Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters F.A.N.G.

Normal Throws

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 .