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Street Fighter V/F.A.N.G

From SuperCombo Wiki

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
SFV-F.A.N.G Portrait.jpg
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
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.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
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

5LP
Stand LP
5LP
SFV F.A.N.G 5LP.png
Startup Active Recovery Hit
4 3 6 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
+1 extra hitstun (frame advantage) on active frames 2 (+7 on hit) and 3 (+8 on hit)
2nd and 3rd active frame have the same horizontal range
FATonline.png
5MP
Stand MP
5MP
SFV F.A.N.G 5MP.png
Startup Active Recovery Hit
7 2(5)2 15 2
Damage Stun Attack Block
40*20 (60) 50*50 (100) H*H -3
  • Confirm windows:
    • Specials & CA: 9/*9
    • V-Trigger: *9
    • Notes: *Second hit CA and VT only
  • Cancel options: sp su vt1 vt2
Only 1st hit is special cancelable (both hits can cancel into Super or V-Trigger)
2nd hit cannot hit airborne
Counter-Hit bonus applies to both hits
FATonline.png
5HP
Stand HP
5HP
SFV F.A.N.G 5HP.png
Startup Active Recovery Hit
7 3 19 1
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, 16 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Can be linked into from meaty st.LP setups / combos
FATonline.png
5LK
Stand LK
5LK
SFV F.A.N.G 5LK.png
Startup Active Recovery Hit
6 3 7 5
Damage Stun Attack Block
40 70 H 3
  • Cancel options: sp su vt1 vt2
Furthest range of FANG's lights (same range as 2nd hit of stand MK)
Good frame advantage and range makes this a strong pressure and bullying tool
FATonline.png
5MK
Stand MK
5MK
SFV F.A.N.G 5MK.png
Startup Active Recovery Hit
5 2*2 14 3
Damage Stun Attack Block
30*30 (60) 50*50 (100) H*H 1
  • Confirm windows:
    • Specials & CA: *8
    • Notes: *First hit only
  • Cancel options: sp su vt1 vt2
1st hit cannot hit airborne
2nd hit cannot hit crouch
Both hits are special cancelable
2nd hit is a great anti-air (frames 7-8)
Counter-Hit bonus applies to both hits
FATonline.png
5HK
Stand HK
5HK
SFV F.A.N.G 5HK 1.png
SFV F.A.N.G 5HK 2.png
Startup Active Recovery Hit
12 2(9)2 16 6
Damage Stun Attack Block
40*40 (80) 75*75 (150) H*H 1
  • Confirm windows:
    • Specials & CA: *10
    • Notes: *First hit only
  • Cancel options: sp su vt1 vt2
1st hit puts airborne opponents into a limited juggle state
Only 1st hit is special cancelable
Counter-Hit bonus applies to both hits
Juggle Limit / Increase / Start: 2*3 / 1*1 / 1*1
FATonline.png
2LP
Crouch LP
2LP
SFV F.A.N.G 2LP.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vt1 vt2
Combos into LP / EX Sotoja when canceled unlike stand LP
FATonline.png
2MP
Crouch MP
2MP
SFV F.A.N.G 2MP.png
Startup Active Recovery Hit
6 2 16 1
Damage Stun Attack Block
50 100 H -2
  • Confirm windows:
    • Specials & CA: 12
    • V-Trigger: 12
  • Cancel options: sp su vt1 vt2
Amazing range for a 6F medium that's also cancelable
FATonline.png
2HP
Crouch HP
2HP
SFV F.A.N.G 2HP 1.png
SFV F.A.N.G 2HP 2.png
Startup Active Recovery Hit
9 2(6)3 19 KD (+8)
Damage Stun Attack Block
50*40 (90) 75*75 (150) H*H -12*-6
  • Confirm windows:
    • Specials & CA: *15
    • V-Trigger: 15/10
    • Notes: *Only first hit cancel can combo, 2nd hit air resets
  • Cancel options: sp su vt1 vt2
Only 1st hit is special cancelable
Great anti-air (can hit cross-up behind FANG)
First hit puts opponent into a free juggle state (although second hit will usually air reset them out of this)
Counter-Hit bonus applies to both hits
FATonline.png
2LK
Crouch LK
2LK
SFV F.A.N.G 2LK.png
Startup Active Recovery Hit
5 3 7 4
Damage Stun Attack Block
20 70 L 1
  • Cancel options: vt1 vt2
Great range and hitbox priority for a crouch LK
FATonline.png
2MK
Crouch MK
2MK
SFV F.A.N.G 2MK.png
Startup Active Recovery Hit
8 3*2 14 5
Damage Stun Attack Block
20*40 (60) 50*50 (100) H*H 3
  • Confirm windows:
    • Specials & CA: *9
    • Notes: *First hit only
  • Cancel options: sp su vt1 vt2
Only 1st hit is special cancelable
2nd hit cannot hit airborne
First 2 active frames (frames 8-9) is a fantastic anti-air (can hit cross-up behind FANG)
Good frame advantage and 5 active frames makes this a strong combo / frametrap / oki tool
Can be spaced so it hits on the last active frame, resulting in +6 on Hit / +4 on Block and even potentially combo into crouch MP from said range
Counter-Hit bonus applies to both hits
FATonline.png
2HK
Crouch HK
2HK
SFV F.A.N.G 2HK 1.png
SFV F.A.N.G 2HK 2.png
Startup Active Recovery Hit
9 2(8)2 24 KD
Damage Stun Attack Block
50*50 (100) 75*75 (150) L*L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: *11
    • Notes: *First hit only
  • Cancel options: vt1 vt2
Only 1st hit is V-Trigger cancelable
First hit puts airborne opponents into a free juggle state on Counter-Hit (first hit also doesn't increase juggle state on already juggling opponents)
If only the second hit Crush Counters then 100 V-Meter is gained instead of 120
Counter-Hit bonus applies to both hits
Juggle Limit / Increase / Start: 0*0 / 0*1 / 0*0
FATonline.png
8LP
Jump LP
8LP
SFV F.A.N.G 8LP.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 50 M -
Has Juggle Limit: 2 if canceled into from Nikyoushu (Fly)
FATonline.png
8MP
Jump MP
8MP
SFV F.A.N.G 8MP.png
Startup Active Recovery Hit
5 4 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: sp
Puts airborne opponents into a free juggle state
Can cancel into Nikyoushu (Fly)
Has Juggle Limit: 2 if canceled into from Nikyoushu (Fly)
Does not cause a juggle state if canceled into from Nikyoushu (Fly)
FATonline.png
8HP
Jump HP
8HP
SFV F.A.N.G 8HP.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Allows for minor change of trajectory in air, can help with avoiding fireballs below
Has Juggle Limit: 2 if canceled into from Nikyoushu (Fly)
FATonline.png
8LK
Jump LK
8LK
SFV F.A.N.G 8LK.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 50 M -
Has Juggle Limit: 2 if canceled into from Nikyoushu (Fly)
FATonline.png
8MK
Jump MK
8MK
SFV F.A.N.G 8MK.png
Startup Active Recovery Hit
5 2*2 - -
Damage Stun Attack Block
35*35 (70) 50*50 (100) M*M -
Both hits combo even if the first hit doesn't put opponent into a juggle state
Has Juggle Limit: 2 if canceled into from Nikyoushu (Fly)
FATonline.png
8HK
Jump HK
8HK
SFV F.A.N.G 8HK.png
Startup Active Recovery Hit
9 2*2 - -
Damage Stun Attack Block
40*40 (80) 75*75 (150) M*M -
Can Cross-up
First hit puts opponent in juggle state
Vacuums in grounded opponents
Has Juggle Limit: 2 if canceled into from Nikyoushu (Fly)
FATonline.png

Command Normals

3HP
Nirenko
3HP
SFV F.A.N.G 3HP 1.png
SFV F.A.N.G 3HP 2.png
Startup Active Recovery Hit
12 2(5)2 21 0
Damage Stun Attack Block
60*40 (100) 100*100 (200) H*H -5
  • Confirm windows:
    • Specials & CA: *18
    • V-Trigger: 14/13
    • Notes: *First hit only
  • Cancel options: sp su vt1 vt2
First hit is cancelable into Specials, although this is only useful in VT1
First hit puts airborne opponents into a limited juggle state (second hit air resets on airborne)
Juggle Limit / Increase / Start: 0*2 / 1*1 / 1*1
FATonline.png
2PPP
Senpukuga
2PPP
SFV F.A.N.G 2PPP.png
Startup Active Recovery Hit
1 - 53 (85) -
Damage Stun Attack Block
- - - -
Initial d+PPP has a crouching hurtbox on frame 7 followed up by Upper/Mid-body invincibility on frames 8 and onwards until rising
Hold down to extend time spent coward-crouching, up to a total of 86 frames
Can cancel into kick follow-up on frames 11-66 or Poison Balls on frames 21-86
Much lower collision box on frames 11-77 while holding the crouch down
FATonline.png
2PPP > K
Senpukuga > Kick
2PPP > K
SFV F.A.N.G 2PPP K.png
Startup Active Recovery Hit
11+10 2(3)2 14 6
Damage Stun Attack Block
30*40 (70) 50*50 (100) H*H 2
  • Confirm windows:
    • V-Trigger: 12/9
  • Cancel options: vt1 vt2
Crouching sized hurtbox on frames 1-25
Good pressure tool
Both hits put airborne opponents into a limited juggle state
CH bonus applies to both hits
Juggle Limit: 3*4 / 1*1 / 1*1
FATonline.png

Throws

LPLK
Simonshu
Throw
LPLK
SFV F.A.N.G LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
60*60 (120) 0*150 (150) T -
  • Knockdown: 65 KD Adv, 6 Quick Rise Adv, 6 Back Rise Adv.
FATonline.png
4LPLK
Kyoshitsugeki
Back Throw
4LPLK
SFV F.A.N.G 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
10*110 (120) 0*150 (150) T -
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.

great oki for a back throw

FATonline.png

Special Moves

28LP
LP Nishikyu
28LP
SFV F.A.N.G 28LP.png
SFV F.A.N.G 28LP arc.png
Normal
SFV F.A.N.G 28LP vt2.png
SFV F.A.N.G 28LP vt2 arc.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 - 48 -7
Damage Stun Attack Block
20*20 (40) 50*50 (100) H*H -11
  • Cancel options: su vt2
Takes 35 frames to charge
Projectile is onscreen for 84 frames
Puts opponent in juggle state when hitting them airborne
Frames 40-42 cancel into EX Nikankyaku (EX Slide)
Cancelable into V-Trigger 2 on whiff as well as hit and block
Causes poison effect on hit
FATonline.png
VT2 Startup Active Recovery Hit
13 - 48 1
Damage Stun Attack Block
20x4 (80) 140 H*H -2
  • Cancel options: su
2 seperate poison balls each with 2 projectile hitboxes
Takes 35 frames to charge
Puts airborne opponents into a limited juggle state
Frames 40-42 cancel into any Nikankyaku (Slide)
If the poison balls come into contact with the ground they emit a 20 frame active projectile explosion in a moderately sized radius around them
28MP
MP Nishikyu
28MP
SFV F.A.N.G 28MP.png
SFV F.A.N.G 28MP arc.png
Normal
SFV F.A.N.G 28MP vt2.png
SFV F.A.N.G 28MP vt2 arc.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 - 48 -7
Damage Stun Attack Block
20*20 (40) 50*50 (100) H*H -11
  • Cancel options: su vt2
Takes 35 frames to charge
Projectile is onscreen for 66 frames
Puts opponent in juggle state when hitting them airborne
Frames 40-42 cancel into EX Nikankyaku (EX Slide)
Cancelable into V-Trigger 2 on whiff as well as hit and block
Causes poison effect on hit
FATonline.png
VT2 Startup Active Recovery Hit
13 - 48 1
Damage Stun Attack Block
20x4 (80) 140 H*H -2
  • Cancel options: su
2 seperate poison balls each with 2 projectile hitboxes
Takes 35 frames to charge
Puts airborne opponents into a limited juggle state
Frames 40-42 cancel into any Nikankyaku (Slide)
If the poison balls come into contact with the ground they emit a 20 frame active projectile explosion in a moderately sized radius around them
28HP
HP Nishikyu
28HP
SFV F.A.N.G 28HP.png
SFV F.A.N.G 28HP arc.png
Normal
SFV F.A.N.G 28HP vt2.png
SFV F.A.N.G 28HP vt2 arc.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 - 48 -7
Damage Stun Attack Block
20*20 (40) 50*50 (100) H*H -11
  • Cancel options: su vt2
Takes 35 frames to charge
Projectile is onscreen for 60 frames
Puts opponent in juggle state when hitting them airborne
Frames 40-42 cancel into EX Nikankyaku (EX Slide)
Cancelable into V-Trigger 2 on whiff as well as hit and block
Causes poison effect on hit
FATonline.png
VT2 Startup Active Recovery Hit
13 - 48 1
Damage Stun Attack Block
20x4 (80) 140 H*H -2
  • Cancel options: su
2 seperate poison balls each with 2 projectile hitboxes
Takes 35 frames to charge
Puts airborne opponents into a limited juggle state
Frames 40-42 cancel into any Nikankyaku (Slide)
If the poison balls come into contact with the ground they emit a 20 frame active projectile explosion in a moderately sized radius around them
28PP
EX Nishikyu
28PP
SFV F.A.N.G 28PP.png
SFV F.A.N.G 28PP arc.png
Normal
SFV F.A.N.G 28PP vt2.png
SFV F.A.N.G 28PP vt2 arc.png
V-Trigger 2
Normal Startup Active Recovery Hit
13 - 37 3
Damage Stun Attack Block
45*45 (90) 50*50 (100) H*H -1
  • Cancel options: vt2
Takes 35 frames to charge
Projectile is onscreen for 98 frames
Puts opponent in juggle state when hitting them airborne
Frames 40-42 cancel into any Nikankyaku (Slide)
Cancelable into V-Trigger 2 on whiff as well as hit and block
Causes poison effect on hit
FATonline.png
VT2 Startup Active Recovery Hit
13 - 37 KD
Damage Stun Attack Block
45x2*20x2 (130) 140 H*H 3
  • Knockdown: 118 KD Adv, 59 Quick Rise Adv, 64 Back Rise Adv.
2 seperate poison balls each with 2 projectile hitboxes
Takes 35 frames to charge
Puts opponent in juggle state when hitting them airborne
Frames 40-42 cancel into any Nikankyaku (Slide)
At the end of their duration the poison balls emit a 20 frame active projectile explosion in a moderately sized radius around them that launches the opponent into a free juggle state on hit
46LP
LP Sotoja
46LP
SFV F.A.N.G 46P.png
Startup Active Recovery Hit
13 8 23 5
Damage Stun Attack Block
40*30 (70) 100*100 (200) H*H -11
  • Cancel options: su vt2
Takes 40 frames to charge
2-hit projectile hitbox
Extended arms projectile invincible from frames 15-35
Causes poison effect on hit
Juggle Limit / Increase / Start: 4*4 / 1*1 / 1*1
FATonline.png
46MP
MP Sotoja
46MP
SFV F.A.N.G 46P.png
Startup Active Recovery Hit
16 8 22 KD
Damage Stun Attack Block
40*40 (80) 100*100 (200) H*H -9
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Cancel options: su vt2
Takes 40 frames to charge
2-hit projectile hitbox
Extended arms projectile invincible from frames 19-39
Causes poison effect on hit
Juggle Limit / Increase / Start: 4*4 / 1*1 / 1*1
FATonline.png
46HP
HP Sotoja
46HP
SFV F.A.N.G 46P.png
Startup Active Recovery Hit
21 8 23 KD
Damage Stun Attack Block
50*50 (100) 100*100 (200) H*H -10
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: su vt2
Takes 40 frames to charge
2-hit projectile hitbox
Extended arms projectile invincible from frames 21-40
Causes poison effect on hit
Juggle Limit / Increase / Start: 4*4 / 1*1 / 1*1
FATonline.png
46PP
EX Sotoja
46PP
SFV F.A.N.G 46PP.png
Startup Active Recovery Hit
14 8 18 KD
Damage Stun Attack Block
50*50 (100) 100*100 (200) H*H -2
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: vt2
Takes 40 frames to charge
2-hit projectile hitbox
Extended arms projectile invincible from frames 14-32
Causes poison effect on hit
Juggle Limit / Increase / Start: 6*7 / 1*1 / 1*1
FATonline.png
46LK
LK Ryobenda
46LK
SFV F.A.N.G 46K.png
Normal
SFV F.A.N.G 46LK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
14 3 29 KD
Damage Stun Attack Block
30*30 (60) 100*100 (200) H*H -9
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: su vt2
Takes 40 frames to charge
Airborne on frames 22-36
Cancelable into V-Trigger 2 on whiff as well as hit and block
Strike and projectile hitboxes that nullify 2 hits of projectiles overall
Causes poison effect on hit
Juggle Limit / Increase / Start: 0*2 / 1*1 / 1*1
FATonline.png
VT2 Startup Active Recovery Hit
14 3 29 KD
Damage Stun Attack Block
20*25x2 (70) 50*75x2 (200) H*H -9
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
Frames 22-36 airborne
Strike and projectile hitbox that nullifies 1 hit of projectiles
Juggle Limit / Increase / Start: 0*2 / 1*1 / 3*3
Initial 2 hits also spawn at at the same time a modarately sized explosion (active for 20 frames) that launches opponents into a free juggle state if only this part hits the opponent
46MK
MK Ryobenda
46MK
SFV F.A.N.G 46K.png
Normal
SFV F.A.N.G 46MK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
19 - 27 1
Damage Stun Attack Block
40 100 H -8
  • Cancel options: su vt2
Takes 40 frames to charge
Spawns MK Trap which is a 1-hit projectile hitbox that lasts for 80 frames
Fang extended hands are projectile invincible during frames 17-23
FATonline.png
VT2 Startup Active Recovery Hit
19 - 27 KD
Damage Stun Attack Block
40*20 100*50 H 0
  • Knockdown: 117 KD Adv, 58 Quick Rise Adv, 63 Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
Does an initial projectile hit which launches opponent into a limited juggle state (Juggle Limit / Increase / Start: 0 / 1 / 1) while also spawning a trap which is a 1-hit projectile hitbox (but it absorbs 2 hits of projectiles) that lasts for 80 frames and then emits a modarately sized explosion (active for 20 frames) that launches opponents into a free juggle state if only this part hits the opponent
Fang's extended hands are projectile invincible during frames 17-23
46MK Trap
MK Ryobenda Trap
46MK Trap
SFV F.A.N.G 46K Trap.png
Normal
SFV F.A.N.G 46K Trap vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
19 80 27 27
Damage Stun Attack Block
40 100 H 16
Trap is left behind if Ryobenda does not hit initially
MK Trap is a 1-hit projectile hitbox that lasts for 80 frames
Frame Advantage shown is the hitstun / blockstun of the trap when it connects
Juggle Limit / Increase / Start: 0 / 1 / 1
Causes poison effect on hit
Trap does not persist if F.A.N.G is successfully hit with an attack
FATonline.png
VT2 Startup Active Recovery Hit
19 80 27 KD
Damage Stun Attack Block
20 50 H -
Trap is left behind if Ryobenda doesn't hit initially
MK Trap is a 1-hit projectile hitbox (but it absorbs 2 hits of projectiles) that lasts for 80 frames and then combusts in a modarately sized projectile explosion (active for 20 frames) that launches opponents into a free juggle state if only this part hits the opponent
Trap does not persist if F.A.N.G is successfully hit with an attack
46HK
HK Ryobenda
46HK
SFV F.A.N.G 46K.png
Normal
SFV F.A.N.G 46HK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
23 - 29 -1
Damage Stun Attack Block
40 100 H -10
  • Cancel options: su vt2
Takes 40 frames to charge
Spawns HK Trap which is a 1-hit projectile hitbox that lasts for 120 frames
Fang extended hands are projectile invincible during frames 21-27
FATonline.png
VT2 Startup Active Recovery Hit
23 - 29 KD
Damage Stun Attack Block
40*20 100*50 H 0
  • Knockdown: 115 KD Adv, 56 Quick Rise Adv, 61 Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
Does an initial projectile hit which launches opponent into a limited juggle state (Juggle Limit / Increase / Start: 0 / 1 / 1) while also spawning a trap which is a 1-hit projectile hitbox (but it absorbs 2 hits of projectiles) that lasts for 120 frames and then combusts in a modarately sized projectile explosion (active for 20 frames) that launches opponents into a free juggle state if only this part hits the opponent
Fang extended hands are projectile invincible during frames 21-27
46HK Trap
HK Ryobenda Trap
46HK Trap
SFV F.A.N.G 46K Trap.png
Normal
SFV F.A.N.G 46K Trap vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
23 120 29 27
Damage Stun Attack Block
40 100 H 10
Trap is left behind if Ryobenda doesn't hit initially
HK Trap is a 1-hit projectile hitbox that lasts for 120 frames
Frame Advantage shown is the hitstun / blockstun of the trap when it connects
Juggle Limit / Increase / Start: 0 / 1 / 1
Causes poison effect on hit
Trap does not persist if F.A.N.G is successfully hit with an attack
FATonline.png
VT2 Startup Active Recovery Hit
23 120 29 KD
Damage Stun Attack Block
40*20 100*50 H -
Trap is left behind if Ryobenda doesn't hit initially
MK Trap is a 1-hit projectile hitbox (but it absorbs 2 hits of projectiles) that lasts for 120 frames and then combusts in a modarately sized projectile explosion (active for 20 frames) that launches opponents into a free juggle state if only this part hits the opponent
Trap does not persist if F.A.N.G is successfully hit with an attack
46KK
EX Ryobenda
46KK
SFV F.A.N.G 46KK.png
Normal
SFV F.A.N.G 46KK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
15 2 30 KD
Damage Stun Attack Block
30*30 (60) 100*100 (200) H*H 2
  • Knockdown: 84 KD Adv, 24 Quick Rise Adv, 79 Back Rise Adv.
  • Cancel options: vt2
Takes 40 frames to charge
Initial 2 hits count as strike (but also nullifies 2 hits of projectiles)
Leaves behind an EX Trap that is a 2-hit projectile hitbox and lasts for 220 frames
Frames 25-39 airborne
Fang extended hands are projectile invincible during frames 15-21
Airborne frames can be canceled into Nikyoshu (air-dash)
Causes poison effect on hit
FATonline.png
VT2 Startup Active Recovery Hit
15 2 30 KD
Damage Stun Attack Block
30*30 75*75 H*H 6
  • Knockdown: 151 KD Adv, 92 Quick Rise Adv, 97 Back Rise Adv.
Takes 40 frames to charge
Initial 2 hits count as strike (but also nullifies 2 hits of projectiles)
Leaves behind an EX Trap that is a 2-hit projectile hitbox and lasts for 220 frames and then combusts in a modarately sized projectile explosion (active for 20 frames) that launches opponents into a limited juggle state if only this part hits the opponent
Juggle Limit / Increase / Start: 2*3 / 1*1 / 3*3
JuggleStart 1*1 on airborne opponents
Frames 25-39 airborne
Fang extended hands are projectile invincible during frames 15-21
46KK Trap
EX Ryobenda Trap
46KK Trap
SFV F.A.N.G 46K Trap.png
Normal
SFV F.A.N.G 46K Trap vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
17 220 30 27
Damage Stun Attack Block
20*20 (40) 22*22 (44) H*H 24
Trap is left behind if Ryobenda doesn't hit initially
EX Trap is a 2-hit projectile hitbox that lasts for 220 frames
Frame Advantage shown is the hitstun / blockstun of the trap when it connects
Juggle Limit / Increase / Start: 2*3 / 1*1 / 3*3
JuggleStart 1*1 on airborne opponents
Causes poison effect on hit
Trap does not persist if F.A.N.G is successfully hit with an attack
FATonline.png
VT2 Startup Active Recovery Hit
17 220 30 KD
Damage Stun Attack Block
20x3 (60) 22x2*50 (94) H*H -
Trap is left behind if Ryobenda doesn't hit initially
EX Trap is a 2-hit projectile hitbox that lasts for 220 frames and then combusts in a moderately sized projectile explosion (active for 20 frames) that launches opponents into a limited juggle state if only this part hits the opponent
Trap does not persist if F.A.N.G is successfully hit with an attack
8PPP
Nikyoushu
8PPP
SFV F.A.N.G 8PPP.png
Startup Active Recovery Hit
- 80*50 4 -
Damage Stun Attack Block
- - - -
F.A.N.G. will fly and dip downwards for 80f, before being able to attack, or continue to fly upwards for 50f longer
If upwards 50f phase is interrupted with an air attack, F.A.N.G. will immediately dive downards while attacking
No height restriction on jump ascent but slight height restriction right before landing from jump
Can be performed from any jump direction
Can be performed after EX Ryobenda
If no attack is performed in the air at all, F.A.N.G. will land with 4F landing recovery (crouch-sized hurtbox during this landing recovery)
F.A.N.G. is susceptible to special counter-hits during the entire duration of this move (also any follow-ups done from this move) by any medium / heavy / command normal, this special counter-hit state puts F.A.N.G. into a free juggle state
FATonline.png
623LK
LK Nikankyaku
623LK
SFV F.A.N.G 623LK.png
Startup Active Recovery Hit
- - 29 -
Damage Stun Attack Block
- - - -
Frames 6-28 Projectile invincible
Frames 10-28 allow passing through opponent
Frames 27-28 cancelable into Coward Crouch
FATonline.png
623MK
MK Nikankyaku
623MK
SFV F.A.N.G 623MK.png
Startup Active Recovery Hit
- - 29 -
Damage Stun Attack Block
- - - -
Frames 6-28 Projectile invincible
Frames 10-28 allow passing through opponent
Frames 27-28 cancelable into Coward Crouch
FATonline.png
623HK
HK Nikankyaku
623HK
SFV F.A.N.G 623HK.png
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Frames 6-28 Projectile invincible
Frames 10-28 allow passing through opponent
Frames 27-28 cancelable into Coward Crouch
FATonline.png
623KK
EX Nikankyaku
623KK
SFV F.A.N.G 623KK.png
Startup Active Recovery Hit
- - 33 -
Damage Stun Attack Block
- - - -
Frames 1-24 Strike and Projectile invincible; frames 25-30 Projectile invincible
Frames 12-30 allow passing through opponent
Frames 31-32 cancelable into Coward Crouch
FATonline.png

Critical Art

236236P
Shishiruirui
236236P
SFV F.A.N.G 236236P 1.png
SFV F.A.N.G 236236P 2.png
Startup Active Recovery Hit
10 7 49+21 KD
Damage Stun Attack Block
(9.5)*40*42x6 (301.5) 0 H -
  • Knockdown: 96 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
Airborne on frame 1
Completely invincible on frames 1-18
Cannot hit cross-up (behind Fang)
CA does 301.50 damage instead of 292 (damage displayed in game) due to first poison ball hit ticking down damage before CA finishes
Causes poison effect on hit
Inspired by Nelly Furtado
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV F.A.N.G 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Nishodoku
MPMK (VS1)
SFV F.A.N.G MPMK (VS1).png
Normal
SFV F.A.N.G MPMK (VS1) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
22 - 19 -
Damage Stun Attack Block
50 0 - -
The poison does 50 damage by itself over 8 seconds (~6 damage per second)
Poison wears off if F.A.N.G. gets hit
Builds 70 V-Gauge (~23% V-bar) on hit/block
FATonline.png
VT1 Startup Active Recovery Hit
22 - 23 4
Damage Stun Attack Block
30*30 (60) 50*50 (100) H 0
Projectile hitbox
Becomes a special attack instead of a V-Skill attack for purposes of canceling
Does an initial damage of 60 and then 50 extra poison damage over 8 seconds (~6 damage per second)
The poison damage does not stop when F.A.N.G. gets hit
Can exist on the screen at the same time as F.A.N.G.'s Nishikyu (Poison Balls) even though both are projectiles
Juggle Limit: 3

V-Skill 2

MPMK (VS2)
Sodokubu
MPMK (VS2)
SFV F.A.N.G MPMK (VS2).png
Startup Active Recovery Hit
3 10 44 -
Damage Stun Attack Block
- - - -
Parry window on frames 3-12
Cannot parry Projectiles / EX Specials / Supers / V-Reversals / V-Trigger Specials (Nadeshiko, Cody Pipe Swing, etc)
DOES work against V-Trigger enhanced moves such as Cammy Cannon Strike and Ryu V-Trigger 1 Enhanced Normals
Counter-Hit state for the entire duration
Builds 80 V-Gauge on a successful parry
FATonline.png
MPMK (VS2) (Attack)
Sodokubu (Attack)
MPMK (VS2) (Attack)
SFV F.A.N.G MPMK (VS2) (Attack).png
Normal
SFV F.A.N.G MPMK (VS2) (Attack) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2(5)2(9)2(7)2 62 KD
Damage Stun Attack Block
10x3*30 (60) 20x3*60 (120) H -42
  • Knockdown: 65 KD Adv, 6 Quick Rise Adv, 11 Back Rise Adv.
  • Cancel options: vt1 vt2
Cancelable into V-Trigger activations on hit / block
Fully invincible frames 1-93
If first hit whiffs then FANG is vulnerable for the rest of the animation
Slightly lower KDA if any hits whiff; 3 hit is 63/4/9, 2 hit is 61/2/7
In the incredibly rare instance where Parry is blocked, it is -42 on block
Increased damage and stun in V-Trigger 1 (80 / 150)
Builds 20/10 V-Gauge on Hit/Block for every hit (up to 80/40 if all hits connect)
Causes poison effect on hit
FATonline.png
VT1 Startup Active Recovery Hit
3 2(5)2(9)2(7)2 62 KD
Damage Stun Attack Block
10x3*50 (80) 20x3*90 (150) H -42
  • Knockdown: 65 KD Adv, 6 Quick Rise Adv, 11 Back Rise Adv.
Fully invincible frames 1-93
If first hit whiffs then FANG is vulnerable for the rest of the animation
Slightly lower KDA if any hits whiff; 3 hit is 63/4/9, 2 hit is 61/2/7
In the incredibly rare instance where Parry is blocked, it is -42 on block
Increased damage and stun in V-Trigger 1 (80/150)
Causes poison effect on hit

V-Trigger 1

HPHK (VT1)
Dokunomu
HPHK (VT1)
SFV F.A.N.G HPHK (VT1).png
Startup Active Recovery Hit
1 - 2 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 900 frames (15 seconds)
Spawns an area of effect poison cloud around which applies his poison affect to the enemy if inside the area
Allows F.A.N.G. to cancel into specials without requiring charge time for them (can cancel as if it was just a motion)
Allows F.A.N.G. to cancel into his V-Skill 1 from special cancelable attacks
Transforms his V-Skill into an actual projectile with its own hitstun and blockstun
FATonline.png

V-Trigger 2

HPHK (VT2)
Koryo Dokuda
HPHK (VT2)
SFV F.A.N.G HPHK (VT2).png
Startup Active Recovery Hit
1 - 2 -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 3000 frames (50 seconds)
Improves the properties of Nishikyu (Poison Balls) and Ryobenda (Poison Trap)
FATonline.png

V-Shift

5MKHP
V-Shift
5MKHP
SFV F.A.N.G 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

5MKHP
Ryosenbu
5MKHP
SFV F.A.N.G 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
- - H -2
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 24 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Nikaiho
6PPP
SFV F.A.N.G 6PPP.png
Startup Active Recovery Hit
- - 31 -
Damage Stun Attack Block
- - - -
Strike and Projectile invincible on frames 1-25 (the last 6 recovery frames following that are vulnerable)
FATonline.png


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