Haggar/Frank is mostly rawtags from pipe for levelling, though if you hit a grounded confirm into rapid fire fist, that’s a free level 5. Shuma sounds like a good way to increase the likelihood of leveling frank, plus a good assist. Yeah, that sounds awesome to me too.
Okay guys I’ve finally managed to set down with a point character for Frank…
Super Skrull. Any simple combo into inferno is a free DHC into Frank for a level 5…least it should be. I’ve been running tenderiser assist on skrull to combo the opponent after camera OTG to allow Frank a second photo but I’ve found that with some combos as skrull that net him a bar for the DHC the opponent will fall out of the combo during tenderiser. Any thoughts on using Stone smite as the prefered assist since it causes a wall bounce instead or should I just stick with tenderiser for the semi lock down (I feel like Frank doesn’t need it as much due to his really good range with his medium attacks in level 4/5).
Last character just now keeps switching from Sentinel to Shuma. Shuma is good assist for dealing with hidden missiles but Sentinel is a character I’m far more comfortable with as my last character though he doesn’t offer as good support vs missiles. Any other advice on a 3rd character? I’ve seen Dante is mentioned a lot because of Jam session being good missile coverage and lock down for Frank though I dunno how comfortable I am with him as my anchor. Any other good missile coverage assists people can think of? Missiles are a pretty huge thing for me that I hate dealing with when I don’t have Shuma mystic ray for clearing up the screen especially vs morridoom. Missiles can be a problem for Skrull too since it can eliminate meteor smash punishing projectiles the opponents point character is throwing out.
In my opinion, Tenderizer is more there for the incoming mix-up, rather than combo extension (but it can be used for that sometimes), and once you Inferno -> DHC, you probably won’t need to extend a combo much more.
Jam Session is great for Frank because it is vertical coverage, AND an incoming mix-up tool, but if you have Tenderizer your incoming mix-ups can still be good. That being said, I would err towards Mystic Ray, since Frank has the Tools (no pun intended) to cover Shuma as he comes out/roll for a mix-up, and it gives Frank both a Horizontal and Vertical assist. As someone who has to play against Mystic Ray a LOT, I know that the assist is pretty damn amazing in neutral, and for mix-ups. I’m not sure how it is with Skrull, but I can imagine some dirty stuff.
tl;dr - If you aren’t comfortable with Dante, Shuma is a good choice too, as long as you are great with anchor Shuma.
http://www.youtube.com/watch?v=TFrNkzJjrx8 - Angelic’s Shuma combo that gets Frank to Level 4/5 instantly.
Hey guys. I’m a Spidey main and I recently decided to take a look at Spider-Man/Frank West/Dante just to see if there was something there I didn’t already know about. While most of the realities of the shell remained the same (Plenty of ways to level Frank up, but bad horizontal support for Frank once he’s in), I found that Spidey has a surprising amount of synergy with Shopping Cart. It gives him everything he really needs in a ground control assist and has easy hit confirms with things like web throw so I can go from defense to offense instantly. I realize that it really hurts Frank when Spidey’s assist don’t give him much of anything, but I figured since Spidey can make Frank’s incoming guard break setups virtually guaranteed it might make up for it. Thoughts? Do you think strong synergy with Shopping Cart and the guard break tech is worth the lack of assist support for Frank?
I think that’s a really stable team, and, while Frank always appreciates having more assists, Jam Session alone is so absurdly good for him that you’re ok having nothing else in neutral. I’m a big fan of Nova/Frank/Dante, but Cent Rush doesn’t offer Frank a lot outside of combos, and the team still works very well. Since you’re anchoring Dante, the main thing you need to worry about is the snap, because Frank/Spidey does nottt sound like a great situation. Definitely get the Dante/Frank hard tag combos down so you can restore your order (and level Frank efficiently) if someone breaks down your team composition. That might not happen very often, but it’s worth being prepared.
That’s awesome that Spidey works well with Shopping Cart, btw. Does Spiderman’s assist extend Frank’s combos reasonably well? That’s a fairly important factor, especially if you get a confirm off Jam Session and have to deal with the scaling. I’ve never really experimented with it.
Thanks for the feedback. Unfortunately, Spidey’s assist pool is a strong contender for worst in the game. None of them are all that great at combo extension, and the best of them (Spider-Sting) doesn’t do Frank any good since it propels the opponent up pretty high. Web Ball gives a tiny bit of early-combo help, primarily in throw conversions (though I don’t think it’s fast enough for all throws) and giving Lv 4/5 Frank a little extra on his ground series stuff before the first launch. It can also work as a very gimmicky mixup tool. That’s about it, though. If Frank has already used Jam Session or is midway through a combo, you can pretty much forget about using any of Spidey’s assists.
On the flip side, though, Spidey/Frank may not be that bad to work with if Dante dies. Spidey can still level up Frank with hard tags or DHCs, and I haven’t done too much work on Frank/Spidey yet but if you use the Frank/Spidey THC in the corner you will at least get Frank to Lv 3 afterwards. It’s definitely not the best situation, but if you still have your XF Spidey + Lv 3 Frank can still guarantee 2 dead characters off one hit. Above all, this team is hella fun. I haven’t had this much fun in training mode since last year.
Anyways, another Frank question: What kind of damage should I be getting with Lv 4 Frank off Jam Session and a common confirm (let’s say the infamous j. j. j.:s:)? Are there better ways to confirm off Jam Session?
Nice man, I’m glad that team’s fun! You can probably DHC into UWT to cover air dashes/double jumps after Frank’s untechable FFC reset, right? That sounds prettyyy dirty to me.
If we’re discounting a second assist (probably with Jam Session’s HSD from what you’re saying), then the ground bounce confirm isn’t bad outside of the corner. Your followup is going to be (land) Tools L, cr.Ms.H Tools L, cr.MS sj.MMHS into hyper. That damage isn’t greattt but it’s not bad. I say that forgetting a lot of characters do in the 700k’s regularly. With Frank it feels weird not to be at 900k or higher, haha. Because you’re going straight into Tools L, you should try it in training mode (I can’t tonight, but I’ll look tomorrow too) just in case j.MS does a little more damage than j.MMS. It’s possible.
In the corner you’d want to confirm off Jam Session with something like j.H Tools L j.H Tools L j.H (land) s.S sj.MMHS j.Tools H, L Zombie Toss, Tools Mx2.
Outside of the corner you can confirm with j.H Tools L j.H (land) s.S sj.MMHS and still have your ground bounce. HSD is surprisingly low at that point, so you could check juuuust in case your Spiderman assist will let you relaunch with j.Tools H into s.S sj.S (falling) sj.Tools H, etc. If you can’t extend that with Spidey, the better version would be j.H Tools L j.H (land) s.MH Tools L cr.MS sj.MMHS into a j.Tools H ender. What I would really recommend would be looking at those to see which makes them flip out after the last Tools M. Given a corner carry, that’s a big asset vs. a lot of characters because it sets up the untechable FFC, and if UWT covers the rest of the cast (besides the invincible air hypers I guess), you’re gonna be pretty much guaranteed 2 bars by the end of that nonsense.
Those last Jam Session confirms do require a solid feel for how long Jam Session is active (and when it launches them), though. If what I said wasn’t clear there are combos with both of those conversions starting at 2:29 in the video below.
Cool. I tried all your suggestions and while Web Ball gets hit too hard by HSD to continue the combo and web swing causes the opponent to fly too far away midscreen, Spider-Sting can be reliably used to continue a Lv 4/5 combo even after high HSD. I originally thought it would push the opponent too high, but I forgot Frank’s st.:s: gets stupid range at those levels. I can pretty much get the same combo ender that I would get if I had access to JS. That’s good, but the bad part is that Spider Sting is totally unusable outside of combos lol(oh, and crossover counters).
I also found out a couple small things about the combo examples you gave. The confirm off j.:s: does do more damage with both s, but it does even more damage if you add a st.:h: before the first L Tools. Also, with the confirm off JS in the corner you can add another j.L Tools right between the first one and the first j.:h: for more damage.
Lastly, it’s typically not a good idea to try using UWT as a backup for FFC when doing resets. Double jumpers can get caught, sure, but triple jumpers and airdash + flight characters will still avoid it for free. Where the DHC really makes a difference is on incoming. Frank’s solo guard break setups can be avoided if the opponent guesses right and either takes the hit or pushblocks when you aren’t expecting it. If you have the meter for a Spidey DHC, however, you have more than enough time to react to them and you can guarantee that they will not survive the setup. It can be extremely useful against problem anchor characters like Vergil and Strider and if you manage to get a TAC infinite kill before hand you will have enough meter to do it twice and kill the entire team. Pretty powerful tech, but it requires Frank to be leveled up first and have at least 2 meters after a kill so there are challenges to it.
That’s awesome man. It sounds like you have a great setup there, and I appreciate you tweaking those combos. I haven’t labbed Frank/Jam Session in a while, so it’s good to know.
One thing I would add to the stuff about Spiderman’s assists: You actually can combo with Web Swing midscreen (for the same s.S-hitbox-related reason that Spidersting works). Basically you’re gonna do the sj.MMHS and then land, dash, call Spidey, j.Tools H, dash, s.S. The two dashes make it so that your s.S hits and you can continue the combo, although depending on spacing you might have to mess with your superjump timing to make sure you don’t cross under them as you do the sj.MM. It seemed pretty straightforward to me, though. From there you can end with the Jam Session into j.Tools H and s.S sj.S ender. The damage is solid, and it seems more or less impervious to hitstun…by which I mean practical hitstun. I tried it starting with j.MMH s.Mcr.Ms.H.cr.HS and did the whole thing and HSD was still low enough for me to connect the s.S after Web Swing.
It seems like that’d be your best bet to me. Your confirm off of it in neutral would be s.MH into the grounded Tools L loops with the Jam Session into s.S sj.S ender.
Yeah, you’re right. I didn’t really test Web Swing thoroughly enough since it’s my least favorite assist, but I guess it is the best combo extender then. I personally don’t like Web Swing since it’s so slow and doesn’t make for a good CC, but I suppose any assist that can get usage is good enough in Spidey’s case. I’ll definitely be looking at the team some more. If I feel it’s really working for me I might opt to try this team over my current Spidey/Mags/Dante team. There’s a better character in there, sure, but significantly less synergy than I’m seeing here with Frank. Mags would probably be better off on a point team anyway.
Yeah fair enough. I don’t know a lot about Spiderman besides the fact that Web Ball is prettyyy slow. That being said, you might actually be able to work out a good/safe/confirmable blockstring with a max range s.M(+Web Ball)f.H. If the assist lets you confirm Object Toss easily, that’s actually a really good thing. I consider that property alone as one defining a whole class of useful Frank assists.
It seems like a great team to me, and, as I said before, Frank does really well with just Jam Session, so any other assist synergy you get on top of that is simply bonus. Just to throw it out because you mentioned that you play Mag/Dante and think of Mags as a point character…Magneto/Dante/Frank is definitely one of the best Frank teams around. Since you main Spidey, I realize you probably wouldn’t want to convert to that, but I figured I’d throw it out there as a pocket/casuals team for you since you wouldn’t have to learn anything new.
Also, since you mentioned Web Ball throw conversions earlier (forgot to add this), Frank’s grounded backthrow doesn’t let you do (assist) into Snapshot as far as I know. Forward throw does, but I’m not sure if it lets you substitute Roundhouse H for Snapshot. I never try because it’s a little tight and Snapshot’s faster. Airthrows give you forever to confirm. You’d have to see if (Web Ball) Roundhouse H into superjump series, Jam Session relaunch, superjump series, Tools H ender does more damage than just going for Tools H off the bat into grounded Tools L’s and finishing with (Jam Session) j.Tools H, Tools Mx2. The former might at least do more damage mid-full screen when the latter would only offer one Tools M into a roll/Roundhouse H to finish.
Anyone know if can level up frank with chris on point?
Yeah the standard stuff is to either combo into the Grenade Launcher hyper and DHC into BLS after the second shot (which comes down and hits after the BLS wall bounce), or to combo into the Sweep Combo hyper and DHC into Survival Tools after the (I think second?) hit that knocks them straight down into the ground.
Chris can add a ton of hits before you DHC so that Frank gets an automatic level 4, but ideally you’d want an anchor with a good double picture assist. If you’re completely dependent on Chris’s building 50 hits before the DHC, you lose control of your damage output and may be forced to choose between killing without getting chainsaws and only getting level 3. The best would be Jam Session, because all you’d need to do is DHC out of Sweep at 18 hits and you’re already level 4.
Thanks pal this is amazing i already play chris spencer dante but spencer to me its na
and looks like dante its bff of frank same with chris so i think it would be a great team
Haha nice man, I figured there was a chance since (though I’ve never played him) Chris uses Jam Session well from what I hear. That’s definitely a solid team man. I don’t know about the spacing on boulder punch for Frank extensions, but isn’t that an invincible/confirmable Crossover Counter? Frank controls space so well that it could be dirty to be able to disrupt blockstrings on top of that. On the other hand, I’d definitely check to see whether or not you can convert off of f.H+Machine Gun assist. Being able to convert Frank’s Object Toss is really clutch. I’m sure Machine Gun’s an incredibly easy-to-use combo extender too.
There are a lot of youtube videos demonstrating the timings on Chris’s DHC’s into Frank if you want examples.
I have some more on my channel. Mexiwont posts some great stuff too.
thanks again man and yeap chris boulder its a nice crossover counter and i dont see just 1 reason for me to pick machine gun its slooooooow has fu… chris came in front of you and any other projectile beat it by the other hand boulder its a nice counter that can lead in 1100 of damage and level 4 frank and like someone say above the only assist you need its dante any other its just a plus
but wich frank assist you recomend sc or tool i messing around with tools ans its interesting but if you or anyone can share the main use besides combo extension
that would be great and again thank you
http://www.youtube.com/watch?v=DO3U2HcqNpM
I have some more on my channel. Mexiwont posts some great stuff too.
thank you finally get that time right
But the real thing its that fabiolus frank video dude since level 1 its soo sick!!!
Too many stylish point good work!!!
Does anyone here have a Ghost Rider/Frank/X combo that puts Frank at level 5? I would be really interested in running the team if I could find a way.