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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. The amount of poison damage sustained fills up your opponent's V-gauge as well and is equivalent to the V-Skill 1 connecting. It is possible to throw multiple V-Skills at your opponent to fill up your V-gauge quickly to benefit from VT0 installation. | 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. The amount of poison damage sustained fills up your opponent's V-gauge as well and is equivalent to the V-Skill 1 connecting. It is possible to throw multiple V-Skills at your opponent to fill up your V-gauge quickly to benefit from VT0 installation. | ||
=== V-Skill 2 === | === V-Skill 2 === | ||
A counter parry against physical attacks. F.A.N.G will twirl, hitting the other player and poisoning them at the same time. Works against meaty crossups on wakeup. However, he is left in a counter hit state if struck after the parry window passes. It assists him in building space and inflicting poison damage status. it gives Oki, but has very low damage. | A counter parry against physical attacks. F.A.N.G will twirl, hitting the other player and poisoning them at the same time. Works against meaty crossups on wakeup. However, he is left in a counter hit state if struck after the parry window passes. It assists him in building space and inflicting poison damage status. it gives Oki, but has very low damage. It does 20 more damage while VT1 is active. | ||
=== V-Trigger 1 === | === V-Trigger 1 === |
Revision as of 20:09, 31 October 2022
Strategy
F.A.N.G. is a fast, pressure based character. He doesn't do much damage with each hit, but has extremely dangerous block strings and loops. In neutral, his V-skill one is extremely important, as once his opponent is poisoned he can begin playing very passively, forcing his opponent to come to him. In addition, throwing out V-skills in neutral can build v meter remarkably fast. His fwd.Hp, st.Mp and cr.Mp are valuable pokes when attempting to keep your opponent at a range. It's worth noting that his footsies are mildly better during V trigger 1, as his special moves don't require charge. This allows him to cancel the first hit of fwd.Hp, giving him a bit more reward. In terms of V trigger, F.A.N.G.'s V triggers are generally considered to be pretty weak, with Daigo saying that the activation was the best part. This may carry some truth, as his activation options are above average. His main activation route is off of the first hit of sweep, being quite plus on block and leading to a combo on hit, which is much better than what most characters get off of sweep xx activate. Although his defense is weak, his super is notably difficult to punish on block, often requiring multiple dashes to catch up to him. His EX command dash is invincible from frame 1 and although it doesn't have a hitbox, it switches sides and is very difficult to punish.
Counterplay
One of F.A.N.G.'s main weaknesses is his fireball evasion tools, often finding himself subject to zoning due to his unimpressive jump and anti fireball tools. This seems ironic, since every single one of his special moves can be used to evade fireballs, but none of them are particularly good at it. Exploiting this can be very important when playing against F.A.N.G.. His neutral jump is very high and floaty, and makes it pretty easy to jump over fireballs, but since he isn't moving forwards you can take this opportunity to gain space. Another one of his core flaws is his lack of good lows. His sweep is his only low with any semblance of range, and on top of doing subpar damage for a sweep it doesn't even give good oki. His other low, his cr.Mk, leads to low reward on hit and has such little range one could easily mistake it for a crouch short. This results in walking backwards being a very strong defensive option against fang.
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 move.
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. The amount of poison damage sustained fills up your opponent's V-gauge as well and is equivalent to the V-Skill 1 connecting. It is possible to throw multiple V-Skills at your opponent to fill up your V-gauge quickly to benefit from VT0 installation.
V-Skill 2
A counter parry against physical attacks. F.A.N.G will twirl, hitting the other player and poisoning them at the same time. Works against meaty crossups on wakeup. However, he is left in a counter hit state if struck after the parry window passes. It assists him in building space and inflicting poison damage status. it gives Oki, but has very low damage. It does 20 more damage while VT1 is active.
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 2 hit projectile, causing the opponent to take damage on hit and inflicting hit stun, and can clash with other projectiles as well as poison on contact even on block. Each use takes about 1/3 of the meter, giving access to 3 total and can be cancelled off normals. 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 increasing combo damage output. The enhanced properties of his special attacks offer new mixups and damage output.