Getting started with DOA5U Fang

TRI Mike

Well-Known Member
I've made the serious decision of learning how to play Fang the best way possible in 5U. I never paid much attention to her in vanilla but heard she was extremely good there and still retains a lot of her powerful things in Ultimate. I've been messing around and trying to find stuff on my own and came up with some things like :P+K: being guaranteed after a sit-down stun or :6::6::K: being unholdable after :6::4::P: (which is also free after her Unshu OH) but I can't help but think I'm lacking a lot of things, especially juggling. I usually just go with :9::K::K::K: or :3::P::P::6::P::P: but I feel she deals very little damage compared to Tina's air grabs or the juggles from Gen Fu, Rig or Helena (my other characters).

So, I want anyone to help me out with the ins and outs of this little pretty chinese girl. What are her best moves, unholdable stuns, best launchers, juggling options, wall and ground game, uses for the parries and Unshu, etc. I seriously want to be good with her but I'm having problems on my own.
 

StrikerSashi

Well-Known Member
Premium Donor
Yeah, 3KP+K, KH+K, and 3PP6PP are the vast majority of the juggles I use. From critical burst, it's generally 8K 9KK, then end the juggle depending on weight class. You can pick up bounds with dash in 3PP6PP.

From mid kick hold, check out Blackula and EMPEROR_COW's posts in the changes thread. It's 3P 64P KH+K 6K PPK2K for light weight, 3P 64P KH+K 9KK 3KP+K for mids, 3P 64P KH+K 3PKK2K for heavies.

For parries, I just do 9KK KH+K/3KP+K.

I don't really play that aggressively with Leifang. The most I'll do is nitakus from her hilarious low kick, 'cause it makes people lose their cool. I mean, a good read leads to a 100+ damage hold. Making people uncomfortable is a pretty big deal.
 

TRI Mike

Well-Known Member
I have to start relying on those advanced holds. None of my other characters have many access to those so I tend to forget them when I play Fang. Are those mid-kick hold combos guaranteed¿
 

EMPEROR_COW

Well-Known Member
Premium Donor
Hmm..
OK lets see what you need:
- Experiment with Norma/Advanced K hold punishes ... you can get a free 90+ damage from those alone
- Parry when neutral.. eliminates the Mid P/K guessing and guarantees 9KK>KH+K
- Unshu Throw > 64P > 66K .. is guaranteed ... replace 66K with 3P for mixup potential into CB
- when setting up Unshu .. dont just throw it out .. otherwise it would lose even to punches .. you need to use it as a reaction tool for example .. 6P (blocked) > wait for the punch .. then press 4 to trigger unshu .. takes a bit of practice but its well worth it ... if you get hi counter with it you can get CB really quick (watch my vid)
- best damage after flop stun is 3P4PP (flop stun can be achieved with (counter)6H+K or 4PPP)
- 6P fastest mid
- 1P amazing high crush ... cancels into unshu ..
- 6H+K, 1P+K, KH+K, H+K, PPKH+K, 214P... safe

hmm .. if I think of more little tidbits I'll update .. lol
too sleepy .. lol
 

NightAntilli

Well-Known Member
One of the moves that I use almost constantly but everyone seems to underestimate and never use is 214P. It's quite evasive, has respectable range, and is actually +0 on block. It gives a great stun on counter hit too. There's no reason not to use this move in your arsenal. Especially with all the great crushes Leifang has.

44P is also a great move. Not really for the sabaki, but just for its range. It's -7 on block which is not too bad. You'd be surprised how many people walk right into this move. Sabakis in general are pretty much a must for Leifang. They outdo her parries in terms of damage. Drawback is that the parries give you guaranteed follow-up damage, while the Sabakis don't.

Main juggles I use depending on opponent, environment & launch height:
9KK, 46P
9KK, KF+K
9KK, 3PP6PP
9KK, P2P2K
3PP4P, 46P
3PP4P, KF+K
3PPKF+K

Generally I don't like the 3KP+K finisher because it looks stupid lol. I wish it would still slam back like it did in DOA4.
 

TRI Mike

Well-Known Member
I'm gonna get together with some friends tomorrow and use all these strats and data for my Fang. Any additional help would be appreciated. Thanks!
 

TRI Mike

Well-Known Member
Can anyone help me with this info¿

After I parry a high or mid punch with Unshu, are all attacks guaranteed even if I delay them a little¿ For example, say I enter Unshu and I parry a mid punch but don't execute any attack for a couple frames... is the attack guaranteed¿
 

Yoyo

Active Member
Can anyone help me with this info¿

After I parry a high or mid punch with Unshu, are all attacks guaranteed even if I delay them a little¿ For example, say I enter Unshu and I parry a mid punch but don't execute any attack for a couple frames... is the attack guaranteed¿

I don't think so because they can still hold after Unshu, unless you mean a move from unshu or a regular attack.
 

NightAntilli

Well-Known Member
It depends at which time the attack was parried. If it was parried at the beginning of the animation but don't execute an attack from Unshu, you'll be at a disadvantage. If you parry the move at the later frames of Unshu, you'll have some time to get some free hits.
 

TRI Mike

Well-Known Member
I like spamming her Unshu enders a lot but I don't think it's a good strategy, it's difficult to know when the opponent will use one of the punches and sometimes they know Fang has the stance and will just throw or kick her ass. Still, I like the character a whole lot, she was extreme potential.
 

ninjaguy446

Well-Known Member
Sorry for reviving this thread, but it was the perfect place to ask my question. I'm also trying to learn Leifang (and become a sabaki/parry destroying machine) and I'm very new to her. I'm trying to be aggresive and be on my opponent constantly. What are Leifang's best stun starters and her best stun extenders? Thanks in advance.
 

Gurimmjaw

Well-Known Member
Im also trying to learn Lei Fang as she my secondary so unsure how to mix up with her. Sometimes I get the parry in and do a few punches afterwards.

She seems best played at mid range and close range I think judging by her moves and has good defensive options.
 

Chapstick

Well-Known Member
Im also trying to learn Lei Fang as she my secondary so unsure how to mix up with her. Sometimes I get the parry in and do a few punches afterwards.
If you parry, 9KK is guaranteed. What you do off of it is up to you- KH+K (opponent can't tech roll and you can probably get a ground attack in,) 3KP+K, or 46P (pushes opponent far away possibly into stuff.) There used to be a good setup for 64P 66K 9KK 3KP+K/ 46P/ KH+K but I think it's blockable now. If your opponent decides not to block and instead attack with something that isn't a high crush and you land that 64P, the 66K yada yada is guaranteed. That 66K connection window feels like 2 frames so timing is strict. Or you can do some CB stuff from her parries if you want. They're fantastic.
 

StrikerSashi

Well-Known Member
Premium Donor
Personally, I'm a big fan of just timing a raw 214T after a parry. Most people will attend to block or or do nothing. And when they finally do start attempting to beat the throw, just put out a casual mid instead. The active frames for the throw and the mid are pretty much identical so a fuzzy is fairly difficult. Or just go for the guaranteed 9KK launch.

As for aggressive Leifang stuff, she's not really that good at attacking. Most of her stuff is really negative so you have to be careful. Mixups are pretty tame too. The good thing is that her stuns are fairly deep so you can more or less use whatever you want play around with stun. I'd say it's best to play her more defensively and reactively than trying to rush them down like a Sarah would. She gets a lot of bang for her buck if you can get the other guy to play impatient and start pressing buttons. Do a 2H+K string variant and see what they do. If they don't do anything, throw them until they do~

EDIT: By the way, I know her 2P is super slow, but it's a low that's neutral on NH (I'm pretty sure) which means it's still useful.
 
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