How do you speed up the process in building up his level? I know it’s: :qcf::s:, but what are some tips to take the right snap shot.
Also, can you lead up his grounded Qcf+H, with anything? at all?
I’m not sure that I fully understand what you mean, but leveling up faster will require Snapshots mid-combo (done with the camera’s OTG property and a multi-hitting assist) and at the end of a long combo.
When can Frank OTG, what level or you can do it at anytime tools of survive fireball motion H.
Frank can otg with snapshot or qcf H, but at levels 1 and 2 you need an assist to relaunch, otherwise you can only cancel into super.
Yep. Like Vysetron said, at Lv. 1/2 he needs an assist, but can do solo relaunches at Lv. 3/4/5.
not sure if it was mentioned at all but if you drink and tag out he wont vomit as long as he “vomits” while hes tagged out.
ive been doing combos after drinking and right after i snap shot i either tac or hard tag in and he never vomits when coming back in
I havn’t started using Frank yet, gonna start practicing BUT I think a good character for him to have on his team is Nova on point. Nova has an easy BnB combo that leads up to almost 100 hits because of that mashable Nova force hyper, you then DHC into Franks hyper and you have time to snap a picture for an instant level 4 or possibly level 5 if you do an advanced Nova combo.
Lv4/5 Frank has two solo relaunches.
Not only Heavy Tools of Survivial, but Mid Tools of Survival in air causes enough Wallbounce for a re-launch as well.
Frank seems like the complete package. At LV1 he has decent zoning abilities, and has too many ways to LV up when on point, not to mention when he’s not on point.
When Lv2/3, your only a dodgeroll away from Lv4/5, since Roundhouse Kick is a really simple OTG with the right assists, and Heavy Tools groundbounce.
Lv4/5, your better than nearly the entire cast unless they use meter to do some sort of Berserker Charge/Devil Trigger/Dark Phoenix. He has normals with amazing range that cause chip damage, as well as 2 self-OTGs, and 2 assisted OTGs. Oh, did I mention the air resets? LIGHT TOOLS OF SURVIVAL CAN BE USED FOR SO MANY RESETS!
Frank on point can LV up to 4/5 really fast, and Frank as second is a great way to go into Lv4/5 without having to risk losing him (Though it often takes a bit longer). Overall, worst case scenario, He’s Upper Mid tier… And that’s if all of the characters he has synergy with suck (Not likely, since Dante and Vergil are on that list).
I’m thinking this guy is going to be one of the guys your going to see in top 8s everywhere. I saw it on Day 1 Wolverine, and I’m seeing it again with Frank.
You can actually relaunch at lvl 1/2 as well just need to be near the corner…
on 4/5 tools of survival M is not just wall bounce its also hard knockdown. Midscreen you can do S, jump h tools of survival M Waved dash qcf+H blah blah blah blah.
cool thing I found (well I noticed) in lvl 2 or higher is that if your assist can hold your opponent in enough hit stun, you can roll, then cancel the roll into :l: zombie and then since you recover almost instantly, you can follow it up with whatever quick enough normal or super. You can also use this trick for cross ups. Something like roll xx :l:zombie, then follow up. If it’s block you’re safe, if it hits then free combo. It’s pretty looking, so we might be able to come up with some stylish combos with it.
As someone who supported him from the beginning, even as others were all “h8 2 say i told u so but i told u so” and saying Frank was going to be worthless or too held back by his leveling gimmick, my reaction to this outcome would be one word:
“FAN-tastic!”
You know, I wonder who had the brilliant idea of making players to use Frank as an anchor.
Really? All I see that lots of people do with him, is abuse his assist constantly, and that is just a joke. Making Frank an anchor is as bad as having Haggar as an anchor, they need to be on point, because that’s how they begin to be effective, and they need assists to be effective, so them being point characters are the best option. Furthermore, getting to Lvl4/Lvl5 is not even that hard to begin with, and then what happens later is that they say Frank West is low tier simply because he is not effective. Well, OF COURSE, because your main objective with Frank is to get out of Lvl1 and then make him a better character, by making him your point character, not an anchor.
To make him a decent character you have to spend 5 seconds at least to get close and do a good combo that leads to lvl4, it’s the least of what you have to do. But you know, with the ignorant mind of some people, they immediately think he is useless… this leaves me speechless.
I think frank should start as point, get to at least lvl 3 DHC out then use him as an assist. Lvl 1 Frank without assists is pretty bad. Lvl 3 and up without assists isnt as bad.
I think it’s entirely team dependent. Currently I’m working with Chris/Frank/Strange. On that team I prefer him second, where he can benefit from an assist and be used as one as well. Other teams may focus on getting to level 4/5 through use of DHC in which case he more than likely should be second. If you build your team around Frank with say a multi-hitting assist and a beam, then I’d probably put him on point. I can understand why people like using his assist and put him last especially with and in your face type of character on point. They did it with Haggar/Tron/Akuma and won stuff. They’re just following a formula that has worked for them. The variations are what makes this game fun for me.
Yeah. Lately I’ve been using an air qcfH in early level combos to squeeze out more hits with the relaunch. Works well, even online.
Also, I don’t like Frank on point at early levels. 2nd slot is my favorite because it gives you a lot of options for getting him in so that you never have to deal with level 1 Frank, and you get to use the assist too.
Yeah i’m pretty sure Frank as anchor is just a placeholder until people get more familiar with him. I feel that Frank needs someone who hits a lot before him on point, in order to dhc/tac your way to frank coming in leveled up.
I haven’t used this team ‘live’ yet but in the lab been using Doom/rocks Frank/shopping cart Nova/overhead kick thingy. Doom with his buffs combined with franks assist really boost Doom’s ability to land a hit, and when you do, you can tac anywhere you like and land a simple air series with frank and take a snapshot. If you have two bars during this process, you can dhc back to doom afterwards for 900k and level 1/3 and over a million at level 4/5. Reading about Nova dhc shenanigans also gives me some more options to level up frank in case doom goes down. Besides, if everything went to shit and you were left with Frank by himself, having him in level 4 is a much better choice then having him come out level 1.
I’ve been messing around with the zombie moves, both Giant Throw and Hammer Throw. Here’s what I’ve got.
-Hammer Throw
First off, if you haven’t seen Desk’s video regarding dash zombies, it is here:
[media=youtube]hU4lGcBSRvk[/media]
This is of course a way to remain mobile whilst charging and throwing zombies. This is integral if you’re gonna plan on using them for one reason or another.
As for some specific stuff:
-ALL Hammer Throw zombies, when released, are unaffected by pushblock. That is**, if the zombie is pushblocked, Frank is -NOT- pushed back.** This obviously opens up a lot of possibilites with mixups with the slow/medium zombie (wavedash behind them as a meatshield, roll in front of them to cover your advance as a combo breaker, set up crossups etc).
-It’s very possible to zone with zombies, though mainly with assist help. If you are good at maintaining and recognizing a backcharge, then you’re good! Try to mainly throw about 2 A zombies; but always remain weary of what the enemy is doing. If they are trying to jump or airdash over the zombies, you may need to back up a bit, or try to home in on their angle.
For instance, try throwing a pie/jug/bottle if they’re far away; if they’re getting close towards/towards midscreen, you may want to charge in and start an offense yourself.
Zombies are pretty good for this purpose though, really. It just takes a while to get used to the backcharge and recognizing what to do to enemy responses.
-Giant Throw
-I love Giant Throw.This move has so much frame advantage and little recovery, it’s mindblowing.
-If you do 2c > Giant Throw A, and your slide is pushblocked, your zombie will still make contact as the thrown projectile. After this, you can actually wavedash back up to the enemy to get back in their face at a decent frame situation (dunno specifics).
If they simply block the slide normally, and try to push a button to catch the giant throw, they’ll be counterhit, and you can combo from there.
If they do try to pushblock the slide and jump away, they will most like be hit by the flying zombie. It won’t give you must time to do anything (you’ll definitely be safe/able to dash up), but it will keep them grounded. Super jump goes over the zombie, but… lol.
-Giant Throw is also good for any sort of blockstring. End in GT, then wavedash back up into their face while possibly calling an assit then roll, and you’re golden.
Overall, GT is a great move to stay in with, and prevent movement. Mess around with it a bit.
It is possible for them to pushblock the slide and then crouch (char dependent) to avoid the zombie. However, it is a REALLY tight window to dash in punish Frank while he’s throwing the zombie (actually, I don’t even think it’s possible; all my attempts resulted in, at worst, a trade)
Ok so, I’ve been putting frank first, something a few people didn’t agree with me at first. But I’ve noticed something. His c.B is really good, even at level one. It doesn’t hit low, but it is a great counter hit tool and you can usually follow up with slide into launcher. Even if you don’t get first hit, at least now, most teams wont be able to one hit kill you. Also, when you level you get more health, so you just need one shot. And people love pushing buttons, it’s really all about playing smart. I was able to consistently get in on a pretty good Doc Strange.
With the right team building, any hit will mean you have full level Frank. I’m running Frank/Dante/Wesker. If I get first hit I just BCS, BBCS, dante/camera relaunch, BBCS. Usually this leaves me just short of 2 meters, unless there was any kind of skirmish before hand. If so, I just call Wesker, relaunch again, CS and then THC for free level 5 frank. **The hardest part was when I had more then 2 meters, because wesker would ruin the combo. **Other then that, just playing smart usually got me a win. And even if for some reason Frank got taken out, dante/wesker are still a good team on their own. Over all, I was doing pretty good against people that I respect in the community. Frank also has some VERY interesting set ups.
Assuming you’re at least level 3, you can do ABCS, BBCS, dante/camera relaunch, BBCS then do ground pound jab them and go into AA super. If they don’t expect it, or if you guess right (backdash when they tech forward) you get full super damage AND you can go into ground pound full combo.
Also, when you do dante/frank team hyper combo, you get two camera shots in. The first one puts you at level 4, but the 2nd one you need to time so that it hits when they’re at the max peak from dante’s last shot. If you do that you can go up for an air grab, which will either finish them off or allow you to do a ground pound with your new found level 5 Frank. Also, you can time the camera shot to make them time the air grab tech later or sooner, on your choosing. If you get first hit against someone, it’s usually lights out for that char AND you get a much better frank.
On the next char’s entry you can then set up a VERY good unblockable with Frank/Wesker. Call wesker at the right time, instant jumb BBC and it’s damn near impossible to block. After that you get full combo, won’t kill but it DOES set you up for the AA super reset.
Everything I’ve found out so far. I had it all in training mode yesterday, but didn’t wanna say anything till I tried it on actual people. If you’re smart and don’t abuse his stuff, it’s very useful.
Also, roll is fucking OP as shit. Seriously, rolling right through task masters arrows to get a full combo on him was priceless.
The team I’m using now for Frank is Frank/Nemesis/Arthur. Surprinsingly, this team is actually really good for Frank, I do basic combo > launcher > air combo, special > Camera OTG > Arthur’s firebottle > relaunch, air combo, special > THC (with Nemesis) > Take as many pictures as you can. I immediately get into lvl4 when I do this, and it’s quite easy to use actually.
If I have one bar left at lvl4 after the THC combo ends, I can do a reset with his anti-air grab Super just to get to lvl5 later. And the chip damage de causes during the higher levels are great, with some really damaging combos too. I actually consider him to be Zero during lvl4/5, because of his multi-hitting normals that leads to very long combos.
And like Ajtucker22 said, his roll is really OP… and I really enjoy rolling right through Akuma’s beam hypers. Now I can punish that fast beam Hyper thanks to that roll .