I’d both agree and disagree with that pretty thorough evaluation. Frank’s fantastic meter build and seriously powerful chip damage guarantees a lot of DHCing, and with certain characters, Spencer, Dante, Vergil, and others I can’t think of, Frank in certain teams gets almost guaranteed kills in a combo AFTER going to level 4. The zombie throw (not the spin, the hammer throw, the spin is overused, I think), despite slow startup, gives him powerful incoming and wakeup mixups, especially when rolls can come immediately before or afterwards. Such good left/right game I think bypasses the lack of a high-low game. Also, his high/low game isn’t nonexistent, as he can j.L with assists or lvl4+ j.M into knee drop on a lot of crouching hitboxes for instant overheads, that or slide, good enough high/low for most characters, I’d say. He also only gets zoned out easily if you don’t have a strong projectile assist, wine and triple arrows beat out a lot of projectiles. Also, roll into tools super at level 4+ is a fullscreen punish for almost anything, and any invincible or high-durability DHC (hey look, once again Spencer and Vergil are great examples), can convert that into some serious damage. Hawkeye has to be careful about speed shot frametraps when that you can roll between them and chain the roll into a zombie throw, and then follow it to get in from fullscreen, I’m sure there are other examples. And when he gets in from levelup setups, he’s usually pretty close, and can stay close with rolls and horizontal assists keeping you in when they advancing guard, the assists more for safe rolls. If you have a dedicated zoner or zoner-counter as another teammate, you can find the time to switch them in and fight the matchup how you like, Dormammu and Vergil fit the bill there.
And unlike X-23, and other command rolls/teleports, you can chain Frank’s roll into moves halfway, making really ambiguous situations. Zero style. Actually, X-23 has it too, but not as good, she can only chain her mirage M halfway into talon L. But you also have a frame-positive dive that can chain into an invincible roll that can chain into other stuff. No one has that level of special-to-special stupidity except for Zero.
But, yeah, you’re right, him at level 1 is pretty garbage, but in this game where first hit wins because of Zero, C.Viper, and other stupidly good incoming mixups, if your Frank setup falls apart, it is sometimes no worse than if you’re running Vergil second. On the other hand, a first hit on your side can result in a level 4 frank, a dead character (if your team is perfect for Frankie, which very few are, I think), and your own stupid-good incoming games. The plus to Frank above most is that with his chip he is at a heavier advantage if they block your mixup. If they don’t it’s the same old mahvel. I’d say Frank is a gamble but keeps your momentum better than 70% of the cast, and I personally like having a lot of meter, one of the best anti-airs, and big normals to help neutralize the opponent’s anchor and slow down their game. On that theme, he has a fantastic anti-phoenix game once levelled up. He just amplifies the momentum-based stuff that mahvel’s already about. I’m sad to say that I don’t run him right now, but that’s just because I don’t run Vergil, Spencer, Dante, or Trish, and they are kinda required for a good Frank team, I think, there are certainly other schools of thought. I think he needs one of 4 or 5 characters or he is truly an unnecessary character, but with them he’s pretty hot.
Also, I’m more on the Japanese tier list for Rocket Raccoon, he’s really strong but damn difficult, but that’s a whole different character and really isn’t meant to be talked about here
Advancing guards are a big problem still, though. I used low voltage and task arrows with roll to keep close, but usually pushblock stops my crossup game. I think the next step for Frank tech is advancing guard baits, something like Wolvy has.