 1 stuff

  • Smk -> shk -7(Todo see how late she can cancel)

Karin

Vt1 Rekkas

Karin’s vt rekkas has 6 variations

  • Palm
    • Frametrap after rekkas
    • -9 on block
  • Elbow
    • 4f Gap between rekkas and elbow 
    • +2 on block
  • Slide
    • Can delay to punish buttons
    • -10 on block
  • Overhead
    • -2 On block
    • +16(earliest)
  • Head toss
    • Whiff punish when crouching
  • Backdash
    • Resets to neutral
    • Can whiff punish buttons with st. MP

Fang’s cr. LP beats 3/6 of these options (Loses to Palm/Delayed/Back Dash slide) and can reward a good punish for the elbow(Which is the best option to keep pressure). If they were to beat this they would have to read it or anticipate something.

Palm/Slide both are a very risky option for karin because they are both very punishable(-9+) which allows you to st. HP punish. Palm is also not a great option for karin because if you back tech(Mid screen) it then she loses pressure unless she gets a very well timed orochi meaty which is +1. 


Overhead be beaten by cr. LP as you can interrupt it or block it on reaction.

Headtoss(High command throw) will make cr. LP whiff and in reaction you can then use st. HK to punish the recovery frames (GIF)

Backdash is the only option which is safe for Karin and it can also punish whiffed buttons and is quite common from high level Karin’s which can anticipate whiff light buttons and returns to neutral. (Example)

Elbow is the most common option for extending pressure as it is +2 on block and not normally very risky. Fang surprisingly has a very good punish for this

  • cr. LP > st. LP > st. LP > st. HP > hp Sotoja (GIF)

Ken

Ryobenda

  • Ken can go through with hp DP (GIF) or VT2 activate (GIF)
  • If you end the string with lk Ryobenda the DP will not come out (GIF)
  • Ex tatsu can go over gas wall (GIF)

Laura

EX Shoulder

Startup: 14 frames

Armour(1): 3-16 frames

This is a move which Lauras which are familiar to the matchup will use alot, it allows her to punish buttons behind Ryobenda(Such as upballs) and armor through some of fangs strings.

Moves which are are +1 allow you to st. LP afterwards(GIF) and recover in time to block and punish the shoulder(+11) so point blank you can get st. HK or from further range st. HP.

Moves which twice can beat it although only one is truly consistent which is cr. MK, common strings like light into cr. MK will always beat it although st. MP will lose(Sometimes -13 on trade).

  • Beats
    • S. LP > st. MP
    • mk/hk Ryobenda
  • Loses
    • s. Lp > cr. MK 
    • ex. Ryobenda

Necalli

  • DF HP (Investigate how good it is against mediums)

R-Mika

  • Vreversal hit -> Dash forward = -1
  • S. MP = -2
  • Cr. MK -2
  • Lk -> s. MP target combo -5

Corner Os’s

  • In the corner against R.Mika you have to be carefull against using vreversals as she has alot of options to beat them. You should mainly be warey against f. HP.
  • Meaty Throw -> cr. MP to beat jump outs.

Credits/Acknowledgements

  • Rotten Seagull 
    • Used his normal document as a starter for normals
    • TODO Probably alot more
  • FGC Jesus
    • Nabbing knowledge from the saviours stream.
  • Street fighter 5 Guru
  • F.A.N.G discord for teaching me how to play this character <3

[Match-ups]

Feel free to post general Vs. character things, details, and videos as well.

Vs. M.bison (dictator)

-Watch for re-pressure tactics. jab-check after bison does 2 hits so you won’t get hit by one of his re-pressuring tools such as scythe.–unomia

Vs. F.A.N.G

A fight for the real #2

Vs. R. Mika

Spacing is incredibly important in the Mika matchup, there is a certain spacing where Mika will struggle to do anything without taking a risk in one of charged st.hk/cr.hp/cr.hkjump/dash.

You can use st.HP to counter her charged dropkick. It will CC and leave her in a juggle state. You can followup with a sweep finish the juggle. 

Slippery senpukuga:

Charged st.hk will be low profiled (leads to meaty combo)

Vs. Dhalsim

Not a very hard match-up,

Medium ryobenda is a great tool against his limbs, use it when he throws fireballs or when hes out of reach.

You can CC his teleport with st.hp and follow it up with sotoja.

Use senpukuga as a meaty in corner and in mid range, escaping with teleport from senpukuga can be punished with a sweep or df.hp

Vs. Ryu

Vs. Ken

Watch the st hk pressure. If it hits close to max distance, it is unpunishable. Make them wiff and counter by sweeping, or if they st hk often, you can even jump to crossup.
Don’t be pressing buttons when he’s on the offense except when you see him to the lp–>mp target combo


Vs. Necalli

Don’t try to zone him, that’s just a bad idea, forget it.

What you want to do is to actually start pressuring him, but try not to use nishikyus at all other than punishing him from long distance or for mix-ups. Your best friends in pressure are light and medium ryobendas and senpukuga. Don’t press a lot of buttons and don’t feel like you are the king of this unpunishable world, you can die from one mistake.

Watch out for his cr.mk when he has VT.

Can punish all blocked disc guidance with st. mk cancel into whatever special
Can punish blocked overhead with st.lp>HPxx any special

Vs. Cammy 

Vs. Rashidaez

Slippery senpukuga:

Low profiles Eagle Spikes

Vs. Birdie

When Birdie uses v-skill can, it is a good idea to minimise the effectiveness of the situation by dropping a cloud or using lp nishikyo, making it very hard for Birdie to approach behind the can.

Sweep can effective to quickly neutralise it? (needs testing)

Birdie has little answers against well spaced mp. Up-balls

Situational but Coward Crouch low profiles Birdies super (vs wakeup super or reset super) 

Vs. Karin

mp XX shoulder charge is not a true block string, but cannot be jabbed in between. however shoulder charge is -2 on block and is at perfect range for a +8 jab on hit. be ready! after showing this to karin a couple of times, it might be a good idea to back off as karin can DP to catch your jab —unomia

Vs. Balrog (boxer)

Block low if you are far away from rog. Learn to react to rogs overhead(which is now -6 on block)

Rogs will st.light to check your meaty timings or frame traps; make sure they are tight. 

Slippery senpukuga:9

Low profiles dash punches

Put lots of RYOBENDASSSS

Boxer WILL CA you full screen if you try to throw down ryobenda

Vs. Urien

Slippery senpukuga:

Low profiles headbutts, including EX Headbutt on wakeup

Vs. Juri

-Feels at though this matchup needs to be played at such a range where Juri can’t freely charge v-skill stock, as zoning her becomes impossible when she has it.

Vs. Laura

St lk can keep her at bay 

Save CA meter and try to build v-gauge for v-reversals

Play a hit and run game as close range equals death .She basically have no way to get in besides jumping and her mk can be cc with hp in the footsies battle so AA has to be perfect 

Defending vs. Laura

Slippery senpukuga:

Low profiles bolt charge

Vs. Vega (claw)

Slippery senpukuga:

Senpukuga vs EX FBA causes it to hit in a strange way. You will be left at enough advantage to st.hp vega as a punish, although you can still be grabbed.  —Thanks to Rhyllis

Vs. Ibuki

Vs. Akuma

-Consider using slides to deal with charged fireballs 

-st.mk is a good answer to a lot of his air options—Mresh

Vs. Alex

– He’s got weak oki pressure so don’t fret if you take a powerbomb. The only oki he can do after command grab is his st hk that crush counters. If he dashes, he is at  -2.

-If you can, V-REVERSAL out of his lariat. He can either st mp you as a frame trap or command grab.
-His jab can anti air very well. However, fangs j. mk hits at a range where alex cannot contest well. (aim around the head and back area)

-Bait out his meter by throwing up-balls XX into nishikyu

-Without meter, Mp up balls is a problem for alex

-Alex’s resets are very gimmicky and can be avoided if you understand how they are setup. The most popular one is the flash chop ender. They can jab XX into head crush which will !!most likely stun and kill you. Can also command grab you as well. 

– In the neutral game, his cr.mp is an extremely good button so try to stand outside of that range for a whiff punish. 

-Don’t let alex jump in on you because his walk up(delay) lariat beats delayed buttons/teching

-When alex has v-trigger, don’t leave too many holes in your offense as alex’s are known for stealing matches from a single stray hit.

Slippery senpukuga:

Low profiles elbows

Vs. Chun-Li

IAL can be stuffed by FANGS Cr.mk on reaction

Slippery senpukuga:

Low profiles EX SBK

Vs. Zangief

Mp Nishikyu will destroy Zangief in this matchup until he has V-Trigger stocked.

St.mk as an anti air is extremely effective against giefs typical jump range/arc.

This is one of the matchups where the effectiveness of v-skill/poison should not be underrated.

-st.mk is a good AA option against gief if you’re trying to lame it out.

-Gief has little answers against well spaced mp. upballs

-The new zangief vortex is real. It is very important to understand which strength SPD is used if you were to get grabbed. You can determine this by the range you were hit, or visually determine the height of the SPD during its animation

     -Lp SPD: no true oki pressure. gief can only hard-read an aerial spd.

     -Mp SPD: Gief can dash into another meaty mp spd. 

     -Hp SPD: Gief can dash and get strong oki pressure. –unomia

Vs. Guile

React with Ex sotoja against vskill. It works against sonic booms too.

Ex slide/V-reversal are FANG’s options against slow booms setup

Don’t rush in like crazy, wait, wait and wait, once you get in – don’t press a lot of buttons.
And remember guile is 4f character, he can’t stop you from using st.hk

Vs. Nash

V-Reversal allows punish on ex moonsault

You can sweep when Nash uses ex moonsault to low profile it and then get a st. hp/hk punish when he lands

Slippery senpukuga:

Low profiles mk scythe

[Meaty set-ups]

Post wake up game stuff here

Corner
Any special combo ender > whiff lp > senpukyuga

-Any sotoja >mk ryobenda (puts in blockstun , can cc mashed 3f jabs)

-After forward grab, St. hpx3 covers ALL wakeup options —unomia

ryobenda okizeme

Midscreen :  

mp > ex ryobenda >lk nikankyaku > lk nikankyaku(front)  > senpukyuga

                                                      > mk nikankyaku(back) >

This setup is very strong as it covers both recoveries but bare in mind that it seems to not work on big bodies


After ch cr mk, cr mp,  hp Sotoya, if the opponent bankrolls and we do slide hk,  we’re +6,
1If the opponent presses button while crouched we get ch cr lp,  St lp, hp, hp sotoya

Project_branda

Corner :   

lk ryobenda combo ender  > ex ryobenda in front of them > mp nishikyu > dash > mp or hp nikankyaku

The goto setup as it is a very versatile one (crossup dash or overhead  to push opponent into the cloud , normal into lk dash stays in front and trade with fast their normal for a combo)  try to experiment and adapt to your opponent’s response

Mk-hk ryobenda let you have the same mixup without the nishikyu > dash  part
–koufdell (Thanks to shoryuken’s forum guys) 

[Tech]

Shimmying with St Hk catches a lot of players off guard due to the hitbox of the knee extending far in front of F.A.N.G., causing the microwalk you have to do backward to be really short. [Coolem]

St Hk, microwalk back X# Frames, St Hk

Ex Ryobenda setups cause ambiguous mix – ups on opponents wake up, especially strong if opponent has no reversal.

St HP > St HP > Ex Ryo > Medium Swim > L or M swim (depending on what side you are committing) > coward crouch

St HP > St HP > Ex Ryo > Medium Swim > L or M swim (depending on what side you are committing) > coward crouch on delayed get-up, light swim st lp [Mono / Coolem (typing)]

Meaty jab combos starters

(S.lk ~ cr.mk ~ s.hk ~ coward crouch) all on standing
(Cr.lk ~ cr.mk ~ coward crouch)  on crouching
(S.hp) on counterhit crouching and standing
(Cr.mk ~ cr.lp) on counterhit standing
(Deep J.hp) on standing opponent
(Cr.hp 2nd hit air reset -> meaty cr.jab) on jumping, opponent must be standing upon reset

(Cr.hp[1st hit] XX nishikyu) wiff 1 cr.lp. timing is rhythmic.

(Cr.hp XX ryobenda, hk nishikyu). Cr.hp MUST hit at the tip
(Meaty cr.jab) on opponents wake up,  or after AA jab

Here’s a video showing them in listed order (cr.hp[1 hit] not included) https://www.youtube.com/watch?v=7-d0KPIuetc

–Thanks to Big Tier for posting this on discord

[Gimmicks]

Post things that aren’t real, or very situational.

Dash into sotoja/ryobenda:

     -during end of your blockstun, and you are holding charge, input:[ →], P/K, [→]. the second forward will complete the dash. fast and strict timing. example –unomia

[Combos]

[Pressure Strings, Frame traps]

Unlike anime fighters, F.A.N.G’s pressure isn’t “air-tight” but is still a strong option, post your favorite pressure strings/ pressure ideas here.

[Detailed move list]

Talk about moves here!

[St.lk]

This move can notably link to st.hp on counterhit, which is great in footsies. This move is also great to cancel from during v.trigger, into clouds and maybe ex.sotoja, During Footsies. You have to be quick with the execution. —Mresh

[J.Hp]

Fang’s most conventional jump in button, it’s beefy and has good hitstun. You can hit with it higher up and still link s.hp, but if you get it to hit deep it combos into s.hk, which leads to more damage. It also has the property of letting you move forward with it on a neutral jump. This little bump is great for dealing with some of the more oppressive fireball neutrals, as it just gives you more options to dodge all that nonsense.

Rhyllis blurb on move list! Forgive me if stuff is repeated.

-Light Attacks

[St.LP]
One of FANG’s two fastest attacks (4 frames).

Good vertical hit box which allows it to work as an anti air vs most jump ins.

Combos into s.MK at close range. 

Combos into st.HP on counter hit.

Strong advantage on block (+2)

Certain set ups cause st.LP to hit meaty, allowing it to combo into st.HP without counter hit.

[Cr.LP]
One of FANG’s two fastest attacks (4 frames).

Can only combo into other attacks if hit meaty or counter hit.

FANG’s Only special cancellable crouching light attack.

Sets up spacing for st.LP, st.LP, st.HP when done as close as possible to the opponent.

Can be useful for specific situations. Otherwise one of FANG’s weakest buttons to throw out without a purpose in mind.

[St.LK]
Good range.

Good damage.

Slow start up (6 frames).

Strong advantage on block (+3)

Combos into st.HP on counter hit for a strong mid range combo.

[Cr.LK]
FANG’s only safe low attack. 

Slow start up (5 frames).

Can combo into s.LP. 

On counter hit or meaty set ups, can combo into Cr.MP.

-Medium Attacks

[St.MP]
Long range. 

Two hits.

Special cancellable on the first hit.
st.MP into Light Ryobenda is strong tool to keep opponents at bay, and punish certain moves that push the opponent farther away. Only punishable by a few fast moves.
The start up (7 frames), active, and recovery frames are long! While an extremely useful button, it is more prone to getting a lucky jump punish than its footsie counterpart Cr.MP 

[Cr.MP]
Good range.

Decent damage (50).

Decent start up (6 Frames).

Useful to punish most overheads on block.

Lowers hitbox, making some air attacks whiff.

Combos into all light specials.
Combos into EX Ryobenda fully in the corner.

[St.MK]
Fastest medium normal (5 frames). 

Two hits (only hits once on crouching opponents).

First hit only lands at close range and is special cancellable. 

Good anti air for far jump ins (does full 60 damage on anti air).

Can be cancelled into Medium Sotoja.

Combos into EX Ryobenda mid screen.

Can V-Trigger the 2nd hit to combo into st.HP.

[Cr.MK]
Slow start up (8 frames). 

Two hits, making it easier to confirm counter hits.
+3 on block, +5 on hit. 

Special cancellable on the first half.

At close range, combos into st.MK.

On counter hit, can combo into st.HP.

Good anti air at certain ranges, particularly useful for dealing with dive kick attacks such as Dhalsim, Menat, Cammy, Chun-Li, etc.

At close range, with a microstep backwards, st.LP, st.LP, st.HP will connect.

Very useful normal for frame traps, starting shimmies, walk up throw, etc. Our most versatile and effective normal!

-Heavy Attacks

[St.HP]
Fastest heavy normal (7 frames). 

Crush counter property.

Good range.

Special cancellable. 

Long cancel window (allowing you to hold charge a bit longer) 

Moves FANG forward. 

Combos into heavy Sotoja. 

Long cancel window and reach makes it useful for shimmying.

When cancelled into Medium/Heavy Ryobenda, often leaves cloud right in the opponent’s face.

Off crush counter, can light or medium command dash into st.HP to close distance. Can also heavy command dash from a long range Crush Counter (E.G., vs Dhalsim) and combo into st.LP, st.MK, M Sotoja.



[Cr.HP]
Anti air.

Two hits.

Lowers FANG’s hurtbox.

Hits the area directly above and behind FANG, allowing him to deal with most cross up attacks exceptionally well.

Both hits can be cancelled, such as cr.HP (1 hit) > L Ryobenda, or cr.HP (2 hits) > command dash for mix ups.

[St.HK]
Slow start up (12 frames)

Two hits.

Special cancellable on first hit.

+1 on block and +6 on hit.

Combo into cr.MP, st.MK, or even st.HP on counter hit for bigger damage. 

Moves FANG forward.

Long recovery on whiff.
Useful for shimmying.

At close range, with a microstep backwards, st.LP, st.LP, st.HP will connect.

st.HK is particularly good against anyone who does not have a 3 frame attack, as FANG can can continue pressure afterwards and frame trap them.

[Cr.HK]
Crush counter property.

Two hits.

Can combo off of sweep by using V-Trigger to cancel the first hit, allowing medium punches or st.HP to connect.

The first hit of FANG’s sweep has slightly longer reach than the follow up, so the second part can miss if done at max range.

FANG’s sweep hits from a very far distance, making it a very important, albeit risky low.

Crush counter sweep at close range allows FANG to set up his Ryobenda mix up on the opponent’s wake up.

-Jumping Attacks

[J.LP/LK]
FANG’s fastest air normals (4 frames).

A lot of active frames (6). 

j.LK can cross up in the corner.

Pretty standard jumping lights. Use when you can’t lose an air to air situation. FANG has enough anti airs to not have to rely on these often.

[J.MP]
Fast medium attack (5 frames). 

Damaging (70 damage).

Great air to air hitbox. 

Likely FANG’s overall best air to air normal.

[J.MK]

Fast medium attack (5 frames).

Two hits. 

Instant overhead jumping attack (only first hit is an overhead).

Great downward hitbox, making it harder to anti air if done early.

Does not have high hitstun, so it can be difficult to combo if done too early.

The j.MK can juggle off certain situations for extra damage.

[J.HP]

FANG’s strongest jumping attack (90 damage).

Somewhat slow (8 frames).

Good hitbox. 

If hit deep enough, can combo into st.HK for higher damage. 

Unique trait when neutral jumping, in that you can push yourself by holding forward and pressing HP. Can catch people off guard, dodge fireballs, etc.

[J.HK]

Forward jump HK turns FANG around for easy cross ups (Neutral jump does not turn him around).

Two hits, similar to j.MK but slower and more damaging (only first hit is an overhead).
Instant overhead jumping attack (only first hit is an overhead).

Good downward hitbox, which can be useful to punish whiffed throw attempts.

-Unique Attacks

[Df.HP] (Nirenko)
Very long range poke.

Two hits.

Good damage (100).

Slow start up (12 frames).

Even on hit, -5 on block. Can be punished at certain range by some characters (Zangief SPD at close range, some fast supers, etc).

Very long recovery making it vulnerable on whiff.
Can V-Trigger the first hit and combo into st.HP. 

[D.3P] (Coward Crouch)
Greatly lowers hurtbox to the point he can hide under most fireballs and under some attacks, such as R. Mika’s charged drop kick, Ken’s V-Skill kick, Laura’s s.HK, early jump attacks, etc.

Can hold the down direction to stay in position longer, or just tap it to stay on the ground for the minimum time. 

Can cancel this move into Nishikyu. 

While FANG is on the ground, he is in a constant counter-hit state.

Counts as a normal, so during V-Trigger can cancel immediately into Nishikyu.

Can low profile early jumping attacks and punish their landing frames.

[D.3P > Kick] (Senpukuga)
Forward moving attack.

This attack is +6 on hit, allowing him to combo into any light attack or directly into Cr.MP. 

Combo into St.HP on counter hit.
Can set up meaty St.LP combos for big damage when done close enough.

+2 on block, coupled with moving FANG forward makes this one of FANG’s key pressure tools.
Weak to enemy neutral jump.

-Throws

[Forward Throw] 

Better than average reach.

Sends the opponent flying, creating a lot of space between between the two unless done in the corner. 

Frame advantage, so FANG can apply pressure in the corner or get a head start using his projectiles.

Can be looped in the corner.

[Back Throw]

Better than average reach.

Knocks the opponent down somewhat close.

Swaps sides with the opponent.

Frame advantage allows FANG to walk up cr.MK to beat 3 frame normals.
Builds the most meter in a single attack for FANG, so the best option if the opponent is stunned and one hit away from K.O.

-Specials

[Sotoja] 

Executed by holding back for a second and pressing forward punch.

Usually FANG’s main combo ender. 

Two hits.

Unsafe on block, but good spacing can make punishing it difficult.

Slow start up, but the active frames can negate projectiles. 

Unless done from too far, it will hit twice and score a knockdown. 

FANG can medium or heavy command dash afterward the knockdown to apply meaty pressure on the opponent (medium dash for quick tech, heavy dash for back tech). 

Can cancel Sotoja into Critical Art. 

Increasing strengths of Sotoja provide slightly more damage, reach, frame advantage, and different positioning.

Can juggle airborne opponents.
-EX-
Will always hit twice when combo’d into.

Fastest start up (14 frames).

Farthest reach.

Can be a useful to catch people walking forward from a range they otherwise think is safe.

Does more damage (100, vs 60, 70, and 80).

-3 on block, so it is much safer compared to the other versions.

[Ryobenda]

Executed by holding back for a second and pressing forward kick.

Very versatile tool that can help apply pressure, end combos, or keep people out.

While all versions are unsafe on block, the LK version sends FANG back far away so that very few characters can do anything about it unless they have super. 

MK and HK Ryobenda persist for varying lengths of time which can protect FANG from fireballs, attacks, and approach.

Can cancel Ryobenda into Critical Art. Will miss the last hit of the super unless done close to the corner.

Can juggle airborne opponents.

Ending block strings with MK or HK Ryobenda so that the cloud sits right in the opponents face can make it very difficult for the opponent to counter attack unless they are prepared for it. 

However, the opponent can jump immediately and FANG will not be able to anti air in time, but should be able to block if the medium cloud was used. The heavy cloud may not give enough time to block, so it is a risk vs reward scenario. 

Useful as a meaty on opponent’s wake up, allowing frame advantage during quick rise or left/right mix up for delayed tech with Nikankyaku.

-EX-
Functions similar to LK and HK Ryobenda combined, in that it has an attack/jump back start, and a persistent trap function later

Cloud persists for a very long duration, and has two durability points instead of one. This means armored moves cannot easily get by it, and you’re protected against most projectiles.

When used in a combo, can be followed up with EX Sotoja for additional damage.

+2 on block, but sends FANG back so that he cannot pressure easily after.

[Nishikyu]

Executed by holding down for a couple of seconds and pressing up punch. 

Key zoning tool.

Two arced projectiles.

Low damage (20 damage each).

Punishable on block AND on hit if done at close range!

Projectile distance increases based on the strength of the punch pressed (Light is close, heavy is far). 

The close range one (Light Nishikyu) is useful to protect FANG from jump ins and aggression, and the heavy version is good for fighting at full range. Medium is the middle ground. 

Can cancel into super as long as it is done before the second fireball is out.

Can cancel into EX Nikankyaku (Command Dash) shortly after he has thrown both projectiles. The recovery on this move is long, so be ready to cancel into EX Nikankyu to save yourself.

Projectile change slightly in V-Trigger to cover more space. This allows you to do HP Nishikyu > EX Nikankyaku > Senpukuga from full screen.
-EX-
Throws a bouncing projectile up and down. 

Can cancel EX Nishikyu into his command dashes to apply pressure and mix ups (Left/Right, Shimmy, Low/Insant Overhead, etc.) Great to score that last hit on an opponent.

Safe on block (-2).

Damage increase (45 damage per projectile instead of 20).

[Nikankyaku]
Executed by pressing forward, down, down forward and kick. 

The command dash is fairly slow, and shouldn’t be overused.

Projectile invincible shortly after its start up.

Can cancel into Nikankyaku from an EX Nishikyu.

Lowers FANG’s hitbox so that some attacks may also whiff, including certain V-Reversals.

While the recovery is fairly long, if you predict the opponent will throw a fireball you can punish.

The distance increases based on the strength of the kick pressed (Heavy going farther than light). 

The heavy dash has one more frame of recovery than light and medium.

This move can also be cancelled into from normals to try and reset your pressure, although it is risky.

Can be cancelled into Senpukuga to apply pressure and, in some scenarios, make it difficult to see what side FANG will end up.
-EX-
Strike invincible (but can still be thrown), so it is an option to consider while being pressured by the opponent. 

Goes the farthest distance.

At far range, if you see the heavy Nishikyu is going to land, you can cancel into EX Command dash and convert into a full screen combo with st.HK.

[Critical Art]

FANG’s critical art is performed by quarter circle forward x 2 and punch. 

Long start up (10 frames).

Great corner carry.

Can anti air a good space in front of him, such as if an opponent is neutral jumping. 

Can V-Trigger on reaction to a jump, giving you extra time to buffer a super anti air scenario.

Can be combo’d into from Sotoja or Ryobenda, as well as from all his standing normals except cr.LK and sweep.

If the opponent blocks, it can be tricky to punish due to how FANG flies away leaving a trail of poison behind him.

FANG’s only fully invincible attack. 

It is one of the two Critical Arts in the game that has the animation freeze after the attack is already active. Very useful in K.O.ing an opponent v9ia chip, since they can’t know for certain it’s coming and may not be ready to V-Reversal until it’s already chipped them out.

The long start up time/invincibility period also means it can catch people more easily unless they truly commit to baiting it.

If done too close to the corner, the opponent can fall out of the super early.

-V-Bar

[V-Skill]

Sends a slow moving, unstoppable projectile. 

No hit or block stun. 

Poisons the opponent and generates 1/6th of one V-Gauge bar for FANG. 

This move has decent recovery, so it can be used to bait out certain attacks.

Dangerous to throw out if you’re in range of a jump attack/during footsies, as the reward for landing it is quite low compared to the risk.

While the opponent is poisoned, their stun gauge will not decrease.

[V-Reversal]

Allows FANG to Zoidberg himself a moderate distance. 

Deals no damage.

Invincible to everything except throws.

Fairly good recovery, allowing FANG to punish certain attacks (Nash’s EX Sonic Scythe) 

Given FANG’s lack of defensive options, V-Reversal is a very useful tool, especially to change positions in the corner. Often a better use of V-Bar than V-Trigger.

[V-Trigger]

Covers FANG in a cloud of poison, damaging enemies who get too close to him, even while they’re comboing him.

Possibly the weakest V-Trigger in the game, so it is often used purely as a combo extender.

Because of the properties of FANG’s sweep, V-Trigger allows him to have an extremely long reaching low attack that he can combo off of if he cancels the first hit.

Removes charge time requirement when cancelling a normal into a special.

Changes the arc/timing of HP Nishikyu, spreading the hits out a bit more.

[Strategy]

Talk about game-plans here.

Poison tick damage prevents grey life recovery, but also isn’t affected by any kind of scaling. So even though it only does as much as a jab after 8 seconds or so, it will be more effective on low health opponents, as all character get more “defence” the lower their health. F.A.N.G also has great options for finishing off an opponent, such as a cr.lk with a great counter poke hitbox, and a strong instant overhead. —Mresh