Flashy Frank West Combos. *click*

[media=youtube]0WMzGEECD10[/media]

Super grab reset with cash or roll partner in the corner.

corner only?

Yeah corner only, and actually, here’s a better one.

[media=youtube]azrGLf7ixqo[/media]

And better yet:

[media=youtube]BvR1x4HVTdo[/media]

since people talk about the japanese combo clips without posting them, i’ll go ahead and do it then.
search for tvc uas on nicovideo (tatsucap uas)
2A without pushback bug / infinite
3C loop <- wow
"older" loop vs lightan
"older" combo clips

anyone feel like explaining why that garbage works?

OK the no pushback 2a is basically just a gimmick. He’s got an invisible condor joe standing behind him.

The 3c infinite uses his throw glitch, in which whiffing a throw on a character in airborne hitstun makes them unable to recover correctly, so you just loop the launches.

I’m just so demoralized

What keeps your opponent from just holding up to escape? It’s kinda obvious what you’re doing when you set up a forced backwards roll, I think, and it’s not exactly like Frank has much to punish people for going into the air.

Not that they’re relevant anymore, but it’s actually a 50/50 mixup. If your opponent holds up, there’s a few frames where they’re vulnerable to normal attacks, but throw invulnerable, so if you just meaty jab them, you’ll hit them as if they were still grounded and not blocking.

Well, I kinda care, as I almost want to not use that infinite at least in casual play getting practice for other things. It’s not like it would really harm me in a tournament setting since that infinite takes no skill or practice. And, heh. I dunno why I didn’t think of just making use of the jump startup frames to hit them. I just thought maybe it mysteriously was actually inescapable, since Alex has lots of inescapable grab setups.

Use the inf its great.

Oh, I totally would in any serious setting. In casuals though it’s not quite as important to do the definite best thing in any given situation, though… And the infinite, while amazing, just isn’t very flashy… And flash, I think, counts when money isn’t on the line. Although actually, the infinite isn’t the “best thing in any given situation” since a reset will (naturally) reset damage scaling, which can be important if you want to do as much damage as possible before your opponent can mega crash, or if resetting damage scaling will give you the opportunity to kill the opponent outright before they get meter to mega crash.

It makes me sad to hear you say that. :sad:

I thought your “reset” combos were ingeniuos, using the 1-wallbounce-per-combo rule in your favor. It felt like people were coming up with some really clever stuff. It’d be real dissappointing if everyone stopped looking for Frank combos now because of this infinite, and it’s all we started seeing from now on.
Imagine this 2-bit relaunch crap on the big screen at Evo, or something…

Again, the reset is still interesting and viable, especially the super version, simply because you can do more damage while giving your opponent less meter. This is naturally quite useful since such tricks allow you to kill the opponent before they could otherwise mega crash, denying them the chance at a comeback. The reset can be easily done out of the infinite in the corner, and the infinite knocks the opponent to the corner regardless, so they play friendly with each other, and are better together than by themselves.

Example, for instance: Playing Frank/Alex (my team), Dead Rising 44 44, 421C 6C jA jA jB jB djB 236P, jA jA jB uncombo Power Bomb costs 2 meters (actually about 1.55 due how much the jA jA jB jB djB gives) and does 31-33 billion, and before the Power Bomb the opponent gains less than half of a bar. The counterpart mixup, 5B 3C jA jA jB jB djB 236P, jA jA jB uncombo Power Bomb, does ~26 billion and gains your opponent about 3/5ths of a bar. The infinite is going to reach those damages eventually, no doubt, but not without the opponent gaining far, far more meter. Really now, if you try playing Frank at high level and all you try to go for is the infinite, you’re disadvantaging yourself.

why would you ever want to reset if they dont have meter? its free damage, builds you meter and demoralizes your op.

thats the thing

Yeah basically. If they have the meter, force them to waste their own meter and health by bursting. If they don’t have the meter, take the most guaranteed damage you can get. It does make me sad, because the infinite is significantly less cool than the resets (if I do say so myself), but if CGoH has taught me anything, infinites are useful in this game for more reasons than just grinding out damage.

I’m in no way saying that the infinite isn’t fantastic or that the reset is somehow better. Flat out, a great majority of the time the infinite is plain better; it’s guaranteed and works in more situations. I just think, sometimes, it’s better to take a chance and possibly win outright, than to go with a guarantee that merely leaves you in a favorable position, especially when facing characters who are just better overall from neutral than Frank is. Is it a gimmick? Of course it is. But gimmicks aren’t necessarily bad, as long as you use them too much or somehow rely on them.

Wow, rise in Frank players soon?

First post updating

Was screwing around with this corner combo:

5A, 2B, 3C, follow, j.a, j.a, j.b, j.b, jump, j.b, 236B, BRQ, 236C, land, 623A, 3C, follow, j.a, j.a j.b, j.b, j.c

21 bil with 10% red life

Pretty useful for reference. Now all I have to do is buy an Arcade Stick:bluu: