Frank West Level Up Strategies

Spencer Command Grab -> Tag Frank -> Use assist + Snapshot to pickup works.

So we know that Magneto and Viewtiful Joe can do the whole dash down (or late S) to hard tag for Frank into a possible THC. Ammy can do a ground bounce into a nearly on the ground jS. This is my last of other maybes. Anyone know if they can or cant?

C. Viper
Dorm
Doom
Firebrand
Iron Man
Phoenix
RR
Spencer
Storm
Thor
Trish

Also for the setups like the Doom and Nova combos I have linked in the first post, whatever characters might have similar? I know Magneto does and I suspect that Thor could have one with something like S sjHxxQCF+L (dash down) jM (hard tag). Got LOTS of ideas to try.

I haven’t really labbed it extensively, but I’ve never been able to do the air S -> Raw Tag with Trish or Spencer. Dormammu was definite nay.

Ok. I updated the first post with everything that I have tested and could think of. Its also in a much nicer setup. Hope this helps all Frank players :slight_smile:

Nice tech in here:

So I did a bit of testing guys. Firebrand can now officially set up a hard tag setup against the entire cast for Frank. A basic combo should land you level 3 (or 4).

Is there a way to make it kill? :o

I’ll see what I can do tonight. I have a few ideas that may allow me to do that. I think if I shorten my Firebrand combo so I have more time with Frank I can set up a THC with Dante and do some massive damage.

I’ll take a look at it when I get home.

Only problem is the balance between tag timing and meter build I think. Therefore Magnus :slight_smile:

Real talk that’d be pretty dirty if Firebrand were a viable point there, though. I’d almost run it Firebrand/Frank/Dante to THC (with Dante) if you have 2 bars and won’t kill or level with Luminous Body and Jam Session if your opponent has low health. Just thinking about the post-level order there.

Also, @TheCape I’ve been messing with the dash xx THC more on my team, and it’s much easier than I originally thought. Off certain confirms (Jam Session) it’s histun-dependent because you 1) have to be able to corner carry into an HGrav and 2) make your life easier if you do something into s.H (or just s.H alone) to increase the height and give a little more post-tag hard knockdown time. It’s a lottt tighter if you can’t do #2…probably not a “tournament combo” at this point for me (like 50% success yesterday maybe). If you reach the corner but can’t hypergrav (so say sj.H addf.S), I’m not sure it’s possible…don’t think it is, really. It might work off of a weird Jam Session confirm where you end up with your opponent a lot higher than you, but it’d have to be a really short combo…say like (Jam Session hits), j.HS L Blast, (land), cr.HS sj.H ADF.H xx L Blast, (Land) dash s.S, sj.MH ADDF.S. Pretty sure that’d work spacing-wise, and since I can’t use Jam Session post-THC in that case, it might be worth cutting out a third Mag Blast and a hypergrav loop in favor of a Tools M at Frank’s scaling.

Either way, 95% of the time I can set up the easiest timing for it, and that damage boost is pretty dumb, haha.

So…After you do THC into s.S sj.S, and Tools M, you can alllllmost call Jam Session in time to s.S again and sj.MHS while they’re stuck in it to get around HSD. I tried it like 5 times and wasn’t quite able to do it, but it’d be kind of cool. You can definitely do it if you don’t L Zombie, but at that point I think there’s no way you’re doing more damage than you would with the regular ender. Probably wouldn’t be even with the L Zombie in there, but it’d still be stylish :stuck_out_tongue:

@Slippaz: Why that order? If you have Firebrand, Dante, Frank it allows you to hard tag Frank with Firebrand and then have THC with Dante available. This also means that Dante would be the one incoming (who has better options) if Frank dies and he can DHC to Firebrand for safety. Firebrand isn’t the ideal anchor, but he is fast.

Yeah I hear you about that Dante incoming. You can still THC with Dante post-tag actually if you run X/Frank/Dante. There’s a window after the tag where the point character is on cooldown and THC’ing gives you Frank+Dante instead. It’s basically the same thing that happens when you have an assist in cooldown and TAC straight from point-anchor (like Fizzykups does sometimes with Spencer’s Jam Session extension I think). You can see it in the video below (after the first combo):

Spoiler

https://www.youtube.com/watch?v=SqMluEMylrw

I “can’t” do it with my team because if the THC is going to kill, I don’t have an install to DHC into if I’ve confirmed off of Jam Session (meaning in that situation I cap at level 3). Also, if you hit 3 bars, you get the full team THC (IIRC), so that forces a lot of damage…which isn’t optimal for Frank because Shockwave can cause a side-switch mid-THC and made an optimal follow-up unnecessarily difficult.

Actually now that I think of it…doing your forward dash THC to save the wall bounce with 3 bars almost definitely does more damage than what I usually do (tag Dante, stuff into Million Dollars xx Shockwave xx ST into follow-up). Wow, not sure why I didn’t think of that yesterday, lol…Thank you, Cape :slight_smile:

You’re welcome.

As for the THC, I know that it can be done that way, just comes down to meter at that point. If I can find a good combo that allows me to put Firebrand’s assist into cool down, this might be a good way to go. It also allows me to do the dark fire to shopping cart DHC if necessary.

Hey there. Some stuff with Nova and Dante.

Cool! Always glad to see someone else rockin that team, and I like that hard tag combo.

Btw if you do that combo at 2:52 (superjump fly series where you hit two bars before sj.S), you can use both Nova and Jam Session to extend post-level even when you’re midscreen. Do your Snap/JS into sj.MMHS and when you j.Tools H, call Nova early (basically during the Tools H hitstop) and then Tools M. Nova hits during the Tools M and resets the bounce, but they still wall bounce (instead of ground bouncing like in your corner ender) and you can Roll, Tools H (again), Roundhouse M or something into the level 5 Snapshot.

Also, I realize this wasn’t the focus of your video, so you may know it, but with that team you want to follow FFC with Tools L loops and Nova assist so you reset the ground bounce and can Jam Session s.S sj.S after your first superjump series. Just saying that because I don’t see a lot of Nova/Frank players using Cent Rush assist for that combo, but it’s free damage once you know the couple of characters that require you to Tools L instantly after a j.S or something (after FFC it’s always free damage).

Also, I’m pretty sure you’d be best off setting that FFC up with a second Tools M instead of s.L, because I’m pretty sure you’re not covering all techs the way you did it. Definitely love FFC resets, though :slight_smile:

Need more hard tag combos!

So one nice thing about Mags/Dante/Frank is that the Magneto+Jam Session confirms leading into fly loops leave HSD low enough to actually tag Dante and Volcano xx Beehive into s.S~H Stinger xx BM xx Skydance to hard tag Frank. That means that on the very off chance that you finish your combo without 2 bars (THC or ST xx DT), you can tag Dante to set up another tag to Frank and use Jam Session a second time in the same combo to hit a meterless level 4 into Survival Tools. Pretty useful if Magneto uses Shockwave early for safety, assist punish, etc.

Gonna put it in my “actually optimized (for now)” video, but the confirm I’d go for is j.H addf.H s.LMS sj.H (fly), sj.LH adf.H (x5), tag. If you’ve reached the corner add.S to tag, and if you’re not quite in the corner, addf.S to tag. Dante’s dash xx Volcano should work either way from all possible starting positions if you know the timing. Happy birthday friendly, although I think you have to do Volcano xx Beehive into Coldshower(x4), Stinger xx BM xx Skydance to keep the happy birthday going. I might be remembering wrong, but I think Clay Pigeon doesn’t work with bdays…although if you did get a happy birthday I don’t think it would be possible to end that combo with less than 2 (more really) bars, so the point becomes moot (meaning tag Frank and THC to kill). Same logic applies for superjump confirms off of Jam Session into sj.HS addf.H (fly) into loops.

Nice stuff as always Slippaz.

Hey I am using vergil/frank/wesker and am looking for a way to optimize this combo or get a better one. Trying to get to level 5 frank while saving as much meter as possible.

Current combo: cr.:l:, s.:m::h:+:a1:, :f::h:, :qcb::m:, :m::h::s:, air :m::m::h::d::h:, :a2:, release round trip, cr.:h:, :qcf::l:, cr.:h:, :f::h:, :qcb::m:, :h::s:, release round trip, cr.:h:, :qcf::l:, :dp::atk::atk:, :dp::m:, dash, release round trip, raw tag frank, jump :d::h:, picture.

Current combo does ~650k, hits ~80 times, and builds ~1 meter. You can end with frank super to raise damage to ~815k and be meter neutral.
If you don’t use frank assist you get less meter but more damage. (around 715k dmg and .8 meter, and frank super dmg going up to 867k)
You can also do this combo starting from the helm breaker as long as you have a round trip charged, which will give ~65 hits ~580k dmg and +0.4 meter.

Is there a way to get up to 100 hits without having to use another meter for another sword loop?

Out of curiosity, why that team? Wesker is a poor Frank partner and generally falls near the bottom 5 for Frank partners in my opinion, and Vergil and Frank have similar functionality on a team. I can look at the combo a bit when I am home with my game, but I am just wondering what brought you to the team, what good points does it have?

Might help me learn something too.

Wesker/Trish/Frank is nice, though. Wesker gets good use of those two assists, DHCs into Round Harvest for the levelups, Frank gets unblockables with low assist and round harvest, Trish extends well with otg assists into her round trip launch launch launch stuff. Trish also gets her own Frank level 4’s from anywhere on the screen if Wesker dies. Combo with as many hits as possible, Round harvest Dhc into Cart, superjump knee drop. Trish makes bad Frank partners good ones :smiley:

Also, speaking of Trish, I have a throw pickup for you, Cape. Peekaboo assist can pick up off all throws, link a st.LMH, not sure if you can go into L tools loops at higher levels, and the link’s tight, but consistent once you get it.