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

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=== Crush Counter ===  
=== Crush Counter ===  
=== V-Trigger Cancels ===  
=== V-Trigger Cancels ===  
{{SFVCharacterVSystem
== Unique Mechanic ==
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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.
 
{{SFVCharacterVSystem|
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.
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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.
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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.
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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 ==
== Strategy ==

Revision as of 09:00, 17 September 2018

Template:SFVHeader

F.A.N.G

SFV-Fang Portrait.jpg
VITALS
Health: 950 Stun: 950
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 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

Sajam's Character Breakdown


Shoryuken's Rising Up Series

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 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 7 2(5)2 15 -3 2 FILL_ME_IN_COUNTER_HIT 40*20 50*50 H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 7 3 19 -2 1 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 6 3 7 3 5 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 5 2*2 14 1 3 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 40*75 40*75 H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 3 8 1 3 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 2 16 -2 1 FILL_ME_IN_COUNTER_HIT 50 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 9 2(6)3 19 -12*-6 KD (+8) FILL_ME_IN_COUNTER_HIT 50*40 75*75 H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 5 3 7 1 4 FILL_ME_IN_COUNTER_HIT 20 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 8 3*2 14 3 5 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 50*50 75*75 L*L vt1/vt2 69 20 25 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 6 - - - FILL_ME_IN_COUNTER_HIT 40 50 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 5 4 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 8 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 6 - - - FILL_ME_IN_COUNTER_HIT 40 50 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 5 2*2 - - - FILL_ME_IN_COUNTER_HIT 35*35 50*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 2*2 - - - FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 60*40 100*100 H*H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Senpukuga d+PPP > K 11+10 2(3)2 14 2 6 FILL_ME_IN_COUNTER_HIT 30*40 50*50 H*H vt1/vt2 - - - 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 - 60*60 0*150 T - 65 6 6 - - -
Kyoshitsugeki b+LP+LK 5 3 17 - KD - 10*110 0*150 T - 72 13 13 - - -
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 - - - - - - - - - - - - -
Koryo Dokuda HP+HK (VT2) 1 - 2 - - - - - - - - - - - - -
Nishodoku MP+MK 22 - 19 - - - 50 0 - - - - - - - -
Nikaiho f+PPP - - 31 - - - - - - - - - - - - -
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
Nishikyu LP d,u+LP 13 - 48 -11 -7 FILL_ME_IN_COUNTER_HIT 20*20 50*50 H*H su/vt2 - - - CHIP CH_DAMAGE CH_STUN
Nishikyu MP d,u+MP 13 - 48 -11 -7 FILL_ME_IN_COUNTER_HIT 20*20 50*50 H*H su/vt2 - - - CHIP CH_DAMAGE CH_STUN
Nishikyu HP d,u+HP 13 - 48 -11 -7 FILL_ME_IN_COUNTER_HIT 20*20 50*50 H*H su/vt2 - - - CHIP CH_DAMAGE CH_STUN
Nishikyu EX d,u+PP 13 - 37 -1 3 FILL_ME_IN_COUNTER_HIT 45*45 50*50 H*H vt2 - - - CHIP CH_DAMAGE CH_STUN
Sotoja LP b,f+LP 16 8 25 -11 KD FILL_ME_IN_COUNTER_HIT 40*30 100*100 H*H su/vt2 91 32 37 CHIP CH_DAMAGE CH_STUN
Sotoja MP b,f+MP 20 8 23 -9 KD FILL_ME_IN_COUNTER_HIT 40*40 100*100 H*H su/vt2 91 32 37 CHIP CH_DAMAGE CH_STUN
Sotoja HP b,f+HP 21 8 24 -10 KD FILL_ME_IN_COUNTER_HIT 50*50 100*100 H*H su/vt2 90 31 36 CHIP CH_DAMAGE CH_STUN
Sotoja EX b,f+PP 14 8 19 -3 KD FILL_ME_IN_COUNTER_HIT 50*50 100*100 H*H vt2 94 35 40 CHIP CH_DAMAGE CH_STUN
Ryobenda LK b,f+LK 14 3 29 -9 KD FILL_ME_IN_COUNTER_HIT 30*30 100*100 H*H su/vt2 91 32 37 CHIP CH_DAMAGE CH_STUN
Ryobenda MK b,f+MK 19 - 27 -8 1 FILL_ME_IN_COUNTER_HIT 40 100 H su/vt2 - - - CHIP CH_DAMAGE CH_STUN
Ryobenda MK Trap b,f+MK 19 80 27 16 27 FILL_ME_IN_COUNTER_HIT 40 100 H - - - - CHIP CH_DAMAGE CH_STUN
Ryobenda HK b,f+HK 23 - 29 -10 -1 FILL_ME_IN_COUNTER_HIT 40 100 H su/vt2 - - - CHIP CH_DAMAGE CH_STUN
Ryobenda HK Trap b,f+HK 23 120 29 10 27 FILL_ME_IN_COUNTER_HIT 40 100 H - - - - CHIP CH_DAMAGE CH_STUN
Ryobenda EX b,f+KK 15 2 30 2 KD FILL_ME_IN_COUNTER_HIT 30*30 100*100 H*H vt2 84 24 79 CHIP CH_DAMAGE CH_STUN
Ryobenda EX Trap b,f+KK 17 220 30 24 27 FILL_ME_IN_COUNTER_HIT 20*20 22*22 H*H - - - - CHIP CH_DAMAGE CH_STUN
Nikankyaku LK f,d,df+LK - - 29 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Nikankyaku MK f,d,df+MK - - 29 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Nikankyaku HK f,d,df+HK - - 31 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Nikankyaku EX f,d,df,+KK - - 33 - - FILL_ME_IN_COUNTER_HIT - - - - - - - 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
Shishiruirui qcf,qcf+P 10 7 49+21 - KD FILL_ME_IN_COUNTER_HIT 292 0 H - 96 27 32 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
In VT1
Nishodoku MP+MK 22 ~ 23 -4 1 FILL_ME_IN_COUNTER_HIT 30+50 50 H ~ ~ ~ ~ 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
In VT2
Nishikyu LP d,u+LP 13 ~ 48 -2 1 FILL_ME_IN_COUNTER_HIT 20x4 (80) 140 H*H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Nishikyu MP d,u+MP 13 ~ 48 -2 1 FILL_ME_IN_COUNTER_HIT 20x4 (80) 140 H*H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Nishikyu HP d,u+HP 13 ~ 48 -2 1 FILL_ME_IN_COUNTER_HIT 20x4 (80) 140 H*H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Nishikyu EX d,u+PP 13 ~ 37 3 KD FILL_ME_IN_COUNTER_HIT 45x2*20x2 (130) 140 H*H - 118 59 64 CHIP CH_DAMAGE CH_STUN
Ryobenda LK b,f+LK 14 3 29 -9 KD FILL_ME_IN_COUNTER_HIT 20*25x2 (70) 50*75x2 (200) H*H su 91 32 37 CHIP CH_DAMAGE CH_STUN
Ryobenda MK b,f+MK 19 ~ 27 0 KD FILL_ME_IN_COUNTER_HIT 40*20 100*50 H su 117 58 63 CHIP CH_DAMAGE CH_STUN
Ryobenda MK Trap b,f+MK 19 80 27 ~ KD FILL_ME_IN_COUNTER_HIT 20 50 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Ryobenda HK b,f+HK 23 ~ 29 0 KD FILL_ME_IN_COUNTER_HIT 40*20 100*50 H su 115 56 61 CHIP CH_DAMAGE CH_STUN
Ryobenda HK Trap b,f+HK 23 120 29 ~ KD FILL_ME_IN_COUNTER_HIT 40*20 100*50 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Ryobenda EX b,f+KK 15 2 30 6 KD FILL_ME_IN_COUNTER_HIT 30*30 75*75 H*H - 151 92 97 CHIP CH_DAMAGE CH_STUN
Ryobenda EX Trap b,f+KK 17 220 30 ~ KD FILL_ME_IN_COUNTER_HIT 20x3 (60) 22x2*50 (94) H*H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Notes:

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

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 1

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.

V Trigger 2

{{{5}}}

Strategy

Playing as F.A.N.G

Fighting Against F.A.N.G