His frank neutral is pretty good. Combos still need work. Can definitely tell he’s green with the character, and so is everyone fighting him.
Justin doing damage with Frank tho. But honestly, if you have a level 5 frank with two assists backing you up, you can face roll the stick and Frank will steam roll the opponent.
Yeah a lot of the top players using Frank at the moment don’t necessarily have the best tech, they just destroy people because if you put a character with amazing normals and pressure into the hands of players with amazing fundamentals, people are gonna get fucked up.
A typical 17-hit combo with Jill made of somersaults, jump loops, and a ground bounce that builds just under one meter on its own, closed with Raven Spike then DHC’d to a missed Survival Techniques into a picture backed by a well-timed Arrow Kick assist for a second picture (or knee drop to second picture if you’re in the corner) is my favorite method of acquiring instant access to chainsaws. Bags you exactly 50 points, I think.
There’s also a 15-hit one you can do that starts off with the amazing invincible somersault. It’s just two or three points away from chainsaws after that, I think.
The big catch is that you have to give up the incredible Somersault assist for the wallbounce, though =(
Was fooling around in the lab earlier and found out some interesting properties on Frank’s projectiles.
[LIST]
[]Levels 1-2 object toss: Crap. If it was any worse, it wouldn’t have a hitbox.
[]Level 3 object toss: Better. Can deal with a fair amount of regular projectiles, like hadokens and soul fists.
[]Level 4 object toss: For a command normal, this is pretty good. Is even with log trap and one Arthur lance.
[]Hammer Throw: No joke, you can’t pushblock this. When you try, Frank doesn’t move at all. Now if it actually would beat out another projectile, this would be fun.
[/LIST]
Doubt this would be useful, but seems interesting.
I enjoy using Skrull’s Tenderizer assist to help Frank level up.
On anotehr note, anyone else want more DR characters?
Besides the obvious Chuck Greene, I’d love to see Adam the Clown, Slappy, or Tyrone King (mercenary summoning, microphone smacking, zombie summoning, etc. and with the TIR theme).
More weird stuff:
[LIST]
[]Hammer Throw and released zombies Giant Swing zombies are cannot be projectile countered
[]Snapshot is treated as a beam
[]Cart hyper is a projectile, yet cart assist appears to be physical
[]Object toss level 1 nullifies Eye of Agamotto, later levels blow through it
[]Giant Swing zombie goes through Stalking Flare (wtf…)
[]Snapshot can hit Dormammu after he throws out Stalking Flare and makes the projectile disappear (applies to other characters, I’m sure)
[]Giant Swing zombie goes through Chaotic Flame (a beam hyper… WTF?)
[]Grab zombie does not respect super armor
[]Giant Swing zombie goes through Charging Star and Hyper Charging Star
[]Snapshot and Giant Swing zombies go through Spiral Swords (which negates ALL projectiles… OH YEAH!)
[/LIST]
Conclusion: Giant Swing zombie is quite possibly the best projectile in the game. Frank has projectiles, just very odd ones.
I thought zombie toss being broken was already established knowledge. The long and short of it is it’s basically its own category of projectile. Not a single projectile or physical counter beats it (including Raggador and wesker’s rhino charge), and it’ll go through anything. Not to mention it leaves Frank at +17. Get them in the corner with it and you can make some of the dirtiest blockstrings/frame traps period.
Ammy can’t also counter it with anything she has. Both the physical counter and projectile counter get completely stuffed. I’ve had friends rage over it
Most people (myself included) probably gave up on it after we saw the startup on that and went: "Nothing is worth that! Beams, Counters, and Teleports exist!"
The real question is, can Frank catch someone teleporting behind him with this and profit? If he can, then this is a truly spam-worthy move against some characters. Hell, if he could beat MorriDoom with Swing+Vajra, then this could have some insane potential. But as far as my mid-level Frank skills can show me, this move is only good in blockstrings and wakeup mixups with assists. Not that that’s bad, but it does limit the value of this move against competent players, and makes the projectile’s true properties hard to apply in a match.
If he would just throw the zombie instead of playing Haggar, then this would be better, but it’s like Zero having to sit still on the ground without blocking to charge buster: the projectile itself is FANTASTIC!, but the move it’s attached to holds it back.
The swings behind Frank will hit teleporters depending on their range. It won’t hit vajra due to the angle but who cares about vajra, you’ve got plungers/brooms/chainsaws for that. The startup’s a deterrent sure, but it’s a necessary deterrent; if the move had lower startup it’d be way too good/spammable (heck, it’s already spammable even with its startup). Learn to look for holes/gaps to start throwing it in, it’s totally worth it.
How do you combo off of Giant Swing when they teleport into it from behind? So far, I have been punished on hit because the zombie throw doesn’t hit, giving them time to spam cr.L and profit.
On another topic, what should Frank do about Zero and Morrigan? Vergil is a relatively easy fight, but I’m not sure what to do against those two at super-jump height. I’m pretty sure Vajra would help, but I don’t think Strider helps Frank very much outside of that. Does Frank have an answer to super-jump happy characters without using assists?
Super jumpers are simple; MMS in 3-4. If it hits, you’ll land and can combo. If it’s blocked, do a Tools L in the air so you can do Ms on the way down.
Morrigan can be summed up into 4 words: “Look out!” “Don’t go!”
Thanks. All the Zeros and Morrigans online were beggining to frustrate me. While I know other characters that go with Frank are probably better in those situations, I was wondering what to do when Frank had to fight those two. While I’m talking about character-specific tactics, what characters give Frank the most trouble? I would guess Magneto would be an insanely hard fight for even level 5 Frank due to the sheer amount of speed and damage attached to his zoning.
I’ve actually found that Ghost Rider gives Frank some issue… am I wrong about this? Am I missing something obvious about the match-up that gives Frank the advantage?
It’s not a great match, but there’s options. Barrel roll + FFC on a poorly spaced Jumping S isn’t too hard. If he’s too close you can challenge him air to air with plungers/brooms/chainsaws/whatever. The big thing I find on the ground is to barrel roll through his standing Hs/Eat Chains/Whatever and then cancel it into a tools L. It’s not hard to roll through the attack, but if you let the roll recover naturally he’s going to recover before you do. Have to cancel it into an attack to beat him to the punch.