I didn’t really like any of Roll’s teammates (Casshern, Yatterman) from the JAP version, but I’m totally lovin’ the chemistry between Frank and Roll. Things that seem to be pretty effective.
From full screen screen, Roll assist to B zombie. Roll’s assist, in general, works well with building an obstacle course of items on the stage.
j.2c can be cancelled from literally all of his specials AND supers. If you space j.2c to whiff on purpose, you can cancel into Dead Rising. Cancelling j.2c seems to have some great mix-up potential.
If 2a is blocked and Frank follows up with 2B immediately for some reason it whiffs as opposed to delaying the 2B.
If a j.C is blocked, go into the bnb string finishing with 2c. Here you have a few options:
1.) Tag in Roll and roll attack behind them. Follow up with command grab/Dead Rising or attack.
2.) Roll attack away. Basically, Frank can finish all block strings with a safe get-away Roll.
There’s a lot of other things I’ve been messing around with, but I’m trying to just get comfortable with his style. It’s easy to overwhelmed if you’re trying to setup zombies.
xx could be a WIDE variety of things. Me myself using Yatter 2, could do B bat REALLLL, MEGABLASTER!! DHC level 1 heart uncharged xx. You can really combo out of her level 1 heart. Pretty wierd.
With the zombie throw I’ve been able to get up to 41 hits. On hit, it does 9.765 billion, and builds about 50% meter. On block it does about 2.5 billion chip and builds around 20% meter.
Can cancel into real Megabuster for 16.682 damage, and can cancel into That’s Hilarious for 25.165 billion and a Tatsunical 77 hits.
too bad that there’s no way to combo into zombie throw as of yet. I wonder if it’s possible somehow though? Can Frank grab the C-zombie while it’s down?
Serious question for those who have gotten some competitive play in with Frank this week…
Does he feel like a joke character to you? I mean, I realize he has his gimmicks and a few traps, but in playing him I felt the character was just fundamentally out-classed. His normals are unsafe, even on whiff, his specials take all day to come out, his command grab gets beat out in almost every regard…I don’t know.
Maybe I’m completely wrong and I’d be more than happy for that to be the case. Frank was getting crushed though, never a moment to begin setting anything up.
I don’t feel that discouraged playing with him. I mean, he definitely doesn’t seem to be as instantly practical as Zero but I’m having some success.
Going for 5b instead of 2b in normal strings seems like a good habit to make, 2b whiffs all day for me. Cancelling into his escape rolls is a good way to compensate for his lack of safety at times.
The only clever thing I’ve been able to discern is that j.2C can be canceled almost immediately upon hitting the ground into a variety of things. But…how far does that really go?
Upon a ton of experimentation I’ve concluded that Frank is going to be that character that requires patience and the desire to just piss off your opponent with shenanigans. You can hit OTG with golf swing, C zombie, and cart (that launches!) He can use zombies as a combo breaker or projectile or AA, and pretty much pull real megabuster out of everything he does (hell you can even hit confirm it with slide). He can go in and attack with dumb strings then back out with his roll. He can wallbounce pretty much everything. And he’s hilarious doing it. Don’t sleep on Frank yet, he has potential.
yeah i agree with you on that one, frank does take alot of patience to mess with, but it pays, i mean you practically dont really have to do any combos with the guy, just spam cart/zombies AFD and the occassional dick dodging lol, i mean the guy can get out of strings and not to mention he can evade S.hadou at the right time!
I’m not sure if anyone’s found this yet, but if he have Frank near the center of the screen (like, say standing in the space between character names and the timer, when the camera is NOT panned out) and you summon 623C(eiling) zombie, you can snatch it from the sky before it has chance to hit the ground with 63214A/B/C giant swing!
I also found a little glitch: do 236A/B~Baroque~63214A/B/C giant swing… After you hit the opponent with the baseball bat and baroque, you try to grab them with the giant swing, but they float for a second do a 2A animation, then hit the floor.
EDIT: Well, here’s how both of what I explained above look like:
[media=youtube]JXpNdfZkMy0[/media]
Oh man, I’m pretty excited by the idea of giant swinging the zombie on the way down. I’ll have to give that a shot sometime tomorrow. I doubt it’d work, but is launcher> C zombie > Giant swing out of the question?