So after seeing this:
[media=youtube]BVPnNPYJG9w[/media]
I realized something (will make a video shortly). If you roll and cancel the roll almost immediately into Zombie Swing L you can get a good punishment going on. If you hit Zombie Swing L midscreen you can actually dash and land a launcher into a combo fairly easily.
From the Zombie Swing punish I managed to get 508,400 damage before a super (622,400 with Level 3 super). This was 25 XP for Frank and can be done off any roll canceled Zombie Swing (which punishes ALOT).
Edit:
I also just broke 1 million damage from a standing medium using level 4 Frank. I wonder what this will do with level 5 Frank.
And found a way for Frank to do even more damage in Level 4 or 5 when he is solo.
Example:
c:m::h:c:h::s: sj :h:xx:qcf::l:xx:qcf::l::qcf::l::s: (land) :qcf::h::qcf:m::qcf::qcb::atk::atk: = 911,100 damage for Level 5 Frank
However this one:
c:m::h:c:h::s: sj :h:xx:qcf::l:xx:qcf::l::qcf::l::s: (land) :s::atk:xx:qcf::h::qcf::l:xx:qcf::atk::atk: (dash) :dp: (dash) :dp::h:xx:qcb::atk::atk: = ?? for Level 5 Frank. Massively harder, but insane damage increases.
I haven’t been able to do it yet. Will try. But still, that takes me to 36. Not really meaningful in the grand scheme of things.
I don’t like DHCing into Cart because it hasn’t worked for me yet. In the corner, the way Wright bounces actually crosses up the input, meaning I’ve gotten Shopping Cart on occasion when I’ve forgotten. Frank goes away from the corner, and always whiffs for me. Out of the corner, I’ve spent my wall bounce (same for in the corner, too, I guess). Maybe I’m mistiming it, but still, ST is FAR more reliable.
Forgot to put it, but I don’t do the Survival Techniques if I’m mid screen, and the opponent is too far away. Come to think of it, probably should start trying that j.:d::h:.
Roundhouse ? Dang, I’ve been using :s: sj.:s: this whole time, and how unreliable it’s been. Didn’t know that worked. Thanks. But won’t it only work in the corner?
The trick to getting multiple pictures is generally the timing of the assist hitting after your first picture. You want the opponent to be as close to the ground as possible on their way down before the assist hits. That allows you even more time to recover and snap your second photo.
Cape was nice enough to record the meter one for me. The other is a modification of the capture state glitch that other characters have; in training mode you can link H zombies together and have them both capture, which can never happen in a real match. Spent the past few days testing potential ways to make H zombie a non-meter based infinite, but there’s nothing out there that captures long enough to link back into a zombie, and if Frank can do it by himself it’d require such a high level of precision in charge buffering and/or partitioning that it’d never be practical.
You can however link at least 4 of them in a single combo meterless. Probably more if you got a bit creative.
I adore this. I occasionally forgot that you can cancel the roll with specials despite the fact that I’d cancel it with a snapshot all the time, and just tried to use it to get a free throw in. Not now, though; I’m going to have a field day playing with this.
I was amazed that I could jump loop out of Giant Swing L midscreen. I only just found that today. You can also standing M or Standing S much much easier (its more consistent).
I have also been playing with Level 4+ Frank self comboing off shopping carts to increase his damage. The combo is super hard but I will try to get the concept up in the next few days.
Trying to get something figured out here and I could use some help. I have changed my team again (as that is what I do) and I am back to my old favorite of Firebrand (Swoop) / Skrull (Orbital Grudge) / Frank (Shopping Cart). I love the team and it has some excellent synergy, setups, and damage especially while utilizing all neutral supporting assists. The theory that I am testing is the following:
Frank combos into Survival Techniques and if I DHC to Skrull I can get no follow ups. In the corner I can DHC into Skrull torch which will hit the wall and cancel itself. I have managed to hit a launcher off this into a small combo that deals some decent damage, mostly depending on what bounces I have left. I can also set this up into a Frank assisted reset which is really nice. The issue I am finding is that my switch away from Ammy has left me without an install super at every turn and I am trying to find a way to do this setup but allowing Frank to hard tag back in. Whenever Frank decides to tag himself back in from anything he usually does so by crossing up the opponent, something that will not work well for what I am trying to accomplish here. I can of course DHC in with Skrull Torch (it cancels) and then Inferno to whiffed Survival Techniques, but that takes a total of four meter. If I am hurting that bad, I might need the meter for something else.
For awhile I thought that I may be able to push the enemy out from the wall in some way in order to allow the DHC enough room so Frank would drop in on his opposite side but not hit anyone. The issue with that of course is the fact that doing so will make Skrull Torch last too long and the opponent will recover before Frank can tag his butt back in. So at this point I feel that it is likely impossible, but I am still asking you all to see if you might know something or understand something that I do not.