^^ can’t you do two relaunches using both assists so that you get to lvl 5 in one combo? You can probably get 4 camera shots with Nemesis’ rocket slam incorporated in the combo. something like combo > launch, air combo > otg + Nem assist > launch, air combo > otg + Arthur > launch, :s:,:s::d::h: land then THC. Then you can get two cameras while Nemesis super is going on.
My team is similar to Miles’, I’m running Frank/Nemesis/Wesker, getting the second relaunch air combo can be difficult because J.C is really slow, they tend to pop out after B,B. I could possibly mess with the timing, do it Shulk style with late C, late S, or drop some hits earlier in the combo, but I get greedy and I want those PP.
To the lab!
Quick question - what’s the best way for lvl 1 Frank to open up opponent’s defences? Without assist.
I’m trying to learn Firebrand/Frank/Vergil and while I’m finally getting the hang of Firebrand (shopping cart REALLY helps him out) and Vergil is just herpderp easy to win with at a low level while learning the advanced stuff, I’m struggling with Frank. I’m -usually- okay past lvl 2 so I can do roll + assist shenanigans but how are people opening up defences at lvl 1?
your best bet is with using Frank’s:m: and throwing them. Those normals have the best reach and comes out pretty quickly. Both air and ground versions are really good. Throws give you free pics, so you can use assists to extend those for more dmg and pics. You can use zombies to cover your approach or zone sometimes, in conjunction with :f::h:. Zombie throw is really good and should be used when things are blocked and to continue your pressure.
I run a Frank/Nemesis/Ghost Rider team and Nova/Frank/Nemesis team and I can get double relaunches pretty consistently. I do ,,:h:,:s: for both the orignal launch and the relaunch and just go :s: on the third one (then:d::h: to get to the ground faster so I have enough time to THC). I never drop the combo when done this way, so long as you don’t slow down during the inputs (I don’t use :qcf::l: in combos cause they scale pretty bad and is a bit of hit 'n miss for me).
Regarding Giant Throws off of Slides, I haven’t done testing on it yet but I’m fairly confident by looking at the frame data he could be jabbed out of it unless spaced properly. Even if you cancelled early the startup is higher than the blockstun C causes (except maybe at the tip).
On the other hand, 2C into L Tools of Survival at level 3 or higher looks fantastic. -4 from that distance is no problem (not to mention it does chip, and will likely still reach over advancing guard), and at level 4 he’s at advantage! While smart players won’t let you loop 2C into L tools, it’ll give you a lot of safe pressure and let you abuse the heck out of the slide. Plenty of spots to cancel into barrel roll/use assist mixups as well.
yeah you can get hit on startup of the zombie, but I usually call an assist during the slide to make it safe and giving me enough time to make the zombie safe. The zombie lets you combo after if it hits so I prefer doing it over :l:TofS. That move is really good though, and I use that more in higher lvls. Side xx roll + assist xx zombie is so good.
I’m new to Frank. I’m going to be using him in my sub team. It’s Spider-man/Frank/Dr. Doom. All I need to do now is where to start learning his fundamentals. To start, what do I do to get in at my opponent and start doing combos to level up? Also, what do I do defensively as Frank?
So I have been playing Frank all day today and I think he’s a monster. I paired him with Strange/Dormammu at first and then with Doom/Dormammu and both teams are really solid. Giving Frank two amazing assists (Agamatto + Black Hole, or Plasma Beam + Black Hole) and putting him on point is a ton of fun, and really rewarding for Frank.
I developed a really good method with Frank of using the camera A LOT from midscreen, especially in the air, just to interrupt people’s moves or use it as a zoning tool. This got me a lot of confirms off of Dormammu’s black hole because I would pressure them, they would begin jumping back, and then as they are jumping back I would camera shot them (as they are throwing out some projectile or normal), and they would fall right into the black hole for a free combo. Doing double rolls while calling Doom assist is tricky as hell, and confirming off of a Knee Drop + Black Hole is unlikely but doable. All of those assits are also prime for extending Frank’s combos and getting him to level 3+ in one go.
I still have some questions about his gameplay though. What is the best method for Frank to combat heavy zoning? What are his best tools as level 1 for mixing people up? Is it possible to get a full combo off his throw(s)?
I’ve been doing the exact same thing with Frank and Dorm, it really frustrates people and then you can get the jump on them with a slide or jump S or whatever. Maybe not the longest term tactic, but it’s essentially zoning and it shuts down a lot of characters like Iron Fist, and even gives people like Wesker a hard time if spaced correctly. I can tell someone is frustrated after stopping their momentum and catching their assist about 5 times in a row so they try to take a risk and then boom, slide into level 3 combo or level 4 if I’m lucky.
Frank is pretty damn vulnerable to zoning at any level but especially at level 1. What I’ve found to be useful is again camera shots, it doesn’t get old stuffing a Chaotic Flame with a dirty picture, but if you’re being pushed to one side of the screen it’s not too useful. There is also the pie/jug/bottle (anything else?) f+H weak projectile. It loses to almost everything, but it is really fast and you can catch a lot of things in startup, just like Wesker’s gun. Zombies are slow and fairly low priority so they’re not great.
I’d love some tips too, my friend has a decent Taskmaster and the only way I can beat it right now is to not use 2/3 of my team, Frank/Nemesis and chuck in Dorm or Vergil, whoever I’m putting in third.
EDIT: Just noticed your question about throws, and Frank doesn’t have too many options off of a throw.
Front throw/ *Back throw/Air Throws:
Snapshot - > Super
*Shopping cart super -> XFC- > full combo,
*THC
H. ToS for 1 hit at level 1/2, ground bounce at level 3 + (I think…)
Back throws are slow as shit, so I have trouble getting anything after besides super/THC, and the H.ToS after a front throw is really tight, but doable.
I still haven’t gotten used to using Roundhouse Kick as OTG because snapshot+assist or H.ToS works well enough for me, so I’m unsure of it’s usability after a throw.
Also, as always please correct me on anything, I’m still exploring Frank.
noSkillz, for some reason the combo drops after I do the 3rd launch, I try using M or H, and the combo drops before I press S, I could be messing up my timing, but I’ve tried to it many times and it simply doesn’t work…
And yeah I love using his Camera randomly during some Storm, Wolverine, Magneto matches… yesterday I was at Lvl5 alone with Frank, and the other guy only had Storm, my X-Factor was running out, and when she did her Ice Storm (forgot the name) super, I did the snap shot on reaction and later I canceled into his Tools of Survival super on her… if only I recorded this moment!
For Some Reason i just can’t get this guy to work for me…(last team i tried was Frank/Ryu/Arthur)
funny to say this but i can use phoenix wright better than i can frank west…(sad seeing as i liked to play frank in tvc)
Are you doing launch and then just hitting :s: only on the third relaunch (as in no other buttons once in the air)? Cause I always go for the third one and usually get it, and then just use the knee drop to get down faster.
…Why do I never think of this stuff? Sometimes I actually forget that I can just press S to prevent hit stun scaling from dropping my combos… also, how do you guys do these little icons that represent the buttons? I’m curious.
go click on the smileys and scroll down
I’m playing Frank with Wesker assist (low shot) and working on a setup:
in air :df::h:, land, :a2:, :qcf::h:, :d::h:, :s:
This option-selects an air throw and knee drop, then Tools of Survival H cancels the recovery of the knee drop and causes a semi-unblockable setup with Wesker into a full combo. If the air grab, the knee drop, wesker, or Tools of Survival hit, the combo is exactly the same, OTG slide launch. Since you’re canceling 13 frames of recovery on Knee Drop, it is +4 on block, and Tools of Survival has a 27 frame startup, that leaves it with a 10 frame punishable window right? Are there any modifications that would improve it?
Iron Fist and Frank are Buttbuddies.
I ran Frank/Nem/Iron Fist
Here’s a BnB for an Instant Level 4/5
M,H,slide,S,M,Tools of Survival L, M, Tools of Survival L, M,S, Snapshot, Iron Fist’s Dragon Touch, Snapshot. Ta-Da. Instead of the last snapshot, you can follow up with an S–> HS Team Hyper Combo w/Nem,Snap. Put’s you at a nice advantage for a nice mix up with a Roll.
I dunno dude, that sounds kind of risky. I mean how does Iron Fist help Frank get in at Level 1? And surely you don’t want to be stuck with Iron Fist on his own?
I was wondering, is your combo corner specific? I tend to find ToS L in the air tends to kill Frank’s momentum and the subsequent S into falling screen makes it hard to follow up, so I just do a relaunch with Nemesis Launcher slam to send them into or near the corner, plus, if the Dorm assist is still free I can push the combo up to level 4. Or if I’m using Sentinel I can call drones for roll shenanigans and get a relaunch into level 4/5.
I’m starting to think Frank and Dorm are buds, maybe not best friends, but they go well together.
That’s why I ran Nemesis along with them. His bum Rushing assist+His Safe Zombie Throw Light makes everything corner wise and un-corner rise safe. Along with the fact that his qcf+H is an overhead, a smart frank can fare well with the team.
The thing with Frank is at level 1, you have to Get in dat ass, Somehow, someway, while remaining safe. Some Frank’s prefer to zone and bait, while others go rushing in (stupidly) with j.S like he has a Burning skull and Chains.
Here’s a better one that features both Nem and Iron Fist
MH,Slide,S,M, Tools of Survival L, M, Tools of Survival L, Ms, Call Nem, Snap shot, Dash+S follow up, H,S, Call IF, Snap Shot (Dragon’s Touch), Snap Shot. This lets you keep your bars and your still level 4.
It’s not that hard to level up really, and Nemesis’ Launcher Slam whiffing the Rocket makes leading combos up after it much easier as well. Best thing about Iron Fist’s Dragon Touch is that it causes Hard Knockdown No matter how bad the Hitstun decay is (to my knowledge, please correct me if I’m wrong).
i think my main problem is that i can’t get the team hyper combo to connect(forgot what buttons i needed to press to do them and someone told me L2)
So its come to my attention, and I don’t know if this has been talked about or not but why is there no frank west combo video out with gone guru as the music for it? This just seems obvious.