I just noticed the version that swings the zombie the longest and has the most startup has the least recovery in the gametrailers new characters walkthrough around 5:00. He started to walk after he tossed the zombie pretty fast.
There must be a medium version that is a balance of both.
Edit: Okay yeah, the Frank that came in as level 1 did one of the faster versions it seems, and it still has pretty low recovery and decent startup. It must just be people not stopping the animation fast enough.
Actually this could be pretty godlike if you think about it carefully.
If you get Frank to do this assist and then you manage to get your opponent into a combo not too long afterwards, you can do a tac into Frank and get him to knock down the opponent and use the camera, into super on them for extreme prestige!
Hell if you are using a character that does a lot of hits in their combos (like Zero, Dante, Viewtiful Joe, Chun-li etc) you could probably go straight into level 4, maybe even into level 5!.. That is, if a level 5 actually exists.
Edit: My post below is an exercise in forgetting obvious stuff while posting right after you woke up. Left posted for conversational relevance, but I basically ‘disown’ the post on grounds that I ‘was still sleepy and thus still stupid.’
It’s an interesting one, but I’m having trouble with this when I play it out in my head. Can you explain the combo’s structure a little more? Am I reading it right that you basically mean Dante starts a combo, spikes enemy to ground, does a OTG hit into his super, DHCs (THCs… are we using the same term here? Just to check) into Weapons Cart, and you believe the ending of the Cart will leave the enemy so high in the air that Frank has time to drink and then OTG camera? That last part is what’s getting me, because I’m trying to see if one really has that kind of time after the cart.
OK, so we have frankie on point. He starts a basic air series (ABCS, AB rapid hits B rapid hits S) and lands. You do a team hyper combo (THC, not DHC) with dante as the second member of your party. Both hypers go off: frank’s cart, which otg’s, and dante’s gun hyper. Since frank’s hyper ends much sooner than dante’s, he has time to recover and drink/snapshot before dante’s hyper ends and the oppoenent falls out.
^Ammy would be perfect for that tactic too yeah? I’ve seen someone use the Okami shuffle for a similar effect. Pretty cool concept and I imagine that would lead to a big level up if it works.
And that’s what I get for posting when I’ve just woken up; I actually forgot THCs exist. Ugh. Sorry about the mistake! That explains a lot, and while I’m not wholly convinced just yet… your plan at least strikes me as plausible and makes some sense. It could well be worth trying that combo or something similar to it when UMvC3’s in our hands; thanks for the idea!
Now that I look at Maximillian breakdown of trailers, that roll seems extremely dangerous because it has no visual effects, almost no sound effects, and recovers fast enough to avoid some of the cast’s Cr.L. Ofcourse, add in any horizental projectile assist…
I would like to add how Frank is the only character with 2 cinematic Level 1 Hypers, both very appealing and covers different areas outside of combo-ability (1 is anti air grab to boot). He has basically a cinematic on hit Bionic Arm for that trailer, that hyper was fast as it goes.
Also my doubt about the camera, I take back what I said, with how creative the new cast is and how some of the old cast have changed, I dont think there wont be an assist to compensate the low hitstun of Camera.
It does seem a lot faster, though. He can self camera OTG into it, and it seemed like it was easier to punish projectiles on reaction - Weapon X Prime failed sometimes, at least for me.