I found that j.C on grounded opponents combos into giant swing (depending on how close you were, any version. Though the a version typically almost is guaranteed).
Obviously, this sets up for a nice trap. Summon a B zombie. Here you have a choice; if they roll forward, punish with another j.C to another giant swing. IF they stand still, zombie grabs them, leaving them open for a B roll to Dead Rising (or another j.C; anything, really).
This wont work as well towards the corner, but is fantastic oherwise.
While I was checking for more ways to use the B and C zombies,I notice something about the jump C.For some reason whenever I jump C’d in the opponent and the zombie was in grabbing range of me…fell right through my landing and grabbed my opponent.
I have a theory on how we could possibly combo into the zombie throw glitch instead of them blocking all of the hits after falling from being launched.
If there’s a way that you can pop the opponent into the air just far enough (most likely with the help of an assist) to be able to grab the zombie from underneath them and hit them with it, then it may just work.
Right now, I’m working with Alex’s assist. It doesn’t really pop them up any, but it can interrupt the process of them flying into the air. I’m seeing if I can fit the zombie throw glitch in there somehow.
Update: Alright, so it might not be possible to do it with Alex’s assist, but even if it does, it would require some difficult timing and a baroque, so it might not be that practical. I may work with it a little bit more and maybe some other characters.
Finally. This is what I have been looking for since Frank has a pretty hard time landing any serious damage. Now that he has this he is a much more interesting character I believe. While it takes away some of the awesomeness of beating an opponent, he really needed it with his slow normals etc.
I’ve been finding 22B with assist or Zombie cart to work pretty nicely. Also, IAD j.A, JC, IAD j.C has crazy mixup potential: on block, the j.C can crossup, but if your opponent manages to block j.C (crossup or not), you’re at a good position to do some giant swing special/super!
I was checking out the thread and didn’t see it, but I thought this is worth mentioning.
I was messing around with frank and found out if you air dash and immediately 2C, he falls down at an angle (following your dash, meaning that if you 2C while Dashing foward, he’ll stomp diagonally foward).
I’m gonna assume there’s crossup properties, but it’s a really neat thing to note
Okay, this is neat, The cart loop posted earlier was done using an OTG assist or setup in the corner, but I figured out you can actually do it [media=youtube]N6kaTd3GH04"[/media].
The concept is that you’re using Frank’s infinite as a replacement for the blue cart, when the opponent falls back down, you need to dash foward into a standing B, then launch.
the Notation is:
:snka: :snkb: :d: :snkb: :df: :snkc: :hcb: :snka: :f: :f: :snkb: :df: :snkc: :u: :snka: :snkb: :snkb: :u: :d: :snkc: :rdp: :snka: then repeat the loop as wanted
This should hopefully help out frank players who want to use his loop without relying on an OTG assist or trying to catch up to a blue cart