|Street Fighter V||+|
Executed by pressing Medium Punch and Medium Kick simultaneously, F.A.N.G raises and flaps his arms around in circles. If his opponent attacks him before he lifts his arms up, F.A.N.G spins toward his opponent several times and strikes his opponent with both of his extended arms. The fourth strike puts his opponent in a poisoned state and sends them spinning toward the ground. After a successful parry, F.A.N.G poses triumphantly and chuckles before dropping back to his stance.
While F.A.N.G is equipped with several defensive tools, Sodokubu gives him parry that can deflect any type of normals, including jump-in attacks and overheads. Unfortunately, he cannot counter projectiles, EX moves or Critical Arts. Strangely, it also doesn't parry V-Reversals. It has a 3-frame startup, allowing him to anticipate and deflect Light normals. A successful parry allows F.A.N.G to build V-Meter.
Because of its speed, he can use Sodokubu to disrupt his opponent's frame traps. While the damage output is minimal, it puts his opponent in a poisoned state and inflicts a bit extra as long as the debuffed state remains. However, if F.A.N.G mistimes this move, he is vulnerable to a Counter Hit state. Sodokubu results in a hard knockdown on the first hit. If blocked, F.AN.G is -2, making it difficult for his opponent to punish. F.A.N.G cannot cancel his second V-Skill into his special attacks or V-Trigger. However, this parry inflicts slightly more damage and stun if his first V-Trigger is active.
While his first V-Skill improves F.A.N.G's zoning pressure and defense with the slow-moving poisoned fireball, Sodokubu gives him a tool against characters with 3-frame normals. With the moves at F.A.N.G's disposal, he either loses or trades with 3-frame attacks. While it takes a hard read and conditioning his opponent, F.A.N.G can become a decent threat up close and interrupt his opponent's frame trap combos.