Shimonshu 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Shimonshu: F.A.N.G. kicks his victim out 80 percent of the way across the screen. This puts F.A.N.G. back in great position to return to MP/HP Nishikyu zoning, while doing more stun damage and gaining more meter than his back throw. After eating any throw, most players will quick-rise to avoid giving up more advantage than necessary when floored. Against a zoning, hit-and-run character like F.A.N.G, opponents may be inclined to quick-rise and immediately start dashing forward. If you feel like your victim might quick-rise and dash forward to gain ground just after eating Shimonshu, you can poke with EX Sotoja upon recovering, which reaches clear to their quick-rise position with just a five-frame gap for them to act.
Kyoshitsugeki 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| Damage |
130 |
| Stun |
170 |
| Meter Gain |
80 |
Kyoshitsugeki: This back throw is one of very few normal throws that leave the opponent up close, as F.A.N.G. smacks them down one character length away, at a disadvantage of -13 if they quick-rise while he dashes in. The neutral position right after the throw is a great place for immediate mid-range meaty pokes or cross-up jumping
.