Nirenko 


| Startup |
12(19) |
|---|---|
| Active |
2(5)2 |
| Recovery |
21 |
| Guard Level |
HL |
| On Hit |
-2 |
| On Guard |
-5 |
| VTX Hit |
13 |
| VTX Guard |
7 |
| VTX Hit 2 |
— |
| VTX Guard 2 |
— |
| Cancel |
V/× |
| Damage |
100(60+40) |
| Stun |
200(100+100) |
| Meter Gain |
30+30/15+15 |
Nirenko: For this attack, F.A.N.G. sweeps an arm forward and then down. If both hits connect, this is one of F.A.N.G.’s strongest attacks, dealing 60+40 damage. However, this attack is important mostly for its incredible range for a non-special: Nirenko reaches 45 percent of the screen away! This is not quite a Dhalsim limb, though, since F.A.N.G. steps forward during this swiping attack before backstepping to his starting position. Stepping forward into the attack pulls his torso’s big hurtboxes with him. It’s disadvantaged on block, leaving F.A.N.G. at -5, so use it from max range. When V-Gauge is full, Nirenko can be V-canceled on the first hit only, for lot of frame advantage whether hit (+13) or blocked (+7).
Senpukuga 




| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
55 (total) |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| VTX Hit 2 |
— |
| VTX Guard 2 |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Senpukuga: F.A.N.G.’s self-flooring unique move is a lot like Blanka’s Coward Crouch from SFIV. Tap the input to make F.A.N.G. lay flat, and hold
to extend the duration. From the eighth frame after it starts until the eighth frame and on before rising, F.A.N.G. is low-profile, lying under the path of lateral fireballs. Senpukuga slips into a low crouch quickly enough to use in reaction to projectiles. With this move, F.A.N.G. ducks under them whenever needed, as long as they’re not already just about to be on top of him. Depending on their hitboxes, high and mid-section attacks may also whiff over this command crouch. (No such luck against throws, though.) You can cancel into Senpukuga from the end of F.A.N.G.’s Nikankyaku special movement. Senpukuga itself can also lead to his Senpukuga Follow-Up kick.
Senpukuga Follow-Up
during Senpukuga
| Startup |
10(15) |
|---|---|
| Active |
2(3)2 |
| Recovery |
14 |
| Guard Level |
HL |
| On Hit |
5 |
| On Guard |
2 |
| VTX Hit |
11 |
| VTX Guard |
7 |
| VTX Hit 2 |
10 |
| VTX Guard 2 |
7 |
| Cancel |
V/V |
| Damage |
70(30+40) |
| Stun |
100(50+50) |
| Meter Gain |
20+20/10+10 |
Senpukuga Follow-Up: Press
during Senpukuga to execute F.A.N.G.’s snake-like double-kick attack. This forward-moving attack is +2 if guarded, keeping momentum in F.A.N.G.’s corner, and it allows for links into standing
on hit (see Grounded Hit-Checks in the Combos section). It’s not fast on its own, starting up 10 frames after input when you’ve already spent however long in Senpukuga crouch to begin with. This attack becomes useful when your opponent is confused about your approach in general.