Why isn’t anybody going for resets with Funny face Crusher!? Camera shots setup OTGS, and resets with funny face crusher?
Ironboy89 has already brought up part of the solution to this, wondering why we’re sleeping on the Funny Face Crusher. I would say that if the opponent proves overly fond of jump-blocking against Frank… a Servbot Mask, Giant Swing, and Bulldog to the tune of 280K damage will remind them “Stop that. I have ways to keep you grounded.”
Edit: Also, for those worried about Frank’s lack of quick, safe low hits… we know he has quick, safe high hits. Why don’t we try teaming him up with an assist that hits low and going for unblockables?
I was just saying that both of them had only one low normal (Crouching H (Puddle does not count)), and somehow this happened. I’m sorry if the way i said that caused confusion.
Damn, its amazing how frank went from looking ass, to potentially being one of the best of the new characters. Oh well, least he looks competitive and that was all I was worried about, plus his assist sounds good and worse case scenario will end up being just useable, so he won’t be one of those point only characters. Overall Im very happy with what Im hearing bout frank
Day -2 Meterless, No X-factor lvl. 5 combos… I don’t even know what to make of that. Between this and the IF tech, it’s apparent the FG community are some seriously smart mother fuckers. Here’s hoping we get Firebrand infinites tomorrow!!
A little off-topic, butI hope Chun maintains that infinte. Maximum Thighs is amazing.
As for Frank’s viability on point, I think between these combos and Chrisis’ rundown, it’s safe to say he’ll at least be doing all right. If he really can get IOHs on Wolverine at level 5 (Let’s just say 5 since if you can get 4, you can get 5 at that point), he’ll be hard to block, even if the start of slide is slow, it’s still great when going and will make the opponent worry. He also has the command low. Chicken blocking will just get you chipped or bulldogged in the end. Not to mention if you have long hitting, lock’em down assists with Frank in level 5… Well, that shit just crazy.
Short Frank write up:
I’ve been playing him exclusively since i got the game on Thursday and he is really fun. A few things to note is that his :l: normals are not that good. normals do everything better (range and just as fast) and can actually cross up when done mid air. It’s pretty easy to lvl him up. He can relaunch quite easy and you can guarantee at least lvl 4 per random hit with just the right assist, lvl 5 is not that hard to get either. I was running Frank/Ghost Rider/Nemesis and can get to lvl 4 despite my team not doing a lot of hits other than GR’s super. I use THCs to lvl him up as I get one bar in my early, basic combo (dbl relaunch with floor and wall bounce).
As for Frank himself, his normals are really good when you use anything stronger than :l:. Slide is good, air :d::h: is really good and roll is too (you can cancel :d::h: into roll if you have it). Just be careful though as it has recovery and I kept getting punished, but you can super cancel it. His specials have some uses. His best one I think is camera. It’s suprisingly good for zoning, though using it in the air prevents you from doing anything until you land. The zombies are not as effective because they take too long to start and they don’t have any durability at all. The swing is pretty good in some situations and is safe on block. You can combo after any of the zombie swings if you’re fast enough on hit. His overheasd is alright, his bat is useless outside lvl 4 or 5 and only in combos. His supers do alright damage, but invincibility I think is present only in higher lvls.
I think Frank needs to be played first so that he can reach higher lvls as soon as possible. Lvl 4 and 5 is pretty ridiculous. He can take down teams by himself. His bnbs in this mode do around 700k His normals do chip, and can easily cross up in the air. You can also do jump loops when in lvl4 and 5. He’s really fun and is not as hard as you would think. The only problem is opening people up, but that gets pretty easy in lvl4 and 5. You can just jump:m:all day and a lot of people can’t do anything about it.
I’l be happy to answer any questions if anyone has some.
How good is canceling normals into the roll when the opponent is pushblocking?
with assists, you’re good. You’re better off canceling into light zombie swing when solo. Pushblocking will make you appear right in front of them when you roll and you’ll eat it. Learned this the hard way against my brother, pretty good mags player. Nerfs my ass… (i think he’s way better than before, but that’s a different thread)
Cool, thanks!
One more thing: What are your thoughts on the Roundhouse Kick special? Haven’t seen much about it, and frankly, I don’t feel like it’s very useful.
Outside of the otg one, not that useful imo. Feint is useless, and I havent found a use for the straight kick. You have way more tools in your arsenal than those kicks. You can use the otg kick in combos after you’ve lvled up to deal more damage in combos than using the camera to otg.
H could serve as an OTG at level 5, I guess.
I’ve heard about the Roundhouses being super cancel-able, so yeah, probably best used when the camera becomes mostly useless.
I actually like his feint, not the greatest move but get them in a block string :d::h: to feint to ground throw. Tend to catch people off guard. It still somewhat of a gimmick but nothing bad.
I shouldn’t have said useless, it could probably be used after a chain to make normals safe now that I think about it. I was thinking of doing that, but I don’t find his throw game all too good. Even if you do get the grab, you can’t do too much without assists. Although, I wish it had a bit less startup on the move.
So I’ve been playing around with Frank and Nova, and Nova is pretty much Frank’s friend when it comes to leveling up.
I’ve been messing around in practice mode, and I found a pretty simple combo with Nova and Frank (DHC into Frank’s super) that nets 90 something hits and uses two bars of super. The notation goes like this.
Starting with Nova: :l:, , :h:, :s:, j., j., j.:h: j.:s: – :f: :h: into Super Nova.
It gets a little trickier than standard magic series, but pay attention. Right before Super Nova finishes, (in order to get the max # of hits. And make sure you mash to get more.) dhc into Frank’s Survival Techniques. It should miss completely, but there are literally no recovery frames, so mash on :s:. Frank should have launched them. Perform a j.:h: then another another :s: to bring them down, then take a snapshot once you are on the ground.
The most hits I’ve gotten so far is 93. I’m trying to find a way to increase those hits by 7, but I’m finding it a little difficult. There’s got to be a way though.
The thing I like about this is that it uses relatively low meter when compared to the Team Hyper Combo meter eatery, and it only requires Nova on point and Frank in the middle. I’m also trying to figure out an anchor, but I don’t really know yet. Probably someone with a decent assist for covering my ass.
Edit: I’ve also been able to do starting with any of Nova’s throws.
When frank is in someones faces theoretically you could use something like Akuma’s tatsu or plasma beam or some other long lasting assist and use roll for a ghetto teleport mix up. Has anyone tried this?
Pretty widely discussed as theory-fighter. So far few match results, but I strongly suspect this is because most of our early-UMvC3 players have been busy playing around in the lab and figuring out how to get Frank to maximum level quickly before they go competing with him. I really see no reason why this wouldn’t work, so chances are you’ll see Frank/Doom pairings soon enough.
Yo, could someone test if Frank/Denjin Ryu make a good team for THCing to camera?
Like: Get Ryu into Denjin mode, tag to Frank. Do a simple BnB into THC—>Camera. Using Ryu tatsu assist so you get that crazy Tatsu storm super in THC, it looks like it does a crapton of hits.
Absolutely. Plus, you can also empty cancel Frank’s She-Hulk slide into a roll, which helps with closing in on the opponent.
There is also this pretty awesome setup in the corner with Frank and Doom (and probably Akuma’s tatsu as well). At level 4, do a normal magic series. Relaunch with :h: tools, then do another air magic series combo. Once they are down again (and in the corner). Call Doom’s beam and do :h: tools. The opponent should be caught into Doom’s beam. However, because of the new hitstun system with assists, they should pop out extremely low to the ground once Doom’s beam is complete. Wait a moment, then do the servbot super. I don’t know if the opponent can hit you out of it, because I haven’t seen the super against physical hits yet. Anyway, the servbot super should hit, and you can get another relaunch after the super completes.
I’ll let you guys know if the same thing works with Akuma’s tatsu, but I gotta eat and shower first.
I’ll also check on Ryu’s denjin tatsu super from the above post.
Looked over some of the footage and it looks like you can cancel a whiffed slide into a roll, so that definitely seems to help extend the range, so who knows this might actually be any easier setup than initially thought. Also, what about te zombie throw that grabs them and leaves them in place for a combo, if that counts as a throw that will be nice to have, not abuseable but it is a tool