Overview
Fang, known as Huī Láng (Chinese: 灰狼, lit. "Grey Wolf") in the Chinese version, is a werewolf whose playstyle revolves around getting into midrange, suffocating the opponent with his huge normals and specials while making them scared of pressing anything for fear of the round ending in his favor instantly. His ability to convert hits is unparalleled, and the threat of an extended hurtbox getting caught by 214LP at any point can scare even the most careless players out of using standing moves.
Strengths |
Weaknesses
|
- Brutal reward: Not only can Fang consistently KO the opponent off of any normal, even on block, Fang also gets to end the round if his DP hits a standing opponent.
- Huge buttons: While he can struggle to contend with most of the cast at fullscreen, he has some of the best midscreen presence in the game, with f.HP, f.HK, 632P, 46K and 632K all controlling scary amounts of space.
|
- Weak to zoning: A combination of his big body and subpar projectile means that he struggles to get in in a lot of matchups. This issue is alleviated by his fullscreen supers.
|
Normal Moves
Standing Normals
Close
c.LP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Fang joins his palms together and thrusts them diagonally upwards at the opponent. Whiffs crouchers unless they're in hitstun or blockstun.
|
|
c.MP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Identical to c.LP, but slower, more damaging and more active. Whiffs crouchers unless they're in hitstun or blockstun.
|
|
c.HP Caption Caption
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Identical to c.MP, but slower, more damaging and more active. Whiffs crouchers unless they're in hitstun or blockstun.
|
|
c.LK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
|
|
c.MK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
|
|
c.HK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Identical to c.MK, but slower, more damaging and more active.
|
|
Far
f.LP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Rapid jab. Surprising amount of range.
|
|
f.MP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Jab. Identical to f.LP, but slower, more damaging and more active.
|
|
f.HP Caption Caption
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Palm thrust. Huge normal that easily leads into Fang's trademark offense if it connects with a grounded opponent, while being pretty good at catching jumping opponents.
|
|
f.LK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Very fast roundhouse kick.
|
|
f.MK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Roundhouse kick. Identical to f.LK, but slower, more damaging and more active.
|
|
f.HK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Roundhouse kick where Fang extends his claws. Can be used to catch jumps while still having the ability to confirm it.
|
|
Crouching Normals
2LP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
|
|
2MP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Fang swipes at the opponent from above.
|
|
2HP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Fang performs a crouching, clawing uppercut.
|
|
2LK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
|
|
2MK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Identical to 2LK, but slower, more damaging and more active.
|
|
2HK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
Low
|
Knockdown
|
-
|
-
|
Leg sweep. Fang's only low.
|
|
Jumping Normals
j.LP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Quick claw. Decent active frames.
|
|
j.MP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
|
|
j.HP
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Downwards palm strike. One of the best jump-ins in the game, but still not without its issues; for instance, it tends to get low profiled by moves like Dougster's 2HP.
|
|
j.LK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
4
|
0
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
|
|
j.MK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
8
|
0
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
|
|
j.HK
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
12
|
0
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Identical to j.MK, but more damaging and less active.
|
|
Throw
Hungry Wolf Bloodsucking 6MP or 6HP near the opponent
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
24 (4.8 x 5)
|
-
|
1
|
-
|
-
|
Unblockable
|
-
|
-
|
Throw
|
Fang jumps onto the opponent and bites them five times. Resets to a fullscreen neutral situation after throw.
|
|
Special Moves
Stunning Wolf Howl 646P
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
16
|
2
|
-
|
-
|
-
|
Mid
|
-
|
-
|
Projectile
|
Projectile. Button strength determines speed. Will collide with other projectiles.
|
|
Great Wolf Claw 632P
|
Fang does a jumping claw attack. Huge hitbox and fast movement. The entire series hits overhead.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LP
|
16
|
6
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Nearly horizontal. Extremely valuable tool for pressure and confirms.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MP
|
16
|
6
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Diagonal claw attack. Can be used to reposition in some matchups or as an antiair at weird angles.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HP
|
16
|
6
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
High diagonal claw attack. Likely to find more use as a runaway tool than an antiair, as 214HP actually has invulnerability and is more applicable here.
|
|
Uppercut 214P
|
DP series. Fang performs an uppercut with his claw out. Every version has the following properties:
- Active on frame 1.
- Grounded mid that turns into an airborne overhead a few frames in.
- Invulnerable through active.
- Only has airborne recovery frames.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LP
|
16
|
6
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
Invulnerable
|
Very important tool for combos, as it locks the opponent in a state where they cannot act for a few seconds if it hits them standing. Goes airborne on frame 3.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MP
|
16
|
6
|
1
|
-
|
-
|
Mid / High
|
-
|
-
|
Invulnerable
|
Goes farther than the light version, covering a third of the screen's width. Goes airborne on frame 2.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HP
|
16
|
6
|
-
|
-
|
-
|
Mid / High
|
-
|
-
|
Invulnerable
|
Moves even farther horizontally and vertically than the other versions, covering half the screen's width.
|
|
Wolf Back Kick 632K
|
Fang stands on his arms and extends his legs diagonally upwards for a long-ranged kick. Button strength determines forward movement and active frames.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LK
|
16
|
6
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MK
|
16
|
6
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HK
|
16
|
6
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
|
Bad Wolf's Wagging Tail 46K / [4]6K LK version LK version MK / HK versions MK / HK versions
|
Fang pokes with his tail. Button strength determines range and active frames.
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
LK
|
16
|
6
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
MK
|
16
|
6
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
Version
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
HK
|
16
|
6
|
-
|
-
|
-
|
Mid
|
-
|
-
|
-
|
|
Bad Wolf's Dancing Claws j.46P / j.[4]6P
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
24 (16 + 12 on followup)
|
6
|
-
|
-
|
-
|
High
|
-
|
-
|
Hitgrab
|
Fang sticks out his arms and starts moving forward. Button strength determines distance. There is an automatic hitgrab follow-up on grounded opponents which resets the game to a fullscreen neutral situation. This will only do 16 damage to airborne opponents.
|
|
Super Moves
Rising Wolf Fist 236236P
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
36 (12 x 3)
|
0
|
-
|
-
|
-
|
Mid
|
-
|
-
|
Invincible Hitgrab
|
Fang dashes towards the opponent and performs a series of rush punches if he finds his mark. Blockable hitgrab. Incredibly valuable tool for dealing with zoning, because it is fully invincible during active frames.
|
|
Great Wolf Fang 236412P
|
Damage
|
Chip Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Adv. (Hit)
|
Adv. (Block)
|
Properties
|
50
|
4 x 3
|
-
|
-
|
-
|
High
|
-
|
-
|
-
|
Fang turns his entire torso into a wolf head and rushes towards the opponent. Very high damage and invincible fullscreen overhead super. Can connect up to three times on block depending on distance from opponent and can connect twice if the first hit was on an airborne opponent. Usually unsafe on hit.
|
|
Gameplan
Neutral
Describe the character's neutral strategy.
Offense
Describe the character's offensive strategy.
Defense
Describe the character's defensive strategy.
Combos
Condition
|
Notation
|
Damage
|
Notes
|
Link
|
|
Normal starter, grounded opponent
|
Ground normal > 632HK
|
28
|
Very basic confirm. Damage calculated from f.HP.
|
???
|
|
Normal starter, grounded opponent, super available
|
Ground normal > 236236P
|
48
|
Basic confirm into 236236P. Damage calculated from f.HP.
|
???
|
|
Normal starter, grounded opponent
|
Any ground normal > (delay) 632LP, (f.HP > (delay) 632LP) x4
|
128 (28 / loop rep)
|
Confirm into 632LP infinite. Delays are only necessary on crouchers and if you're up close, because 632LP doesn't hit crouchers point blank. Delaying after a hit can push you back enough to get the confirm. This combo works from a 632LP starter if you're in range. f.HP can be substituted with f.HK.
|
???
|
|
214LP starter, standing opponent
|
214LP, 214LP, 214LP, 214LP, 214LP, 214LP, 214LP, 214LP
|
128
|
214LP infinite. Fang's trademark trick. Only works on standing opponents. Can be routed into from 632LP loops by substituting delay 632LP with instant 214LP at some ranges. Can insert any ground normal between 214LP hits if you're feeling fancy.
|
???
|
|
Matchups
Dougster (Slight Disadvantage) [Character Page]
|
Having both a regular and anti-air fireball means getting in is hard for Fang. Combined with Dougster's incredible DP denying any jump-in attempt, doing so can feel like a herculean task.
However, he cannot convert off of his projectiles, affording you a few chances to get in and exert pressure. His 646K series — the grounded fireball — extends hurtboxes all over his kicking leg, letting you hit it with dash 214LP if you get the read on fireball patterns. On the other hand, Dougster is very versatile in neutral and tools like 214LP and 2MK allow him to scrap with Fang at midrange, as they cannot be punished directly with a 214LP infinite.
With proper spacing, Fang can use 46HK to poke Dougster out of his 236K series. Although the reward isn’t very high, this can incentivize Dougster to approach, granting Fang access to more of his toolkit. This comes with the downside of encouraging Dougster to prioritize higher reward options, as a well placed jump in can lead to death for the Fang player.
Fang really gets to shine once he reaches the 48 HP threshold, as he gains access to fullscreen invulnerable supers at low health that let him punish zoning attempts. Dougster can thus be forced to play Fang's game until the round is over. Fang's own ability to convert stray hits into rounds means that Dougster himself should rarely get to use his supers, making them a lesser factor.
|