Street Fighter V/F.A.N.G: Difference between revisions

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* Added V-Trigger 2: Koryo Dokuda
* Added V-Trigger 2: Koryo Dokuda
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* Forward throw recovery increased by 2f
* Forward {{throw}} recovery increased by 2f
* Stand LP upwards hitbox reduced
* Stand LP upwards hitbox reduced
* Shishiruirui (qcf, qcf+P) combo count eased
* Shishiruirui (qcf, qcf+P) combo count eased
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=====Notes:=====
=====Notes=====


* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
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* Chip damage for normals refers to grey life inflicted
* Chip damage for normals refers to grey life inflicted


== Combos ==  
== Combos ==
=== BnB ===  
=== BnB ===
=== With Meter ===  
=== With Meter ===
=== Corner ===  
=== Corner ===
=== Crush Counter ===  
=== Crush Counter ===
=== V-Trigger Cancels ===  
=== V-Trigger Cancels ===
== Unique Mechanic ==
== Unique Mechanic ==
When Fang hits an opponent with a special attack or his V-Skill, they become poisoned. While poisoned their HP slow drains, and any grey life and stun they have does not regenerate. If Fang takes any damage, the opponent becomes un-poisoned. The opponent cannot be killed via poison.
When Fang hits an opponent with a special attack or his V-Skill, they become poisoned. While poisoned their HP slow drains, and any grey life and stun they have does not regenerate. If Fang takes any damage, the opponent becomes un-poisoned. The opponent cannot be killed via poison.
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=== Playing as F.A.N.G ===
=== Playing as F.A.N.G ===
=== Fighting Against F.A.N.G ===
=== Fighting Against F.A.N.G ===
[[Category: Street Fighter V]]
[[Category:Street Fighter V]]

Revision as of 02:00, 9 December 2020

Template:SFVHeader

F.A.N.G

SFV-Fang Portrait.jpg
VITALS
Health: 975 Stun: 1000
WALKING THROWS
Forward Walk Speed: 3.2 Throw Range: 0.85
Back Walk Speed: 2.8 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 20 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 51(4+43+4)
Forward Dash Distance: 118.4 Forward Jump Distance: 250.4
Back Dash Distance: 135.6 Back Jump Distance 233.2
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crHK Crush Counters: HP, crHK

Summary

Bio

Bio


Why Pick F.A.N.G?

Why Play

Players To Watch
Mono, Dusk_Aims

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward Throw.png recovery increased by 2f
  • Stand LP upwards hitbox reduced
  • Shishiruirui (qcf, qcf+P) combo count eased
  • Nikaiho (f+PPP) movement frames increased from 30f to 31f, addeed hurtbox on 26f-31f


Season 3 (Arcade Edition)

  • Stand LP hurtbox expanded
  • Stand MP collision box adjsuted
  • Stand HP collision box adjusted
  • Stand MK hurtbox reduced, can hit behidn F.A.N.G.
  • Crouch MP collision box adjusted
  • Crouch MK hitbox expanded, can now hit behind F.A.N.G.
  • Crouch HP hurtbox reduced
  • Crouch HK hitbox reduced
  • Jump MK hurtbox reduced
  • Jump HP hurtbox reduced
  • Regular HK (u/ub + HK) upper hitbox reduced, horizontal and lower hitbox exapnded, hurtbox reduced
  • Forward Jump HK hurtbox reduced
  • Nirenko (df+HP) collision box adjusted
  • Sotoja (b,f+P) damage adjusted from 60/70/80 to 70/80/100 for L/M/H versions
  • Heavy Ryobenda (b, f+K) recovery reduced by 3f
  • Nishodoku (MP+MK) V-Gauge gain increased
  • V-Trigger
    • Noshodouku (MP+MK) has hitbox
  • Added V-Trigger 2: Koryo Dokuda


Move List

Unique Attacks

SFV-Fang-Unique.jpg

Special Moves

SFV-Fang-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Fang-Vsystem.jpg

Critical Art

SFV-Fang-Critical.jpg

F.A.N.G. Discussions

Discussions regarding F.A.N.G.

F.A.N.G. Shoryuken Forum

F.A.N.G. Discord Link

F.A.N.G. Discord


Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Resources

F.A.N.G. Discord's F.A.N.G. Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 6 2 5 7 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 7 2(5)2 15 -3 2 4 40*20 50*50 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HP HP 7 3 19 -2 1 16 90 150 H ["sp","su","vt1","vt2"] - - - 14 108 180
Stand LK LK 6 3 7 3 5 7 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MK MK 5 2*2 14 1 3 5 30*30 50*50 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HK HK 12 2(9)2 16 1 6 8 40*75 40*75 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Crouch LP d+LP 4 3 8 1 3 5 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 2 16 -2 1 3 50 100 H ["sp","su","vt1","vt2"] - - - 8 60 120
Crouch HP d+HP 9 2(6)3 19 -12*-6 KD (+8) ? 50*40 75*75 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Crouch LK d+LK 5 3 7 1 4 6 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 8 3*2 14 3 5 7 20*40 50*50 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Crouch HK d+HK 9 2(8)2 24 -12 KD KD 50*50 75*75 L*L ["vt1","vt2"] 69 20 25 CHIP CH_DAMAGE CH_STUN
Jump LP u+LP 4 6 - - - ? 40 50 M - - - - - 48 60
Jump MP u+MP 5 4 - - - ? 70 100 M ["sp"] - - - 11 84 120
Jump HP u+HP 8 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 6 - - - ? 40 50 M - - - - - 48 60
Jump MK u+MK 5 2*2 - - - ? 35*35 50*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
Jump HK u+HK 9 2*2 - - - ? 48*48 90*90 M*M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Nirenko df+HP 12 2(5)2 21 -5 0 2 60*40 100*100 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Senpukuga d+PPP > K 11+10 2(3)2 14 2 6 8 30*40 50*50 H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Nikyoushu u+PPP - 80*50 9 - - ? - - - - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Simonshu LP+LK 5 3 17 - KD KD 60*60 0*150 T - 65 6 6 ? CH_DAMAGE CH_STUN
Kyoshitsugeki b+LP+LK 5 3 17 - KD KD 10*110 0*150 T - 72 13 13 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dokunomu HP+HK (VT1) 1 - 2 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Koryo Dokuda HP+HK 1 - 2 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Nishodoku MP+MK (VS1) 22 - 19 - - ? 50 0 - - - - - ? 60 0
Sodokubu MP+MK (VS2) 3 10 54 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Sodokubu (Counter) MP+MK (VS1) 3 2(5)2(9)2(7)2 62 -42 KD KD 10x3*30 (60) 20x3*60 (120) H - 64 5 10 ? CH_DAMAGE CH_STUN
Nikaiho f+PPP - - 31 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Nishikyu d,u+LP 13 - 48 -11 -7 -5 20*20 50*50 H*H ["su","vt2"] - - - ? CH_DAMAGE CH_STUN
MP Nishikyu d,u+MP 13 - 48 -11 -7 -5 20*20 50*50 H*H ["su","vt2"] - - - ? CH_DAMAGE CH_STUN
HP Nishikyu d,u+HP 13 - 48 -11 -7 -5 20*20 50*50 H*H ["su","vt2"] - - - ? CH_DAMAGE CH_STUN
EX Nishikyu d,u+PP 13 - 37 -1 3 5 45*45 50*50 H*H ["vt2"] - - - ? CH_DAMAGE CH_STUN
LP Sotoja b,f+LP 13 8 23 -11 0 2 40*30 100*100 H*H ["su","vt2"] - - - ? CH_DAMAGE CH_STUN
MP Sotoja b,f+MP 16 8 22 -9 KD KD 40*40 100*100 H*H ["su","vt2"] 92 33 38 ? CH_DAMAGE CH_STUN
HP Sotoja b,f+HP 21 8 23 -10 KD KD 50*50 100*100 H*H ["su","vt2"] 91 32 37 ? CH_DAMAGE CH_STUN
EX Sotoja b,f+PP 14 8 18 -2 KD KD 50*50 100*100 H*H ["vt2"] 95 36 41 ? CH_DAMAGE CH_STUN
LK Ryobenda b,f+LK 14 3 29 -9 KD KD 30*30 100*100 H*H ["su","vt2"] 91 32 37 ? CH_DAMAGE CH_STUN
MK Ryobenda b,f+MK 19 - 27 -8 1 3 40 100 H ["su","vt2"] - - - ? 48 120
MK Ryobenda Trap b,f+MK 19 80 27 16 27 29 40 100 H - - - - ? 48 120
HK Ryobenda b,f+HK 23 - 29 -10 -1 1 40 100 H ["su","vt2"] - - - ? 48 120
HK Ryobenda Trap b,f+HK 23 120 29 10 27 29 40 100 H - - - - ? 48 120
EX Ryobenda b,f+KK 15 2 30 2 KD KD 30*30 100*100 H*H ["vt2"] 84 24 79 ? CH_DAMAGE CH_STUN
EX Ryobenda Trap b,f+KK 17 220 30 24 27 29 20*20 22*22 H*H - - - - ? CH_DAMAGE CH_STUN
LK Nikankyaku f,d,df+LK - - 29 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
MK Nikankyaku f,d,df+MK - - 29 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
HK Nikankyaku f,d,df+HK - - 31 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Nikankyaku f,d,df,+KK - - 33 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Shishiruirui qcf,qcf+P 10 7 49+21 - KD KD 292 0 H - 96 27 32 ? 350 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Nishodoku MP+MK (VS1) 22 - 23 -2 2 4 30+50 50 H - - - - ? CH_DAMAGE 60
Sodokubu (Counter) MP+MK (VS1) 3 2(5)2(9)2(7)2 62 -42 KD KD 10x3*50 (80) 20x3*90 (150) H - 64 5 10 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
LP Nishikyu d,u+LP 13 - 48 -2 1 3 20x4 (80) 140 H*H ["su"] - - - ? CH_DAMAGE 168
MP Nishikyu d,u+MP 13 - 48 -2 1 3 20x4 (80) 140 H*H ["su"] - - - ? CH_DAMAGE 168
HP Nishikyu d,u+HP 13 - 48 -2 1 3 20x4 (80) 140 H*H ["su"] - - - ? CH_DAMAGE 168
EX Nishikyu d,u+PP 13 - 37 3 KD KD 45x2*20x2 (130) 140 H*H - 118 59 64 ? CH_DAMAGE 168
LK Ryobenda b,f+LK 14 3 29 -9 KD KD 20*25x2 (70) 50*75x2 (200) H*H ["su"] 91 32 37 ? CH_DAMAGE CH_STUN
MK Ryobenda b,f+MK 19 - 27 0 KD KD 40*20 100*50 H ["su"] 117 58 63 ? CH_DAMAGE CH_STUN
MK Ryobenda Trap b,f+MK 19 80 27 - KD KD 20 50 H - - - - ? 24 60
HK Ryobenda b,f+HK 23 - 29 0 KD KD 40*20 100*50 H ["su"] 115 56 61 ? CH_DAMAGE CH_STUN
HK Ryobenda Trap b,f+HK 23 120 29 - KD KD 40*20 100*50 H - - - - ? CH_DAMAGE CH_STUN
EX Ryobenda b,f+KK 15 2 30 6 KD KD 30*30 75*75 H*H - 151 92 97 ? CH_DAMAGE CH_STUN
EX Ryobenda Trap b,f+KK 17 220 30 - KD KD 20x3 (60) 22x2*50 (94) H*H - - - - ? CH_DAMAGE CH_STUN
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

Unique Mechanic

When Fang hits an opponent with a special attack or his V-Skill, they become poisoned. While poisoned their HP slow drains, and any grey life and stun they have does not regenerate. If Fang takes any damage, the opponent becomes un-poisoned. The opponent cannot be killed via poison.

V System

V Reversal

An escape V-Reversal, Fang waves his arms as he slips behind the opponent. The recovery of this move can be punished if Fang V-Reverals a fast recovering moving.

V Skill 1

Fang lets out a small poison blob which slowly moves forward. Upon contact, the opponent becomes poisoned, building Fang a small amount of V-Meter as well. The projectile does not have any hitbox associated with it, so it passed through fireballs and attacks without nay interaction.

V Skill 2

TBW

V Trigger 1

Dokunomu is a 2 bar V-Trigger that has Fang release a cloud of poison gas surrounding him. When the opponent gets close, they begin taking the effects of poison. Fang's V-Skill also powers up to become a true projectile, causing the opponent to take damage on hit and inflicting hit stun, and can clash with other projectiles. Each use takes about 1/3 of the meter, giving access to 3 total. When canceling into his special moves, Fang also no longer needs to have charge stored to perform them allowing him to move around more.

V Trigger 2

Koryo Dokuda is a 3 bar V-Trigger causes Fang to roll up his sleeves, greatly powering up some of his special moves. Ryobenda now explodes when it expires and launches higher on hit and Nishikyu creates large puddles when it lands on the ground and has a higher combo potential, greatly increasing Fang's damage output. Each special takes about 1/5 of his V-Gauge, giving him about 5 uses total.

Strategy

Playing as F.A.N.G

Fighting Against F.A.N.G