I've covered wars y'know - Frank West thread

yeah that’s the problem. It’s been claimed but not reliably.

It had better lol, or he’s in trouble.

I guess that can work. It just conflicts with my current team is all. If it doesnt work out then i can always put Frank on a separate team.

if you can snap a pic after cart super i think he will be good

Well… this is purely theory-fighter, you understand, but Frank has at least one overhead move. Slow, but it is an overhead. What if we combine that with a low-hitting assist for an unblockable? Or the reverse, finding an assist that hits high while Frank attacks low?

Wright’s “Get 'em Missile” and Wesker’s “Samurai Edge” come to mind… hehe

My only worry is that HSD will screw up this idea, but we’ll see.

The only overhead I recall is the overhead axe special, which causes soft knockdown on lvl 1. It sure does score a hit, but unless I get my hand on this game, I cant be certain on how you will pick up the opponent after it, and more importantly ending the combo with Camera Shot.

I am certain that Frank is a great character on Level 3 (or whatever level that gets him the roll), but its that Lvl 1 that makes it kinda difficult theoratically and for the time being. Who knows, maybe he will have a Haggar like overhead (instant Headbutt, not pipe) or something really amazing since we have not actually see most of his moves on practical level.

There definitely is, but I couldn’t quite tell what it was. The swing-and-throw zombie gets thrown at different heights, L goes close and low, H goes to head-height and mid-screen. With the walk-and-grab zombie I couldn’t really see the difference but there probably is one too. The grabbing zombie is really good if it hits, it locks them for a long time as you can see in the videos, but being a charge input, and being that the zombie walks so slowly it’s really easy to avoid them.

Ok guy was watching all ur post and seeing how his drinking problem is a big fail. Yes i’m going to main frank and build my strat around him gett to lvl 4-5, Main strat is using point character to start long combo into hard knock down hoping frank can come in and camera into hyper.

But seeing how drinking is a must didn’t u guys think about the zombie - We need to get a way be it with assist to get frank to combo into the zombie bec its looking like the only way frank will have enough time to recover from the drinking. If he have all that time to drink when the zombie is holding them down then he will have enough time to vomit trust me.

But the bad thing is it’s looking like he takes a while to vomit after starting a combo after drinking, i was thinking if ur at lvl3 and got them with the zombie hold and u drink, u do a long combo ending in assist + throwing out zombie to hold them down or killing them ending the combo in u vomiting. So its either they are getting held down with the zombie and u are vomiting at the same time or u kill them then u start vomiting while getting enough time to vomit when the other character comes in next. What do u guys think???

Hate to say I told ya so. Just kidding I love rubbing shit in peoples faces.

I told ya so. So Frank cant call assists during vomit. And the levels dont increase damage, only speed and range. And it’ll be near impossible to get 5 levels WITHOUT drinking as it increases his xp almost 3x. He’s looking more mid-tier by the minute. Thank god he has an otg.

Frank West players are going to really have to respect the matchup. Magneto? Storm? Skrull. Rocket. Phoenix. Dormammu…anyone with an instant full screen hyper is going to wreck him if he starts getting sloppy.

So far nothing has indicated that drinking is a must. If you plan your combos cleverly you should be able to reach high levels easily in a few combos without relying on drinking.

You act like drinking is necessary. If it really is a problem, then don’t drink (an easy 20-hit combo can make him go from Lv.1 to Lv.3).

Or, if tagging him out really does stop drinking, cancel camera into hyper and DHC out.

Once again, reposting what that has been said earier:

One thing for sure is that West wouldn’t be easy to use. The more I think about him, the more I think that he’s a quintessential LLND character, someone you need to plan carefully and build your entire team around to work. He’s also almost certainly going to be very high execution and not for the long combo haters.

Check the front page with the Frank West impressions from portugal.

I never implied it was a must. I was just pointing out the discussion a few pages back that has fallen flat based on this new information. But since what you’re saying goes against the Portugal players who have already tried out West I must have missed something obviously. The impression I got was that without drinking it takes much longer to level up.You’re saying after a few combos he will level up in no time.

Whos right? Until Nov. 14…nobody noes!

You have missed what I have posted above you. Do you understand what I have written? The guy himself admits that he has only spent a while with Frank West. He didn’t read this thread and has no idea what to look out for. Please read what I have written, it’s evidence you can reach lvl 1 - lvl 4 in one combo with the right setup. Of course, making that right setup practical is another big question, and that is something that will give Frank West players headache. But drinking almost certainly isn’t necessary if you can make the right combos.

Someone else in this thread who’s also been giving us solid info says that the PP totals for each level is 5/20/50/100. With that knowledge, it is clear that a 20-hit combo will level him up from 1 to 3. Of course, he might have trouble getting the first hit, but one combo should do it.

Just to reinforce what I said, getting from lvl4 to lvl5 took longer than lvl1 to lvl4. And yes, we weren’t exactly playing right (how could we) so he can probably get to higher levels without drinking, which would be great for him.

Ok. Extended combos with assist make 4 levels a reality. Fair enough.

Just one more question then, whats the real selling point of having 4 meters after 2 gives you the crossup roll and 3 gives you the anti-air super?

I think the key to making Frank viable will be achieving Level 2. That roll looks to good to pass up.

Midscreen-reaching and chip damage normals.

And you get really damaging.

Besides, a few people who didn’t know how to play him think he’s bad = terrible now?

EDIT: Can the zombies grab someone who is groundbounced? If so, you could do something like after the extended air combo, you could groundbounce with the axe, call Hidden Missiles, throw a zombie to hold them, drink, and get in several pictures while the missiles hit and then tag out.

That could get you from level 4 to 5, which may make his assists do more damage for my MODOK too.