Street Fighter V F.A.N.G Gameplay

Ya... that last part's kind of a pain tbh. Also, getting crossed up sucks, and misjudging a charge and jumping up like a moron happens to even the best players. Charging is always worse than motion.

Balrog thing is debatable. I feel like there's nothing about his specials that warrant the charge motion. Frame data honestly not that good.

Are you kidding me? His rush punches as a command input would be insane. Fast movement, relatively safe on block and so many options within them? Imagine playing a balrog who could just continuously pressure you with no pause between specials.


Getting crossed up does suck, so stop charging when they jump at you and block the other way. Or anti-air them. Or air to air them. You keep the charge at times that make sense but you don't need to literally charge every given moment.

Also how is charge always worse than motion? Back then forward is a more reliable input than srk or fireball. How many times have you seen someone want a fireball and accidentally put out an upper or the opposite? How many times have people trying Seth started just whiffing SPDs instead of throwing booms? Different inputs have their pros and cons and one isn't inherently superior to the other.
 
How many times have people trying Seth started just whiffing SPDs instead of throwing booms?.

I hated this so much.

Motion Balrog, dear god.

EX Rush Punch into EX Rush Punch all day, or EX Headbutt if they jump, or EX Smash if they focus, then start walking forward with jabs and throws
 
Ya... that last part's kind of a pain tbh. Also, getting crossed up sucks, and misjudging a charge and jumping up like a moron happens to even the best players. Charging is always worse than motion.

Balrog thing is debatable. I feel like there's nothing about his specials that warrant the charge motion. Frame data honestly not that good.

So much wrong here.
 
Other than the poison, what gimmicks have you seen?

I think for the purpose of this thread (or maybe this character), gimmicks means gameplay I don't like and/or don't understand.

I'm hype for another zoner. I won't play this one, but glad we're getting more diversity in playstyles. With Guile in, that's going to be great. Roster is really feeling rounded out.
 
I can concede that charging isn't as bad as I make it out to be, but some of you are going way too far in praising it. It's still mainly a balancing measure designed to hamper characters with powerful specials. It's not a "good" thing, it's something you have to work around. I'm definitely willing to do that for this character though.
 
If you get crossed up as charge, block immediately, which will start the charge. Then when they finish their attack, do a nice link combo with a charged special attack as the finisher. Shit is easy. Just takes adjustment.

I suggest going into training as Bison and do scissor kick till the point where you can do scissor kicks with minimal pausing in between on both sides. That's when you know you've got the basics of charging down. Then try out Guile's booms. Once you can get them out as a constant stream of booms, work on the charge character you've wanted to learn.

So F.A.N.G is basically gimmicks?


Or Mike Ross being Mike Ross.

Other than the poison, what gimmicks have you seen?

This is why I made that joke post. :P
 
I can concede that charging isn't as bad as I make it out to be, but some of you are going way too far in praising it. It's still mainly a balancing measure designed to hamper characters with powerful specials. It's not a "good" thing, it's something you have to work around. I'm definitely willing to do that for this character though.

It's not something I have to work around. It's something I enjoy more than motions. All motions SHOULD be balancing measures, otherwise you'd get moves with stupid properties. It's not a good thing. It's not a bad thing. It is what it is. You're trying to make it sound like charges are inherently inferior, which isn't true.
 
If you get crossed up as charge, block immediately, which will start the charge. Then when they finish their attack, do a nice link combo with a charged special attack as the finisher. Shit is easy. Just takes adjustment.

I suggest going into training as Bison and do scissor kick till the point where you can do scissor kicks with minimal pausing in between on both sides. That's when you know you've got the basics of charging down. Then try out Guile's booms. Once you can get them out as a constant stream of booms, work on the charge character you've wanted to learn.





This is why I made that joke post. :P

Thanks for the advice man, but I gotta tell you, there was literally no way to tell if you were being serious or not in your post.
 
I can concede that charging isn't as bad as I make it out to be, but some of you are going way too far in praising it. It's still mainly a balancing measure designed to hamper characters with powerful specials. It's not a "good" thing, it's something you have to work around. I'm definitely willing to do that for this character though.

How on earth isn't a simpler input method a good thing?
 
Thanks for the advice man, but I gotta tell you, there was literally no way to tell if you were being serious or not in your post.

The second you let out Bison's scissor kick, you should be charging again. The second it hits and he's on the ground again, let out the second charge.
 
I can concede that charging isn't as bad as I make it out to be, but some of you are going way too far in praising it. It's still mainly a balancing measure designed to hamper characters with powerful specials. It's not a "good" thing, it's something you have to work around. I'm definitely willing to do that for this character though.

It's not a good thing any more than motion inputs are a good thing. It's just one of the many things in Street Fighter games. What can make it a good thing or a bad thing is what winds up being more intuitive to you as a person.

I can tell you right now that even though I generally pick up motion characters on the side, they're simply not as intuitive to me as charge characters. SF4 was particularly bad about this for me when it came to stuff like walking forward and then immediately needing a QCF. It takes my brain a lot more effort to actually get a QCF and not an SRK, which in a SF game is a huge problem because of what SRK motions are typically used for. On the other hand understanding when and why to store charge just comes more naturally. So much so that I find it a little off-putting that Bison's CA in SF5 is a motion input.
 
A charge character??? :( I'm awful with charge character, I hate them... I need a hard work, really really hard work for play with FANG.
 
I think just turning the health bar purple is enough, but showing the effect on the character does seem to add a sense of urgency that would be missing otherwise.

I agree on the urgency thing, but i still find it too visually strong/invasive, specially consider that a char may pass a lot of the round in that status

I approve the idea of poisoned state being visible on the char, just not it being flashy purplefluo kinda like when punched by Dictator
 
Reading this thread, I need a definition of "gimmick" because I am seeing it used as "Shit I don't like." right now.

That's how it's being used here definitely but the way I traditionally interpret gimmicks are tools to trick your opponent that have a short shelf life in that a smart opponent will be fooled a few times but not for long. Gimmicks are scrub killers. The launch window of new fighters are great because you get a lot of mileage out of shenanigans that won't work a month later.
 
The second you let out Bison's scissor kick, you should be charging again. The second it hits and he's on the ground again, let out the second charge.

To be more exact you can already charge at the moment of the button press, due to the fact that the "forward" input is still in the buffer. Which means you can do back, charge, forward, back kick for earliest charge.

There is nothing inherently wrong with charge characters and it's a matter of preferenced playstyle and balancing.

Thank god there is no longer a "mash to activate" special move in SFV. Those where a nightmare on pad.
 
That's how it's being used here definitely but the way I traditionally interpret gimmicks are tools to trick your opponent that have a short shelf life in that a smart opponent will be fooled a few times but not for long. Gimmicks are scrub killers. The launch window of new fighters are great because you get a lot of mileage out of shenanigans that won't work a month later.

That's usually my interpretation of gimmicks as well.
 
Interesting character mechanically, terrible design in my opinion.

Not for me, but I knew who I was gonna be playing months ago. :D

I do dig that stage, though.
 
probably talked about, but it looks like the poison state is removed when you get a hit?

edit: oh, haha. Still going through it
 
One thing I only just noticed on this last watch was that the whole fascination with the number 2 was implemented into his gameplay. Almost all of his moves hit twice, including his normals. Even that cross-up j.MK appears to hit twice. I will really allow him to fuck with single armor moves.
 
figured the last two characters would be zoning/projectile based sim/f.a.n.g, loved that trash talk amazing video you know combo deep down wanted to change characters lol

anyone know the timetable for DLC characters? like 1 every 2 months i assume and if that order is right we wont see juri till this time next year :( .... least she will make the game
 
figured the last two characters would be zoning/projectile based sim/f.a.n.g, loved that trash talk amazing video you know combo deep down wanted to change characters lol

anyone know the timetable for DLC characters? like 1 every 2 months i assume and if that order is right we wont see juri till this time next year :( .... least she will make the game

We don't know, hell, Juri could be the first one out.
 
figured the last two characters would be zoning/projectile based sim/f.a.n.g, loved that trash talk amazing video you know combo deep down wanted to change characters lol

anyone know the timetable for DLC characters? like 1 every 2 months i assume and if that order is right we wont see juri till this time next year :( .... least she will make the game

In a weird way, I'd actually be ok with this. It will give me an opportunity to try out new and different stuff. If Juri was in up front, that character loyalty would start to come out in me and I'd probably just end up playing her all the time. As it is, I'll probably give Nash and Rashid a spin. Maybe even Ken, who knows. I kind of like the look of the changes they've made to him.
 
That is the worst character design I've ever seen in a street fighter game, everything about him from the way he looks, sounds to the way he plays just irritates me and I also main gief,eurch that matchup looks totally horrible.

:-/
 
That is the worst character design I've ever seen in a street fighter game, everything about him from the way he looks, sounds to the way he plays just irritates me and I also main gief,eurch that matchup looks totally horrible.

:-/

Welcome to the new Gief vs Gouken
 
That is the worst character design I've ever seen in a street fighter game, everything about him from the way he looks, sounds to the way he plays just irritates me and I also main gief,eurch that matchup looks totally horrible.

:-/

Feel the same. Jap voice might be less annoying and a costume could change stuff.
Him being charge is more exciting too so there are alot of ways. Doesn't change the core but it helps.
A game of full of grapplers. I knew they were holding someone like him secret.
 
To be more exact you can already charge at the moment of the button press, due to the fact that the "forward" input is still in the buffer. Which means you can do back, charge, forward, back kick for earliest charge.

There is nothing inherently wrong with charge characters and it's a matter of preferenced playstyle and balancing.

Thank god there is no longer a "mash to activate" special move in SFV. Those where a nightmare on pad.

"Mash" moves aren't too bad. I play Chun and I play on fight pad. Mashing is one way to do it, but not the optimal way. Try something like lk, lk, then mk. The mk will do lightning kick. The lk's buffer the kicks. No mashing required.

That is the worst character design I've ever seen in a street fighter game, everything about him from the way he looks, sounds to the way he plays just irritates me and I also main gief,eurch that matchup looks totally horrible.

:-/

He's still not as bad a Hakkan.
 
It seemed like you could eat the poison but avoid hitstun by attacking the orbs? If that's the case, he shouldn't be that bad to deal with.

Still think his design sticks out like a stiff dick in the wind, but his playstyle seems fine. Fireball spam like that gief gif won't make it past week 3.
 
I remember reading tons of pages in one of the earlier threads, pre-Dhalsim reveal, that the game was lacking a fire-ball oriented zoner. Then we got the new Sim, which I think is somewhat different of a zoner than he's traditionally depicted in series past, and people started saying we still didn't have a fireball-oriented zoner. Now, we have one, and people are lamenting his inclusion or saying he sticks out.

Careful what you wish for, GAF :P
 
The character is growing on me. Still not huge fan of the design but it could have been so much worse (Rufus.)
 
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