Alien Challenge/Fang

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AlienCha Fang icon.png

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
AlienCha Fang cLMHP.png
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
AlienCha Fang cLMHP.png
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
AlienCha Fang cLMHP.png
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
AlienCha Fang cLK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - Mid - - -

Knee kick.

c.MK
AlienCha Fang cMHK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 0 - - - Mid - - -

High kick.

c.HK
AlienCha Fang cMHK.png
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
AlienCha Fang fLMP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - Mid - - -

Rapid jab. Surprising amount of range.

f.MP
AlienCha Fang fLMP.png
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
AlienCha Fang fHP.png
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
AlienCha Fang fLMK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - Mid - - -

Very fast roundhouse kick.

f.MK
AlienCha Fang fLMK.png
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
AlienCha Fang fHK.png
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
AlienCha Fang 2LP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - Mid - - -

Crouching punch.

2MP
AlienCha Fang 2MP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 0 - - - Mid - - -

Fang swipes at the opponent from above.

2HP
AlienCha Fang 2HP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
12 0 - - - Mid - - -

Fang performs a crouching, clawing uppercut.

2LK
AlienCha Fang 2LMK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - Mid - - -

Low kick.

2MK
AlienCha Fang 2LMK.png
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
AlienCha Fang 2HK.png
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
AlienCha Fang jLP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - High - - -

Quick claw. Decent active frames.

j.MP
AlienCha Fang jMP.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 0 - - - High - - -

Downwards punch.

j.HP
AlienCha Fang jHP.png
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
AlienCha Fang jLK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
4 0 - - - High - - -

Upwards air-to-air kick.

j.MK
AlienCha Fang jMHK.png
Damage Chip Damage Startup Active Recovery Guard Adv. (Hit) Adv. (Block) Properties
8 0 - - - High - - -

Downwards jumping kick.

j.HK
AlienCha Fang jMHK.png
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
AlienCha Fang Throw.png
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
AlienCha Fang 646P.png
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
AlienCha Fang 632P.png

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
AlienCha Fang 214P.png

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
AlienCha Fang 632K.png

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
AlienCha Fang 46LK.png
LK version
LK version
AlienCha Fang 46MHK.png
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
AlienCha Fang j46P.png
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
AlienCha Fang 236236P.png
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
AlienCha Fang 236412P.png
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

AlienCha Burnie icon.png
Burnie[No Data]
(Slight Disadvantage)
[Character Page]
AlienCha Claus icon.png
Claus[No Data]
(Unknown)
[Character Page]
AlienCha Dougster icon.png
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.

AlienCha Drew icon.png
Drew[No Data]
(Unknown)
[Character Page]
AlienCha Fang icon.png
Fang[No Data]
(Mirror)
[Character Page]
AlienCha Jean Paul icon.png
Jean Paul[No Data]
(Unknown)
[Character Page]
AlienCha Melanie icon.png
Melanie[No Data]
(Unknown)
[Character Page]
AlienCha Nic-san icon.png
Nic-san[No Data]
(Unknown)
[Character Page]
AlienCha Stevareno icon.png
Stevareno[No Data]
(Unknown)
[Character Page]


General
Controls (Notation)
FAQ
System
Characters
Burnie
Claus
Dougster
Drew
Fang
Jean Paul
Melanie
Nic-san
Stevareno