How do you level up Frank?

The probability of getting TAC given one exchange is 75%. The probability of getting two is 56.25%.

Anyway, on my main team (Wright/Frank/Akuma) I usually only need one. Then again, I’m usually solid enough with solo leveling Frank.

66% not 75%, left and right count as the same input for counters.

While no one is disputing that TACs work sometimes, they should in no way be the basis for an entire strategy, especially one as vital as levelling up Frank. Their use is in converting combos when you get a weird launch where your BnBs wont work, or right at the very end of long combos to go for a significant damage extension with a fly character. Both of those situations sacrifice next to nothing to go for the TAC, potentially sacrificing damage, Frank levels, and meter on a TAC is a bad idea, trying to do it twice is a terrible one.

More so if your opponent realises you need meter to level Frank, then he’s just going to mash down exchange and you’re screwed.

66% chance for one, 43.56% for two. Yeah, that’s not reliable.

How effective is solo leveling Frank vs team leveling? My team is less than capable of helping Frank build levels, bar some very specific situations, so I usually have to resort to solo leveling Frank.

My team is frank/iron fist(dragon fang)/dormammu(dark hole). You can get frank to level 4 no matter whos on point. Starting frank: m h launch, a.l m h knee drop, dorm + snap shot, launch a.l m h s, iron fist + snap shot, (wall bounce) snap shot

With iron fist on point: s.m h lotus whip, dragon touch, raw tag into frank and do the above combo

With dorm, u have to air exchange into frank and do the above combo starting with the knee drop. I don’t ever do this one but it’s an option.

Once u have frank leveled up, the mixups using the dragon fang with his roll are ridiculous btw

From level 1, Frank by himself can get to level 2 off of anything; level 3 off of a few other things; and nearly level 4 if you’re willing to sacrifice X-Factor. I like to neglect damage scaling and just get as many hits in as possible to get to level 3 off of nearly any hit in any situation by including light attacks into the aerial series. It usually nets just the number of hits needed to get there; and that extra range, damage, hits, hyper, and ground bounce that comes with brooms and hammers does a world of good that can also bridge you to level 4 in just one more combo.

I think it’s good that you play characters you enjoy on a team together instead of one of the many more obvious Frank-centric archetypes; opens up possibilities for crafty leveling tactics that may spark interest in others given enough time.

You definitely can’t be counted out right away if Frank is left by his lonesome, but it’s much better to have not just a team-oriented plan, but a fail safe as well. Like I have Jill (b), Frank (a), Arthur (b); Jill can DHC to Frank off of virtually any combo, then assist with a wall bounce for two pictures, providing instant level 4 and massive damage. If she’s tagged out early, she can still grant a wall bounce for two pictures that will guarantee at least level 3 and heavy damage. If she dies, I have Arthur to DHC to transform and still get two pictures to once again at least attain level 3 and some decent damage. The entire time, I have a wonderful, upgradable projectile assist that tremendously helps both characters get in and get the number of hits I want.

Certainly not the consummate plan, seeing as how I don’t enjoy playing most of the cast and am left with pretty limited options, but I think it’s pretty good.

What’s a good number for hits on a hit-wise combo extending assist? I’m thinking of changing Paperwork on Wright (which I don’t use that much anyway), to Press the Witness, which adds five hits normally, and adds twelve hits and a wall bounce in Turnabout Mode.

My team is Phoenix Wright (???)/Frank West(Shopping Cart)/Akuma (Tatsu).

In my experience, any combo extender at all will work since you’re likely not getting to fifty hits from assists alone (I can definitely be very wrong), though I rather favor a good projectile or something to make rolls and camping safer, especially before level 4 and 3 where getting in will prove difficult. Any extra number of hits tacked on to Frank’s combo is likely to get you the twenty hits you need to get to 3 as soon and as easily as possible.

I don’t play much Wright because he’s really frustrating, but I’d suggest trying out the Missile assist if only for laughs. Try tossing dogs and pies and zombies all at once, it’s pretty fun.

Still using Haggar/Frank together for the 1 bar, no TAC, anywhere on screen level 4/5 Frank ability. Just added Arthur for a get in assist and to help against runners. This team isn’t the greatest against keepaway but since most people (online) like rushdown, this team can do ok.

I never could get the second :l: Tools of Survival in a Level 1 Frank Combo. :s:, :m:, :m:, :h:, :l: ToS, :m:, :l: ToS, they fall out. I doin’ it wrong?

[media=youtube]GO_FoduKvJs[/media] Frank West Infinite.

We heard him say/Credit: Ullikummi

*This *is how you level up Frank. (Didn’t make the vid, reposted from the infinite floodgates thread)

Although I agree, still needs a TAC. Also, it may also be down only.

No, it should work on Up as well. The timing’s different but you can still do a Tools M and fall with them. Side’s no good because it uses your wallbounce, and using this method won’t work in lvl 3-4 because your wallbounce properties are different. Frank -may- be able to do it on level 3 and 4 with a down TAC and dragging all the way downscreen via tools L + delayed Ms, but it’d be significantly harder/character specific.

hmm suprized noone posted a vergil vid for this… guess ill do it when i get home… 3 assist-less combos…(one for 1 meter) 2 assist combos… a THC and a TAC combo are the settups i can think of off hand

someone know a method to lvl frank with shuma gorath ?

my team is shumagorath (mystic Ray) Rocket raccon (pendulum) frank (shopping cart)

I don’t play Shuma much, but can you do something with mystic stare? Combo into air S from a launcher and raw tag, allowing for the explosion. With good timing its possible to get either a slide to launcher and then an air S or even possibly just a knee drop? I know that the pendulum can be comboed off of a picture into a small follow up and a second picture though.

I don’t know, but I’d be willing to bet you could construct something ending in Hyper Mystic Smash that would let you do the old DHC to missed Survival Techniques to get some pictures and maybe even combine it with Pendulum for an extra picture. Every projectile from HMS OTG’s and causes a hard knockdown, I’m pretty sure; and if they’re still in effect when Shuma leaves the screen, it just might work. Just make sure Frank comes second in line.

They are still in effect after you DHC Shuma out but I’m not sure it works because as soon as you DHC him out, he’s done throwing out more balls, obviously. But a whiffed ST is pretty quick so you might be able to sneak a picture in, so it’s worth a shot. Try it on training mode!

Do we by chance have a list of all the characters and how they have the ability to level Frank? Should we compile such a list and possibly make a video guide?
If we did a video guide we could sort it into sections such as DHC, Assists, THCs, or Raw Tags (Leave out TAC because thats anyone)

I run shuma/frank/strider and still haven’t come up with a great way to level frank purely by dhc’s or hard tags. hyper mystic smash into dhc into picture does not work in the corner and neither does HMR. You can do hms midscreen and then dhc into frank for a picture, but your missing out on more hits as well as damage as shuma’s midscreen combos need to be cut short in order to level frank (and getting in place involves mad wave dashing on franks part). I havent explored mystic stare combo into hard tagging frank too much, as the timing on it for getting a picture is super strict and usually just doesnt work, but I’m sure there is a way to make it happen.
I usually just do my normal double stare combo for shuma, tac into frank, knee drop to ground, take picture while calling strider, then take another and its instant level 5. I like this method but I hate relying on the tac all the time so it would be nice finding other ways to level frank with shuma

I use Taskmaster/Frank/Ammy (sometimes Ammy/Frank/Taskmaster), and I have a few setups involving TAC and THC’s to level Frank up to 4-5.

In all of these, I always assume that:

  • I have at least one meter on deck
  • Frank is still level 1

Taskmaster bnb -> Frank TAC (preferably facing and close to/at the corner) + combo -> THC -> 1/2 pictures

If I have 2 meters for the THC, I can take one picture as Frank of 70-80 points for a level 4 because Shopping cart ends slightly before Legion arrow. Legion Arrow also prevents Frank’s last hit of shopping cart from sending the opponent upwards.

If I have 3 meters for the THC, Ammy’s Okami Shuffle will be added to the mix and that nets me an a total of over 100 points easily which gives me instant level 5. And even if I don’t get 100 hits, Okami Shuffle is so long that I can always take two pictures, so the level 5 is always guaranteed in almost any situation.

Amaterasu bnb -> Frank TAC (almost anywhere on the stage) + combo -> THC -> 2 pictures

As explained above, the Shopping Cart + Okami Shuffle THC allows me to take 2 pictures. Whether I have 2 or 3 meters/whether Legion Arrow is added or not, I’ll always get a level 5

Frank bnb -> THC -> 1/2 pictures

Depending on whether I have Ammy, Taskmaster or both still alive, this will either give me level 4 or 5.

Frank + Ammy whiff punish/random THC

When that hits I usually get 2 pictures and level 4 because I didn’t do a combo beforehand and because I only have some of the hits from the two hypers. This is very similar to what MarlinPie does with Doom/Ammy, except I only use it if I’m sure it’s gonna hit (Frank can’t use Shuffle to mix up as well as Doom can).