Hey guys, I just found out something awesome, but it relies on capcom to fix it.
So how the Infinites work is that the system doesnt realize that the character is on the ground. So if they patch it (which they are saying they wont) that means that frank can do a magic series into air wall bounce, then a late j. H into a jump loop, going jump M M H S, the reason you cant do that now is that the system doesnt think that Frank is on the ground yet, so when he does the S, he gets a hard knockdown. Meaning corner combos are going to be amazingly damaging
Sadly, this is only possible in level 1/2 frank as in higher levels the wall bounce goes further.
If you take a successful powered up photo after bottoms-up, does Frank still get sick? I’m working an ammy -> Frank setup for level 4 and doing bottoms-up into photo is considerably easier than double photo but I don’t wanna risk frank getting sick 10 seconds later.
Damn, that’s a huge liability then. In that case I’ll have to stay clear from bottoms-up as much as possible, I really don’t want him to get sick midmatch
Well, if you’re willing to blow X-Factor, you can always cancel your vomit with it. You also can’t blow chunks in the air. If you can secure a KO before you hurl, there’s always the option of hard tagging before the next guy comes in.
I really like the drinking special, but my characters unfortunately offer no setups to pull it off mid-combo, which is of course the best time to use it since you don’t want to get caught standing perfectly still like that for too long or force them to just get defensive for their free hit while you puke.
The Frank+Chris (assist a) THC in the corner is a fantastic opportunity for the application of beer, I think, but that’s the only one I can remember.
Well I was looking for a way to go from an ammy combo into level 4 frank without TACs for those matchups where a potential level 1 frank doesn’t cut it in case nova dies (ghost rider especially). What I’ve worked up is a very basic ammy combo with ground bounce, relaunch into a knockdown, then do Vale of Mist and DHC into Blue Light Special. Because of the slow down, you have enough time to dash (or dash back in the corner) and launch them. Then do j.H > kneedrop. And here comes the problem. I was trying to take a double picture using cold star but even with the slowdown, the HSD makes it so that it depends too much on my good timing, on my spacing and on the character’s weight/size. That’s where Bottoms Up kicks in since I have enough time after kneedrop to drink and still take a snap. Thing is I didn’t want to rely on it since hurling at the worst possible time haunts me at night. But still, instant level 4 frank is very appealing, and he definitely has enough time to work an opening or something to get back out safely, whether through a DHC, a TAC or simply raw when they can’t punish. Or just blow my xfactor if it comes down to it.
Snapshot looks like it’s really good at getting rid of enemy assist calls and stopping everything the point char is doing.
How strong of a tactic/viable do you think it would be to call a quick assist (let’s say RR log trap) and use snapshot?
I’m thinking If they are air dashing or trying to do something they will get hit with snapshot into log trap for a combo. If they call an assist it will get stopped by snapshot and they will get hit too. Seems like it can really limit the opponent’s options, and like it would be a good strat for dealing with assists like drones or missiles if you can stop their calls.
To me it looked really strong when I saw a vid of someone using Frank snapshot + dorm hole. On hit it confirms into a combo.
If I was to make a list of the worst bad habits for Frank players to form, it’d be as follows:
1 Don’t spam knee drop; its hitbox is good but not far beyond his sprite, the +3 is good but it’s like having a giant “throw me” sign on your back, and even at higher levels you either have to commit to making it safe (tools L cancel) or wait and see if it hits to risk getting thrown in hopes that it did hit and you can otg combo. Use it sparingly.
2 Don’t make bad strings. This is pretty universal, but especially with Frank. Too many characters with swords and T-virus infused limbs that’ll love to push block you then punish your vain attempt to slide in their face or cancel into a zombie when the first swing misses. Don’t get me wrong, I’m guilty of this too, but it’s easily one of the more common ways Frank gets killed.
3 Barrel roll + assist call during block strings is a terrible, terrible idea. There is no move -period- that frank has that can make a true blockstring when cancelled into roll. The assist is supposed to do that, but the opponent will almost always have a chance to press buttons, and with how stupid hit circles can be in this game, it’s not hard to hit you on one side and the assist on the other. Then you went from losing Frank to losing both because you tried a needless 50-50.
Snapshot + assist falls under two and three. It’s a bad string, especially since snapshot is very unsafe (-25 on hit, -27 on block). Also, if you do it airborne, you’re prone until you land. Furthermore, plenty of good, commonplace characters that will tear through both you and your assist (Bionic arm, Sparda brother swords, THCs, etc etc etc) which will make your attempt to punish an assist very costly indeed. Not to mention if you’re ending your string in snapshot you can’t even barrell roll to counter their defensive options, and if you called an assist you’ll have survival techniques invincibility (assuming your level 3-5) and x factor to cover up your mistake and that’s really it.
So the short answer is, it’s a bad tactic. Hopefully the longer answer is useful.
The player is fuzzykips or fizzykups (not sure). He jumps in the air calls dormammu and does snapshot, and confirms it into combo. He does this multiple times and the dark hole keeps him safe. It worked surprisingly well, except one time he got blown up by a random akuma shinku for being obvious. Just want your opinion on the frank play.
And all of that is solid advice. I’ll keep that in mind when I make strings. Maybe I’ll do one where I can call an assist in the middle of a string like an M + assist > cr. M > cr. H xx barrel roll > hit confirm/mixup.
Frank looks fun to play, but the real reason I wanted to pick him up was because of the potential jump snapshot + assist seemed to have at stopping the opponent and their assists. Seriously I kept seeing Fanatiq getting stopped by that and his sentinel drones couldn’t get to come out. It caught my eye.
Didn’t watch the whole thing, but I wasn’t terribly impressed. His team relies on TACs or assists to combo extend to level Frank (unless he knows of/was using Nemesis or Dorm leveling tech, which exists but isn’t terribly common or universal). Snapshot + dorm assist isn’t that great of a setup at all; Snapshot isn’t that fast (15 frames), and the block stun on it is so small that you’ll be hard pressed to call dorm to make it a true blockstring (in fact he’ll probably be vunerable before the hole comes out and the snapshot hits if you make it a true blockstring, which also makes him punishable at that part), Just because something looks good or doesn’t get punished doesn’t mean it’s wise or practical. There’s always somebody out there smart enough to look at setups and find holes. For this one you don’t even need training mode for that.
Beyond that, let’s look at big picture. What are you really gaining for this situation? a hit? plenty of assists better suited to help open up. Pressure? Frank’s pressure doesn’t really exist in level 1, and once you’re getting into 4 you can do it better with chainsaws. Blockstun for a mixup? Frank doesn’t mixup, he’s got one slow unsafe low and no overhead. He frame traps, and dark hole won’t help with that much. Basically, beyond the chance the snapshot hits you’re gaining little to no tactical advantage. Not to mention calling Dorm then means you can’t combo extend later AND it kills the scaling on your combo.
If you wanna play Frank and blow up assists, use Rocket Raccoon. Log trap loves happy birthdays and Rock n Roll + Shopping cart’s a great assist killing THC.
Ok I have a problem; lately I’ve been running Ammy second instead of Anchor to both practice her and avoid level 1 Frank vat all costs against specific match-ups. Thing is, sometimes the weirdest thing happens: I’ll land a hit with Super Nova, DHC into Vale of Mist but then Frank won’t raw tag in despite me holding the button. When this opponents I can still hear the announcer saying “crossover attack” despite no one coming out and then only when I release my Assist button does Frank come as an assist. This happened a handful of times at a small meeting yesterday and it seemed pretty random. I thought it might have to do with me using shopping cart in the combo but nope, not related to that. Any idea? Thanks!
No, it’s more likely with how the game registers assists VS hard tags since it’s the same button. Once the game decides you’re doing one or the other, you’re committed to that. So sometimes this’ll happen, you hold the assist button for as long as you want (seconds, minutes, whatever) and when you release you’ll still get an assist call instead of a hard tag even though you held it. Could be something to do with negative edge, or the an action that interrupts the game (like DHCing) stopping the hold count before it registers a raw tag thus forcing it to be an assist, I dunno. either way, it’s game mechanics and not character specific.
Beyond gimmicks/tic throws? Not really. It’s a great way to look like you’re doing something then setup a throw…if the opponent doesn’t realize that they can just mash buttons the moment the see it’s a roundhouse feint. Not only that, but if you screw up the spacing you’re going to get object toss instead of a throw (because Frank’s back throw sucks compared to his forward, so you should be doing forward). So yeah, limited usefulness that is rarely worth the risk.