Introduction
About F.A.N.G
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.
Final Patch
Players to Watch
F.A.N.G | |
---|---|
Vitals | |
Life Points | 975 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.032 |
Backward Walk Speed | 0.028 |
Forward Dash Speed | 20 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.184 |
Backward Dash Distance | 1.356 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 52(4+44+4) |
Neutral Jump Speed | 51(4+43+4) |
Forward Jump Speed | 51(3+44+4) |
Forward Jump Distance | 2.508 |
Backward Jump Distance | 2.332 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Nirenko
Senpukuga
Senpukuga > Kick
Throws
Simonshu
Kyoshitsugeki
Special Moves
LP Nishikyu
MP Nishikyu
HP Nishikyu
EX Nishikyu
LP Sotoja
MP Sotoja
HP Sotoja
EX Sotoja
LK Ryobenda
MK Ryobenda
MK Ryobenda Trap
HK Ryobenda
HK Ryobenda Trap
EX Ryobenda
EX Ryobenda Trap
Nikyoushu
LK Nikankyaku
MK Nikankyaku
HK Nikankyaku
EX Nikankyaku
Critical Art
Shishiruirui
Taunts
Taunt
V-System
V-Skill 1
Nishodoku
V-Skill 2
Sodokubu
Sodokubu (Attack)
V-Trigger 1
Dokunomu
V-Trigger 2
Koryo Dokuda
V-Shift
V-Shift
V-Shift Break
Ryosenbu
V-Reversal
Nikaiho