Prima Games eGuides Street Fighter V eGuide

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

Unique Attacks

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.