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

if you are using centurion rush you can get get lvl 5 frank every time.

after you dhc into him you call Nova(this is assuming you don’t use your first assist in the combo that leads into this) wait for a spell take camera shot, nova ground bounces them and then you take another camera shot. as long as you have fifty hits boom goes the dynamite.

Yeah, I’ve been doing that for a while. I just never brought it up around here, lol.

I know that :f::h: is not a durable projectile but at level 5 it does 110’000 damage. Yeah…

So have we found any better follow ups with Franks grabs besides camera/survival tools/Shoryuken+H/Blue light special? Frank seriously has one of the best grabs in the game I’d say(or at least that’s what I was told at the tourney I went to saturday, one of my opponents even said he couldn’t believe how easy it is for Frank to grab people even when it looks like it shouldn’t work), so I was wondering if there is anything else we can do besides those 4 options, I’ve tried several times to call an assist at follow up with a snap shot, but so far nothing has really worked. I think his Shoryuken+H, followed by an assist in the corner after a grab could combo, but I can’t exactly test anything from school.

So TL;DR: Any good follow ups for Frank’s grabs?

Yeah man you definitely do assist -> qcf.s bnb or assist -> qcf h bnb of off forward throw/air throw. I can only get assist -> qcf.s bnb off of back throw/air throw but maybe I’m doing it too slow.

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Just curious what kind of approach you guys take when you have lvl4/5 Frank out. For reference, I’ll usually have Hawkeye arrows at my disposal, but often it seems… I won’t say “hard to get in,” but like there’s little we can do that good pushblocking won’t mitigate. Is our whole game plan frame-trapping so as to pop a QCB hyper when they hit a button? I guess what I’m asking is: where’s the brokenness/cheapness we come to expect from a lvl4/5 Frank? I’m not saying he’s bad, obviously, but like he’s not as fear-inducing as I’d expect. I like em a lot and will continue playin my team (which cheats out lvl5 consistently), but am looking for advice to make people really REALLY scared of Frank.

Usually I do the same thing, but it seems to work wonders. Just chip them out, the moment I notice they’re pushblocking I call assist and roll.

Frank will usually get hit once or twice but it doesn’t matter. He’s a strong dude and gets away with beating up on them after dante’s done is job. On certain characters you can go for instant over heads, and if they block it the first time and you’re in the corner, their’s a timing at which I can call out Wesker and do a really safe unblockable.

At about midrange, just abuse 5m. Does chip, will catch them if they do anything, and can be made safe by roll/super. If they take to the air or try and fly away, jump m will keep them in place. Launcher puts them back on the ground and you get full combo. Honestly, just abusing the chainsaws is enough to make people scared. And when people come in, make sure to keep the pressure on. Nothing they can really do to stop you.

At high levels, for approach I use j.M, j.S, st.M, cr.M, and cr.H mixed with rolls and assists. I like doing standing normals into qcb.l/m/h, qcf.h, or rolls backed up with assists for pressure and some instant overheads with j.M.

Love this guy(no homo) but I cant just get a feel for him(no homo) But I like a challenge

Try Harder! If you can’t play Frank what makes you think you’ll see more success with another character?

Don’t forget about frank’s zombies. Between his roll and his zombies (either the qcb or the charge back, forward versions), you can essentially negate pushblocking.

It’s actually pretty decent for chip as well.

Since that post I’ve improved with Frank one of the top 5 in the game iyam and why are you so FAT in case west/otr

when you land, you can go into j.M, j.M, j.H for a fuzzy guard setup. so you essentially do it twice and it will all need to be blocked high.

with frank and doom, you can do a VERY basic combo to get to frank lvl 4. you do a ground series into air series, and otg ground bounce, cr. M, cr. H, S and doom assist, air series , land, get drunk, S, j. S, snapshot

[media=youtube]nVLANypW4TA[/media] i do the combo at around 4:00

It also beats Dante’s missiles even at level 1.

Two things:
1: Even with my derp execution, Chun/Frank is absolutely stupid. Legs>Hyper Legs>Air Legs>TAC Frank>j.S>Call Legs Assist>Photo>Another Photo
One bar. Easy as hell. Four levels.
2: Don’t put Frank at level 5. There is no bonus for being at five instead of four. However, you gain a sizeable amount of health for reaching level 5.
TL;DR=Use going from levels 4 to 5 as a midmatch heal for on-point Frank.

TAC : / any frank can get lv4 off a TAC. Almost completely regardless of what character.

Do you know what the health gain for level 4 -> 5?

New Frank video geared toward those who are looking to pick up Frank West. I’m sure this is all common knowledge to you guys, I have only been playing Frank for a week now. But I hope you all like it! Please share your thoughts.
[media=youtube]b9QS7GYdBRw[/media]

I prefer to run Frank on point backed by a projectile assist and Dormammu with Black Hole (aka Frank’s BFF!). Easy level ups, no TACs, no nonsense.

umm not sure if serious. Frank gets a 10% damage boost for being in level 5. Go for it. I have combos that get point frank from level 1 to 5 so I go for em :3