Ryu no longer lacks any notable edge either - he has 2 powerful v-triggers, solid way to build v-meter, and high adaptability in terms of playstyle. You should also take a look at how to play as F.A.N.G so you can better understand how F.A.N.G players are thinking about every situation. Ryu has more than solid tools for nearly everything - zoning capabilities, pressure and mixup options, poking, anti airing and frame trapping, corner carry and damage, as well as defensive options. This is especially significant when you have F.A.N.G trapped in the corner as his only means of a reversal escape option is the EX slide, which you can throw him out of.Īs you can see, F.A.N.G is easily to fight when you know some of his weaknesses. It’s also good to remember that F.A.N.G’s slide is not throw invincible, which means you can throw him out of it at almost any point. With all that extra time, you can easily see it coming and avoid it. This forces the F.A.N.G player to change his mix-up and alter the timing on the projectile attack and the slide in order to make it work. One of the easiest ways to avoid the initial cross-up mix-up is to avoid a quick rise. Generally speaking, one combo into this cross-up setup will dizzy an opponent if it all connects. Even if you manage to block the projectiles correctly, F.A.N.G has plenty of time to start another frame trap and keep you locked down. He can then cancel the recovery frames of the attack into the Nikankyaku slide, crossing through the opponent just as the projectiles are hitting. A lot of F.A.N.G players will go for a cross-up setup that generally consists of knocking you down, then going for his Nishikyu projectile attack.
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