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

Ridiculous Chip on Normals for starters?

No, his crouch A or his crouch B is not low.

Push block would easily blow that up.

Frank can combo from all his throw. He gets free super from all his throws and with some assists, he gets a full launch, but damn. With no low to frame trap jumping, I don’t know what good this is.

Dunno, canceling into roll can get Frank right back into people’s faces (I think). L/R mixups could open people up, too. Assists might also be useful.

It’s funny how it’s gone from
bad-good-bad-REALLY GOOD-questionable

People thought he’d have Haggar problems, we show how he can get in. People then think he won’t be able to get to level 4 or 5 without drinking, we show you can. Now his Cr. A doesn’t hit low.

Join the MODOK club, dude.

His slide is really good anyway. That range is so ridiculous.

Shopping Cart assist is absolutely ridiculous. It starts up nearly instantly. The only drawback is that it scales the combo into oblivion.

Also, Frank isn’t that bad at level 1.

Maybe, I guess we’ll see over time.

No one said he’d have problems getting in especially once he gets to level 2 or better and has access to the roll. We don’t want to be MODOK players dude, we want to play Frank. And how many MODOK players are there again? Modok also has maybe the best air dash in the game, instant overheads and a command throw. Now that I’m thinking about it though, the anti air super will help with not having lows. I think he gets that at level 3.

The slide actually starts up a little slow, but it is great that he can cancel it into the roll.

I honestly do not know what all of this means. Frank might be able to open people up with an assist, but then he needs x amount of levels because he has no lows, no command throw… It just seems like a lot to over come. I’m sure people that really want to play the character will make it work, but for me it’s a matter of if it’s worth it or not. I’d like to play Frank 1st or 2nd, but I’ll just use him as anchor for his assist if I have to. But that’s me personally. I’m sure most of you will not follow suit. But I hope the information I’m giving helps.

That’s exactly right, but it won’t work on smaller characters. The timing is already very tight on getting 2 reps on average size characters.

So the real trick now is figuring out how to get a lot of PP with Frank mid-screen without burning meter.

Honestly i’m not too worried about having Frank on point. He needs 5 PP to get his game going, and it’s not much. In the beginning of the match fish for a air throw, try smart hits, assist hits, projectiles ect. and you’ll get your level 2. I might chance my order depending on a match up though.

Justin Wong says Frank is decent anchor. I personally don’t see it, but think about it. If Justin thinks you can have level 1 Frank as your anchor, wouldn’t he be just as good if not better as a point character?

I’m saying that Frank is joining the “I only have one reasonable low attack” club.
And since when does MODOK have a command grab?

Most Characters can’t have everything, yuh gotto play them different. If u like the Character but he doesn’t have one thing u can make it still work, u dont have to approach opponents that way then. I do see in the long run Frank will have a lock down with :h: grab zombie + roll + assist etc + jc down air kick after roll, sigh so much set ups…

Your info has been great, so no worries. I guess we needed someone to wake us up to what Frank can’t do. I do wish he still had a command throw, but oh, well.

Besides, knowing a character’s flaws generally leads people to think about how to overcome them. That’s a good thing.

Um… that command grab hyper?

My idea is having Frank as an anchor, but you have him start on point. Get him to Level 4 or Level 5 and then switch to your ideal…on pointer, if you will. I plan to use Haggar, Ghost Rider and Frank West on a team. Haggar is much better on point then as an anchor, so I’d level up Frank and tag in Haggar and then have a Level 4 or Level 5 Frank to carry the team should the other two fall.

I guess the only thing hurting him as an anchor is that he has very few lows, but maybe his normals are REALLY good once he hits Level 4. Just add that with his roll, and I think you’ve got yourself a good anchor.

Oh okay. I never really think of it because it’s not very good.

If you have Frank with a fast assist that holds them in place for a while, you can get a full combo off of most of Frank’s throws. Don’t quote me on this, but with the right assist, he can get a full combo off all his throws except for a ground back throw. Assists that can do this are Dante’s Weasel Shot, Skrull’s Orbital Grudge, Doom’s Molecular shield and a few others.

I think Frank will be a decent anchor as long as you are not up against a straight zoning team. Without the roll, I don’t see how he would get in against a character like Dormammu. The good thing is though, if you do get a throw with Frank, you can OTG camera, X-factor into full combo so that’s at least something.

Yea dude but, something basic like a low normal is something pretty big to not have especially when a major defensive option in this game is to jump out of mix ups. And about the zombie grab, that is actually a charge move so I don’t know how good that will be. I really don’t understand why they made that a charge move. It’s the only charge move he has.

An invincible command grab that leads to a full combo after is not very good? The only thing “wrong” with it is that you need 3 meters to do it.

You can’t use it for mixups. You can always jump it on reaction unless you are doing a move.
It isn’t even a level 3.

I stand corrected. It is a level one. That makes it even better. Since it is invisible it if usable in many situations. Point being, it’s better than the no command grab that Frank has.

I don’t think much progress is going to be made with Frank/MODOK comparisons.

From the sounds of it, the most viable option to get Frank to a useful level is to have him on point, which means good assists are required. I’m starting to think Ghost Rider will find his way onto the team for his spike assist for defense purposes and maybe someone like Chris to help get in. Maybe Team Normal Guy might be a viable team after all with Frank on point, Chris for getting in and Haggar for Lariat/switching with Frank when he’s leveled. Chris’ grenade special should be THC viable for getting photos too probably.

So much to test out, can’t wait until I get my hands on this game.
At the very least I think that even with my rubbish execution I should be able to land ABCS,Plunger M Plunger M Plunger -> Camera which should be enough to get him out of level 1/2 fairly quick.

MODOK’s Killer illumination is great as a reversal, however it’s ass for opening people up. Surprising, a well balanced move with a specific purpose in a Capcom game? D:

I got to go to an Ultimate session last night and I proved to both myself and others that Frank is scary. A lot of people were derping around with Vergil, Ghost Rider, and Nemesis, but I actually think that Frank is significantly better than all those characters. I’m slightly distracted so my post may be fragmented or otherwise confusing but here it is!

I played Frank on point with a variety of different partners throughout the night, the notable ones were my pseudo main team of Frank/Dante(Jam session)/Viper (burn kick), Frank/Chris(Gun Fire)/Dante(Jam session), Frank/Rocket Raccoon(Pendulum)/Hawkeye (Greyhound), and Viper/Dante/Frank.

There are a lot of things about Frank that after 20-40 minutes of playing you start to pick up on. First his normals are all decent even in level 1, I come from playing Viper so I may be biased but it seems like they’re all very good and can be used to cover various purposes. I play with a bunch of awesome people but some of them greatly enjoy the lame game so when I had things like running up against Ghost Rider/Nova shield assist I got to see exactly how Frank dealt with a lame game. I had been anticipating needing to get to level 2 then use careful, intelligent rolls to work my way in and do damage I however was completely wrong…

Frank with Vajira assist zones out Ghost Rider for free at this early stage. Tossing zombies is incredibly powerful as a zoning tool and would smack GR out of jump S a lot, especially when paired with liberal usage of jumping camera. When you add Vajira to this Ghost Rider can’t stay in the 3/4 of the screen he wants to in order to ‘zone’ Frank, in a fusion of chip and errant hits with this I killed Ghost Rider at least twice and this is before I realized one of Frank’s most insane zoning tools that I haven’t really seen people talk about.

Frank’s giant swing on Zombies is phenomenal, it’s not just good, but it does take a lot of getting used to. During the swing section not sure if the entire thing or just the end it will eat really strong projectiles, I think it may be able to eat Zero buster shot, it’s really really durable. Along with having high durability the thing has pretty much no recovery at all, if an enemy is cornered mashing lets you link after it to go into a full combo, along with both of these it does a ton of damage too and adds 3 more hits to your combo for those delicious camera shots.

When I ran Frank with Chris and Dante it was easy to get level 4 meterless if I touched someone doing the incredibly simple: 2B, 2C, S /-, B, B, C, S (I wasn’t comfortable with the air 236A stuff outside the corner yet), -/ (summon Chris) 236S, (Chris hits) S /-, B, C, S -/ (summon Dante) 236S, (Dante hits) 236S. With optimized combos I doubt Frank will need to use resources very often to get levels.

Frank’s roll is exceptionally fast with very low recovery, some friends were using Phoenix and since I am still learning my Frank I hadn’t snapped her in time since I’m an idiot. That said, with roll and back dash I managed to avoid her for 50 seconds because of how fast and safe Frank’s horizontal movement is.

Frank gets the normal ambiguous left right cross up associated with teleports once he gets roll and can open people up very easily and more importantly start it in very safe ways with both zombie cover and the massive frame advantage he gets on his giant swing. Also just poking with low to the ground air normals in level 3 or higher is very scary he has swords pretty much and if you’ve played Dante you know how silly that is, but the angles he attacks at feel closer to Dormammu’s C and S attacks which I greatly enjoy.

I almost think that he’ll kill lots of characters meterless once people learn how to play level 5 Frank cause scrubby combos already do like 800K and then once they’re fully optimized with more stuff he is going to blow up so many characters in a gauge positive way.

On some stages with some Frank outfits the pie/item he throws with 6C is really hard to see (think black Wesker on shield hellicarrier) but since it’s even tinier it can be very confusing and hard to understand/react to.

The immobilization on 46C zombies is really long and you can hit confirm off of them from pretty far away with a dash in slide into a combo that will build Frank’s level pretty quickly. The charge time on zombies in general is likely half of Hulk’s if even that and you can get them out in a pretty constant wave, using the light and medium zombies you can combo zombie into zombie.

Random fun facts that I found out:
In Frank mirrors taking pictures to stop the opposing Frank’s zombie is worth 1 PP.
Against Phoenix Wright taking pictures of Maya is also worth PP at least while she is doing the shield, people didn’t abuse much of her other moves so don’t know about those.
Even though air camera guard breaks Frank, when he does it near to the ground it’s really solid, like just above Tiger Knee height or so.
Frank’s level 4 instant overheads are insane.
As I stated tuesday after NorCal versus Capcom that shopping Cart assist is amazing.