F.A.N.G Guide

Strengths

  • Unique Play style

  • Setups

  • Strong neutral

Weaknesses

  • 4f

  • No invincible DP

  • Low damage output

Description

TODO

Name: F.A.N.G

Style:  Chinese kempo with Poison

Health: 950 Stun: 950

Frame data

 

Terminology

 

Acronym

Meaning

Acronym

Meaning

st

Standing

kk

Ex kicks

cr

Crouching

pp

Ex punch

Lp / lk

Light punch/kick

ob/oh

On block/hit

mp/mk

Medium punch/kick

ch

Counterhit

hp/hk

Heavy punch/kick

kd

Knockdown

Normals

 

Standing Light Punch

Startup: 4

Active: 3

Recovery: X

On Hit: +5

On Block: +2 oh,

Hitbox: Link

Notes

  • Fangs fastest button

  • Combos to st. mk

  • Combos to st. hp on CH

Standing Medium Punch

Startup: 7

Active: 9

Recovery: X

On Hit: +2

On Block: -3

Notes

  • Long range button with lots of active frames

  • First hit has very little pushback

  • Special Cancelable

  • Vulnerable to jump ins

Standing Heavy Punch

Startup: 7

Active: 3

Recovery: X

On Hit: +1

On Block: -2

Notes

  • Fast crush counter button

  • Deals a good amount of grey on block

  • Special cancelable

  • Moves forward

Standing Light Kick

Startup: 6

Active: 3

Recovery: X

On Hit: +5

On Block: +3

Notes

  • Slow starup for a light

  • High priority(Good hitbox vs hurtbox)(TODO EXPLAIN WHAT THAT MEANS)

  • Closes out rounds well

Standing Medium Kick

Startup: 5

Active: 4

Recovery: X

On Hit: +3

On Block: +1

Notes

  • 2 hits (First special cancellable)

  • Fast

  • Doesn’t move your hurtbox forward(Rare)

  • Good for counterpoke buffers

  • Can antiair

Standing Heavy Kick

Startup: 12

Active: 13

Recovery: X

On Hit: +6

On Block: +1

Notes

  • Very Slow

  • Bad against backdash jump ins

  • Good for shimmies

  • Good vs 4f characters

  • Trades with 3f so you always lose pressure

Crouching Light Punch

Startup: 4

Active: 3

Recovery: X

On Hit: +3

On Block: +1

Notes

  • Mash against low confirms.

  • Converts on counter hit

Crouching Medium Punch

Startup: 6

Active: 2

Recovery: X

On Hit: +1

On Block: -2

Notes

  • Good poke

  • Great range

  • Fast startup and recovery.

  • Special cancellable

Crouching Heavy Punch

Startup: 9

Active: 2(6)3

Recovery: X

On Hit: +8

On Block: -6

Notes

  • Good antiair for crossups

  • 2 hits (First hit special cancellable)

Crouching Light Kick

Startup: 5

Active: 3

Recovery: X

On Hit: +4

On Block: +1

Notes

  • Good low poke

  • Hard to convert (Only point blank and CH)

Crouching Medium Kick

Startup: 8

Active: 6

Recovery: X

On Hit: +5

On Block: +3

Notes

  • Good blockstring button

  • Lots of active frames

  • Fantastic antiair

  • Susceptible to vreversal

Crouching Heavy Kick

Startup: 9

Active: 2(8)2

Recovery: X

On Hit: KD

On Block: -12

Notes

  • 2 hits

  • Can cancel to vtrigger on first hit

  • Good range

  • Crush counter gives setups

Nirenko (df. HP)

Startup: 12

Active: 9

Recovery: X

On Hit: 0

On Block: -5

Notes

  • Longest range button.

  • Fantastic at catching dashes

  • Vulnerable to jumpins

Senpukuga (PPP+Down)

Startup: 21

Active: 7

Recovery: X

On Hit: 6

On Block: 2

Notes

  • Fangs core button, makes fang’s ground game come together.

  • Moves you forward and gives oki on block

  • Abuse when they respect you and start blocking in neutral

 

Specials

 

Nishikyu / Upball

Startup: 13

Active: ~

Recovery: 48

On Hit: -7/-7/-7/+3

On Block: -11/-11/-11/-1

Notes

  • 2 fireballs

  • Different fireballs have different arcs

  • Can combo even after being knocked down if timed right

Sotoja

Startup: 16/20/21/14

Active: 8

Recovery: 25/23/24/19

On Hit: KD

On Block: -11/-9/-10/-3

Notes

  • Can be used max range but very punishable if not spaced properly(Unless EX)

  • Good ender for combos

Ryobenda

Startup: 14/19/23/15

Active: 3/80/120/220 (whiff)

Recovery: 29/27/29/30

On Hit: KD/+1/-1/KD

On Block: –9/-8-10/+2

Notes

  • Frame data is very misleading

  • lk 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 string

DMG

Notes

GIF

s. LP > s. MK xx MP Sotoja

121 | 275

  • Requires charge prior

  • 4f Punish

cr. LK > cr. LP > LP Sotoja

102 | 293

  • Requires charge prior

  • Low confirm

  • Point blank

TODO

HP Nishikyu xx KK Nikankyaku > st. HK > cr. MP > MP Sotoja

208 | 456

  • Must be very far away

  • Easily confirmable

  • Full screen confirm

TODO

Advanced

Combo string

DMG

Notes

GIF

St.hk -> Microwalk -> st. lp -> st. lp -> st. hk -> hp sotoja

254 | 494

  • Assumed point blank after st.hk

  • Cr = Microwalk back

  • St = Microwalk forward

Standing 

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 string

DMG

Notes

GIF

cr. MK > cr. LP xx LP Sotoja

142 | 323

  • Link from all knockdowns where cr. LP  reaches

TODO

Cr. MK > st. MK xx MP Sotoja

151 | 305

  • Must be close to opponent for cancel

Link

Cr. MK (CH) > st. HP xx HP Sotoja

233 | 415

  • Counterhit ONLY

Link

cr. MK(CH) > microwalk back > st. lp > st. lp > st. hp xx hp. sotoja

246 | 464

  • Point blank CRMK

  • Hard 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)

  • Beats 3f

  • From distance can setup gas wall

  • 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 string

DMG

Notes

GIF

st. HK > cr. MP xx LP Sotoja

181 | 400

Link

st. HK (CH) > st. HP xx HP Sotoja

xx || 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 string

DMG

Notes

GIF

d. PPP > K > cr. LK > cr. LP > LP Sotoja

161 | 359

  • No knockdown

TODO

d. PPP > K > cr. MP xx MP Sotoja

179 | 350

  • Can confirm from far

TODO

d. PPP > K > st. MK xx MP Sotoja

161 | 305

  • Has to be close to opponent

  • More lenient than cr. MP

Link

d. PPP > K > st. LK > st. LP > st.LP > st. HP > HP Sotoja

255 | 488

  • Must be point blank coward crouch

  • Enemy must be STANDING

Link

d. PPP > K > st. LP > st. LP > st.LP > st. HP > HP Sotoja

246 | 458

  • Must be point blank coward crouch

  • Enemy must be CROUCHING and Non Counterhit

Link

D. PPP > K(CH) > st. LP > microwalk > st. LP > st. LP > st. HP > HP Sotoja

260 | 478

  • Must be point blank coward crouch

  • Enemy must be CROUCHING and Counterhit

Link

 

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 sotoja

121 dmg /275 stun

Can cancel 2nd hit of sotoja if standing

(ch) lp > sthp > hp sotoja

193 / 379 stun

Cr lk > crlp > lp sotoja

103 damage

(ch) cr lk > cr mp > mp sotoja

133 / 334 stun

Lp > mk > sotoja

148 damage

Throw

120 damage

(4f)Cr mk > mk > mp sotoja

133 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 sotoja

233 damage

415 stun

 

Hk Command Dash(Nikankyaku)

 

Quick Raise (+2)

Lp > mk xx mp sotoja

121 dmg /275 stun

Can cancel 2nd hit of sotoja if standing

(ch) lp > sthp > hp sotoja

193 / 379 stun

Throw

120 damage

Back Raise (+7)

Lk > hp > hp sotoja

183 damage

Crlk > crmp -> mp sotoja

97 damage

Must delay crlk a bit

Crmk -> mk -> mp sotoja

133 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 sotoja

121 dmg /275 stun

Can cancel 2nd hit of sotoja if standing

(ch) lp > sthp > hp sotoja

193 / 379 stun

Cr lk > crlp > lp sotoja

103 damage

(ch) cr lk > cr mp > mp sotoja

133 / 334 stun

Lp > mk > sotoja

148 damage

Throw

120 damage

Back Raise (+8) TODO

(CH) Delay stlk > sthp > hp sotoja

Cr mk

Does not combo unless counterhit

(CH) cr mk -> sthp -> hp sotoja

233 damage

415 stun

 

Hk Command Dash(Nikankyaku)

 

Quick Raise (+1)

(4f)Lp > mk xx mp sotoja

121 dmg /275 stun

Can cancel 2nd hit of sotoja if standing

Trades with 3f

(ch) lp > sthp > hp sotoja

193 / 379 stun

(4f)Throw

120 damage

Back Raise (+6)

Lk > mk > mp sotoja

X damage

Crlk > crmp -> mp sotoja

97 damage

Crmk -> mk -> mp sotoja

133 damage

(CH) cr mk -> sthp -> hp sotoja

233 damage

415 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

    1. Point blank

  1. Coward crouch > st mk (1 hit) xx vt2 > crhp (1hit) xx ex ryobenda

  2. Crmk xx VT2

    1. Standard 2 hit normal gas

  1. st. hk -> crmp -> lp sotoja > st. HP

  2. cr. mk > st mk(2hit) . st. HP

    1. Standard(2 hit ex gas)

  1. Ending with st. MP

    1. 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

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