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

So best not really relative to other players. Sort of how people say ray ray and joker have the best magneto even tho they both get bopped by fanatiq.

A well placed zombie will force an opponent to either block or use air mobility on incoming (and even then with how high it hits that isn’t easy) and pushguarding it doesn’t affect Frank so he’s free to left/right while it hits or try to punish the air mobility. It has enough hitstun to force them to be grounded as well, so you can then attempt a high/low, tic throw, frame trap, or just overall corner pressure.

They’re REALLY good anti-airs. Not only that, but it’s a literal infinite hitbox, until you hit the zombie with something; which is extremely rare. It’s not effected by walls or different planes either.

What I usually do is CP an L Zombie, Plink Dash forward, Roll–> Call Strider–> Zombie is usually right behind me–> CP an M one–> Strider hits.

This is a complete 33/66 setup that allows you to easily combo off Strider.

Another great one I usually do is Go for the 50/50 With the original CP L zombie and Frank’s Knee Drop.

@Zansam, yeah most of my Frank combos look really simple, with the juicy stuff at the end, especially off jumping confirms, as i think you’ve brought up before, Frank combos are all about knowing which moves to save for the end as opposed to getting in as many extensions and relaunches as possible. Off aerial MMS with a Nova groundbounce reset, my combo is basically 6 Tools of Survivals, Two Ls off the launch, a Jumping H, and then Three Ms using Missiles to allow for the third, it looks simple, but i can’t find more damage

@NSR what exactly are you referring to when you say Charge Partitioning zombies?

@Radient, yeah. Fanatiq is the better player but “Best ____” should come down to command of the characters tools and options, and in that category RayRay is definitely a better Magnus, and most Franks that do well in tournaments still use him at a very basic level.

Also while we’re on the subject of incoming Frank mixups, what do you guys do to practice them in training? Obviously you can practice snap timing easily, but to get timing down off kills you basically get two chances and then you have to level up Frank again, gets tedious.

So I was playing with Charge Partitioning Zombies. Shit is WRONG!

Come give daddy a hug.

Wait till you start Raw Tagging your zombies after a hard-knockdown.

Well I found some useful tech with it specifically. Lets just say its a good thing you can only have three at a time.

Hammer Throw L, Zombie Toss L, Hammer M is a great combo especially on incoming. They can only push block the Zombie Toss L and that is the one that hits first, the other two hit in a one two, allowing you to move in.

Also, you can charge B and then move to DB and then back to B without really losing any charge.

Zombie Toss L is also 57 frames and you need to charge 60 to get a hammer throw. Well its a good thing Zombie Toss ends with back huh guys?

Raw tagging them?

Whoops, meant raw tagging your other character in. If you do it right, and do it after a HKD, there’s three different things that can happen

  1. Your incoming character crosses up and goes on the other side of your opponent and your zombie, making it a safe 50.50.
  2. You end up in the same location as your zombie, allowing for a myriad of safe mixups
  3. You end up a bit behind your zombie, allowing you to use it as a shield.

…Let’s not forget you can call Assists now too :wink:

Oh shit. I just realized with that.

Zombie Toss L, Hammer Throw L, hard tag

Wait, which one is which throw? Zombie Toss is the walking dead, Hammer Throw is the flying dead?

Other way, I think.

Hammer throw is the charge attack (walking zombie) and Zombie Toss is the spinning throw

do you mean hammer throw L then zombie toss L? this isn’t coming out the way i want it.

Toss L, Hammer Throw M then hard tag is awesome

I ran into something odd while playing Gomu yesterday;

Playing Frank I used his Bottoms up, after then 10 seconds he is supposed to puke on that exact moment I DHCed in to Morrigan.
All was fine from there, however when I did an air combo and up TACed into Frank (it was in the right corner of the stage) the camera swooped left.
Frank vomited on superjump height and kept standing in mid air…
Gomu was able to hit me out of it and he dropped back to the floor regaining his regular stance.

So far I am unable to replicate this in Training mode.:confused:

So you vomitted at super jump height? That’s really odd!

I guess Frank is afraid of heights.

lol that sounds awesome. would be great if you could replicate it consistently.