F.A.N.G Moves and Hitboxes

F.A.N.G moves, stats and hitboxes

How to play F.A.N.G in Street Fighter 5

F.A.N.G is a zoning character at heart, with the use of confusing poison projectiles and a projectile absorbing mine he can keep the opponent away.

With your poison attacks damage can rack up fast if your opponent isn’t careful, but keep in mind space control is what you’re actually achieving.

He can also keep the opponent out of the air with his anti-airs, c.HP and s.MK to anti-air at multiple distances.

His anti airs can lead into tricky mixups with the use of Fang’s Nikankyaku command dash.
With the use of his long range jump and cross up aerials it can also be a good strategy to hit and run every now and then during your projectile barrage to keep the opponent guessing.

S.HK is also useful for moving around while keeping charge.

His defensive option include his invincible CA, EX command dash and his v-reversal is pretty great for getting out of the corner.

Determining which zoning tool to use and when can be difficult to learn but is the key to victory with F.A.N.G.

Stats:

Vitality: 950
Stun: 950
V-Gauge: 600
Forward Walk Speed: 3.2
Backward Walk Speed (Pixels Per Frame): 2.8
Dash Duration (Total Frames): 20
Dash Distance (Total Pixels): 128.6
Backdash Duration (Total Frames): 24 (frames 1-10 throw invincible; frames 3-10 airborne)
Backdash Distance (Total Pixels): 149.7
Pre-Jump Frames: 3
Vertical Jump Duration (Total Frames): 43
Angled Jump Duration (Total Frames) 44
Forward Jump Distance (Total Pixels): 250.4
Backward Jump Distance (Total Pixels): 233.2

Normal Moves

F.A.N.G Light Punch Hitbox - Normal Move

Light Punch

  • Not much combo potential.
  • Used for escaping pressure.
  • Startup: 4
  • Active: 3
  • Recovery: 6
  • On hit: 6
  • On block: 3
  • Damage: 30
  • Cancels into: SP/CA/VT
F.A.N.G Medium Punch Hitbox - Normal Move


Medium Punch

  • Can’t cancel the first hit.
  • Startup: 7
  • Active: 2(5)2
  • Recovery: 15
  • On hit: 2
  • On block: -3
  • Damage: 40*20
  • Cancels into: SP/CA/VT
F.A.N.G Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Crush counter properties.
  • Great combo starter if you can punish with it.
  • Startup: 8
  • Active: 3
  • Recovery: 19
  • On hit: 1
  • On block: -2
  • Damage: 90
  • Cancels into: SP/CA/VT
F.A.N.G Light Kick Hitbox - Normal Move


Light Kick

  • Good footsie tool at close/mid range.
  • Startup: 6
  • Active: 3
  • Recovery: 7
  • On hit: 5
  • On block: 3
  • Damage: 40
  • Cancels into: SP/CA/VT
F.A.N.G Medium Kick Hitbox - Normal Move


Medium Kick

  • Good anti air against long range jump ins.
  • 2 hits at close range.
  • Startup: 6
  • Active: 2(0)2
  • Recovery: 14
  • On hit: 3
  • On block: 1
  • Damage: 30*50
  • Cancels into: SP/CA/VT
F.A.N.G Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Most damaging combo starter.
  • Can charge specials during this.
  • Both hits are cancellable.
  • Startup: 14
  • Active: 2(9)2
  • Recovery: 16
  • On hit: 7
  • On block: 1
  • Damage: 40*75
  • Cancels into: VT
F.A.N.G Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Used for escaping pressure.
  • Startup: 4
  • Active: 3
  • Recovery: 8
  • On hit: 3
  • On block: 1
  • Damage: 30
  • Cancels into: SP/CA/VT
F.A.N.G Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Go to poke, you need to space it correctly though.
  • Startup: 7
  • Active: 2
  • Recovery: 16
  • On hit: 1
  • On block: -2
  • Damage: 50
  • Cancels into: SP/CA/VT
F.A.N.G Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Great anti air.
  • Both hits are cancellable.
  • Startup: 9
  • Active: 2(6)3
  • Recovery: 19
  • On hit: 8
  • On block: -6
  • Damage: 50*40
  • Cancels into: SP/CA/VT
F.A.N.G Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Used for escaping pressure.
  • Startup: 5
  • Active: 3
  • Recovery: 7
  • On hit: 4
  • On block: 1
  • Damage: 20
  • Cancels into: VT
F.A.N.G Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Great poke/frametrap and meaty tool.
  • Combo starter.
  • Startup: 8
  • Active: 3(0)2
  • Recovery: 14
  • On hit: 5
  • On block: 3
  • Damage: 20*40
  • Cancels into: VT
F.A.N.G Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush counter properties.
  • 2 hit sweep.
  • Moves fang forward alot.
  • First hit is cancellable.
  • Startup: 9
  • Active: 2(8)2
  • Recovery: 24
  • On hit: KD
  • On block: -12
  • Damage: 50*50
  • Cancels into: VT
F.A.N.G Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Decent air-to-air.
  • Startup: 4
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
F.A.N.G Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Very specific air to air.
  • Startup: 5
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
F.A.N.G Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Best jump in combo starter.
  • Can condition the opponent in anti airing this at max range, creating a mix up.
  • Great air to air.
  • Startup: 8
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
F.A.N.G Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Decent air-to-air
  • Startup: 4
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
F.A.N.G Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Instant overhead.
  • Startup: 5
  • Active: 2(0)2
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 35*35
  • Cancels into: ~
F.A.N.G Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Cross up tool for after a knockdown as it will whiff if you don’t cross up.
  • Startup: 9
  • Active: 2(0)2
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 48*48
  • Cancels into: ~
F.A.N.G Shimonshu Hitbox - Throw

(Neutral or Forward)

Shimonshu

  • Startup: 5
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: 0
  • Damage: 60*60
  • Cancels into: ~
F.A.N.G Kyoshitsugeki Hitbox - Throw


Kyoshitsugeki

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: 0
  • Damage: 60*60
  • Cancels into: ~

Unique Moves


Senpukuga

  • Upper body invincible on frame 7-rising.
  • Upper and mid body invincible on frame 8-rising.
  • Can be extended by holding 2(down).
  • Can press K for a followup.
  • Startup: 10
  • Active: 2(3)2
  • Recovery: 14
  • On hit: 6
  • On block: 2
  • Damage: 30*40
  • Cancels into: VT


Nirenko

  • At max range it’s practically safe.
  • First hit is cancellable.
  • Startup: 12
  • Active: 2(5)2
  • Recovery: 21
  • On hit: 0
  • On block: -5
  • Damage: 60*40
  • Cancels into: ~

Special Moves


  
Nishikiyu

  • Requires 35 frames of charge.
  • Frames 40-42 can be canceled into EX nikankyaku(command dash).
  • Hits vs airborne opponents place them in a juggle state.
  • Startup: 13/13/13/13
  • Active: ~/~/~/~
  • Recovery: 48/48/48/37
  • On hit: -7/-7/-7/3
  • On block: -11/-11/-11/-1
  • Damage: 20*20/20*20/
    20*20/45*45
  • Cancels into: CA


 
Sotoja

  • Combo ender.
  • Poking tool.
  • 2 hit projectile hitbox.
  • Frames 15-35, 19-39, 21-40,14-32 for Light/M/H/EX versions are projectile invincible on arms.
  • Startup: 16/20/21/14
  • Active: 8/8/8/8
  • Recovery: 25/23/24/19
  • On hit: KD/KD/KD/KD
  • On block: -11/-9/-10/-3
  • Damage: 30*30/30*40/
    40*40/50*50
  • Cancels into: CA



Ryobenda

  • 40 frames charge.
  • Frames 22-36 airborne on light version.
  • Mine projectile stays for 60 frames with medium.
  • Mine projectile stays for 100 frames with heavy.
  • Ex version is airborne on frames 25-39 + a 2 hit projectile box.
  • Startup: 14/19/23/15
  • Active: 3/~/~/2
  • Recovery: 30/28/33/33
  • On hit: KD/1/-1/KD
  • On block: -9/-8/-10/2
  • Damage: 30*30/40/40/
    30*30*20*20
  • Cancels into: CA


 
Nikankyaku

  • Frame 6-28 projectile invincible.
  • Frames 10-28 allow passthrough, frames 12-30 allow passthrough for ex version.
  • Frames 27-28 cancelable into senpukuga, frames 31-32 for EX.
  • EX has projectile and strike invincible for frames 1-24, projectile invul remains till frame 30).
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

V-Skills

F.A.N.G Nishodoku - V-Skill

  
Nishodoku

  • Unblockable.
  • No interaction with other projectiles.
  • Can be used even when other projectiles of FANG are on screen.
  • Startup: 22
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: Varies
  • Cancels into: ~
F.A.N.G Nikaiho - V-Reversal

(During Guard)

Nikaiho

  • Frames 1-31 strike and projectile invincible.
  • Recovers 200 stun.
  • Startup: ~
  • Active: ~
  • Recovery: 30
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~


Dokunomu

  • Gains a poison cloud around himself for 900 frames.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

   
Shishiruirui

  • His only true reversal because of invincibility on frames 1-18.
  • Great corner carry.
  • Startup: 10
  • Active: 7
  • Recovery: ?
  • On hit: KD
  • On block: ?
  • Damage: 292
  • Cancels into: ~

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