First and foremost, DevilJin is absolutely right about Frank and having reservations about him. He is a liability no matter what, and there will always be risk associated with playing him. Frank players should not solely be Frank players, and should have contingency teams accordingly. Still looking for mine. That said, He still has utility in the current meta, and the risk can pay off for the investment. At least thatās my opinion or else I wouldnāt play him. Anyways, time for some knowledge bombs:
Frank VS zoning:
zoning is obviously the best solution against Frank, but fortunately he has tools besides just super jumping. Bottle can actually actually combat some horizontal zoning wars. 5 durability, 12 frame startup and a really fast speed allows Frank to keep spamming them/frame trapping opponents much like with beams if he gets it started. the unability to cancel them into anything though leaves him prone to countering with supers though, so while itās an option thereās answers. Giant Swing (where he throws the zombie) is considered a character, not a projectile. Itāll go through anything once thrown, even supers. It also leaves him at a great frame advantage when it hits an opponent at a distance. The problem is the considerable startup; nearly 30 frames. Depending on the nature of the zoning, barrel roll xx M roundhouse is also an effective punish. Barrel roll is roughly 15 frames invincible, and the momentum of it + roundhouse M covers about 3/4ths of a fully expanded screen. Fairly quick too, and the invincibility is enough to go through most beams (pretty much all but iron man), and tri shot projectiles. It wonāt be enough to go through a point + assist projectiles, but a good read means a dead zoner. Worse case he can fish with barrel roll xx survival techniques, or a shopping cart.
Against airborne zoning, his low profile/barrel roll usually means he can at least do some movement to help get into a position to use some of his options. For Morrigan/Joe Funny Face Crusher is quite effective, and like roll xx roundhouse one good read takes away your zoning problems. Jumping M at max poke range can also catch people in startup if you wait for the opportunity
at the end of the day, these are options, not counters. Frank can still run into bad spots for zoning, but when I think of the likes of say Haggar, Hulk, and other characters with poor mobility and/or projectiles Iād say Frankās doing much much better in the options department. Most zoning he can handle, but not always. It also reinforces the need for good team synergy; you should ideally have a character that can handle the zoning Frank canāt to bring in if you donāt feel heāll get the job done.
Frankās point character:
everybody loves to say you canāt kill and level Frank without TACs. Not true, but the list is short of characters who can reliably do so. Technically you can do it with every character by handing Trish or Vergil second, but I digress. Either way, the 6 that best fit the criterion are: Dante, Vergil, Nova, Skrull, Spider-man, and Spencer. and out of those, when factoring in ease of levels/kill combos, usage of shopping cart, and synergy, Iād personally say Dante Nova and Skrull are the best choices.
Frank with momentum:
Ultradavid commented when watching Apology Man play a lot about momentum. Heās absolutely right; a Frank team is always a momentum based team. This makes an inherent flaw in the team that if you donāt gain momentum, itās very hard to recover and often results in a bad spot/loss. On the other hand though, when you gain momentum, your win is very much likely. A good frank team should have this level of momentum on the first touch it gets. It should look something like this:
Point character gets touch, levels Frank.
Frank or point character kills opponentās point character on the same touch, pushes to corner.
Frank applies his mixup of choice and keeps applying pressure/doesnāt let them out of the corner, denying space or the opportunity to zone him out. Lots of oppression, especially with neutral assists to help plug the (small) holes in his corner offense.
If Frank kills the second (which heāll do to anybody off pretty much any confirm), you play loss prevention and make sure you donāt get xf3ād. If frank gets hit, if you started in 5 youāll usually survive unless they XF/TACād, you DHC him out and let him get another chance.
Let your other characters do any necessary cleanup.
So you likely win if you get first touch. But how do you that? Hereās the secret that nobody seems to get; a successful Frank team is composed so that the point character has a stronger neutral game than his opponentās the overwhelming majority of the time to increase his/her chances of first touch. You need to get started to win, so ensure that you actually do so, even if it costs you other aspects of your team. Youāve already made an investment with having Frank around, so make sure it actually pays off.
As for Frankās rank on tiers, when weāre assuming level 4/5 Iād say top 10 is easy. Top 5 you can make an argument for but I wouldnāt go that far myself. Regarding his spot on a team, second. As for comparing him to the other power up characters, Iād say heās the best; lowest barrier of entry and less ways to not give him a chance to play in some capacity. Phoenix has plenty of counters, people just are either snapping her or letting her transform instead of using tech.