I figured I would go around and post this on character forums so folks can check it out:
Have to admit, that Survival Techniques into Funny Face Crusher was cool.
soooo, ive been wondering this for a while but havent gotten round to posting it yet, but can someone tell me what the benefits of charge partitioned zombies actually is? i was playing around with it a little while back and basically figured that it is only really worth doing if you are at level 1 frank, since the rest of the time you can just instead charge back, and then do his survival roll and cancel that into the zombie toss or whatever it is called. only other benefit i could think of is that i guess during the dash you are able to instead just cancel it into the crouch so you can block instead of the zombie. however with the speed that you need to cancel into the zombie anyway its not like you have time to really confirm if the move is safe to do, you just have to go for it. plus franks profile while rolling is really small anyway.<br><br>plus its not really charge partitioning either if you are simply going to neutral to get the dash and then hitting forwards and attack for the zombie. thats just the input leniency giving you time for a small dash.<br><br>also has anybody ever experimented with using raw snapshot as a zoning tool? sure its not the fastest thing but considering the actual area the thing covers it would surely shut down a lot of peoples attempts at advancing. i havent tried that one out myself yet.<br>
Mix ups. No one’s posted a video of zombie mix ups, though. Would be nice.
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<div class=“QuoteAuthor”><a href="/profile/60281/MetaSkipper">MetaSkipper</a> said:</div>
<div class=“QuoteText”>Mix ups. No one’s posted a video of zombie mix ups, though. Would be nice.<br><br></div>
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<br>but then you could achieve the same mixups using the survival roll as well right? CP seems kinda redundant if theres a much easier way to get the same effect.<br>
Charge partitioning helps you get more stuff on the screen when zoning.
I think it also makes the mixup harder to block or something. Dunno. Again, would like to see a video.
Just having that zombie on screen is a lingering threat. It can force a defense or a predictable projectile while you move in with a thorny meat shield, which is good because Frank is slow as hell. It’s yet another thing that the bad guy has to keep track of once it’s out, and helps contribute to Frank’s reputation as a bully when it comes to incoming mix-ups. Makes for a surprisingly good anti-air, too, actually.<br>
Can you give an example of a charge-partitioned mix up? All I can think of is Flying Dead -> Walking Dead -> assist? -> roll.
Just so you all know:<div><br></div><div>Doing picture (level up) to super from 4 to 5 Frank does 4,100 more damage than SRK+HxxQCB+AA as Level 4</div>
^^<br><br>one of my local players asked me the other day why i dont use his OTG kick move in any combos before super, but then SRK+H doesnt give you any health back when you do it. for that reason alone i will likely never use it lol.<br>
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>ok sorry if this is already known but i was playing with a buddy and i tosses a heavy hammer throw zombie at the same time my buddy starts up a bionic arm(he is full screen. frank tosses the zombie while spencer is coming at him, the zombie takes the hit bout 1.5 character lengths from frank and gives frank just enough time to be able to block. both me and my friend flipped out trying to figure out what happen. i noe spencer slows down when the bionic arm connects with sumthing but i didnt think it was significant enough to give frank time to block…anyone got some input on this</span></font>
It trades with Nova’s High Speed Tackle Hyper Combo. The Zombies act as characters in the sense that they interact with attacks like characters.
ok i knew they had hitboxes but i didnt think they would be able to stall like that
<font face=“Arial, Verdana” size=“2” style=“line-height: 20.390625px;”><span style=“line-height: normal;”>This Past weekend was one of Australia’s biggest National Tournament OHN. I play 2 Matches on Stream from 1:13:00-1:42:30 I play My Kusoro Team.These games are in my Pools Winners side, my first game is against on of the best New South Wales players and the 2nd game is against the Best Queensland Player. The 2nd Match is one of the most Hype Matches you will ever see. My Frank dosent really do much but these games are still hype none the less.</span></font><br style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; font-size: 12px; line-height: 20.390625px;”><font face=“Arial, Verdana” size=“2” style=“line-height: 20.390625px;”><span style=“line-height: normal;”>http://www.twitch.tv/ozhadou/b/370347461<br> Let me know what you guys think.</span></font>
Hello verteran Frank players. I’ve been having a bit of a character crisis with my team of Firebrand/Doom and now I’m thinking to give Frank a decent shot. Right off the bat I’ve found both meterless and metered LVL4 Frank combos and setups off of hard tagged Firebrand combos, as well as a guard break. Firebrand(B)/Frank(A)/Doom(B) is the team setup and relies a lot on Firebrand Bon Voyage. But that is neither here nor there. I come asking for general input on Frank. Anything you guys might care to give will be appreciated.<div><br></div><div>Also, I highly doubt it, but has anyone found a use for the Roundhouse Feint?<br><div><br></div><div><br></div></div>
Gil, Zansam and I have found some cool stuff with the Roundhouse Feint. I’ll make up a video here soon.
I’ve got a quick question for you Frank experts. I see that Frank is listed fairly low on the tier charts, and I’m assuming that’s based on his level 1-2 abilities. Where would you guys place a purely level 4-5 Frank on the main page tier list?
Level 5 Frank on his own would be top 5 for sure, maybe 3.
No he wouldn’t. Level 5 frank still has bad matchups out the wazoo.
He still gets zoned out
His mobility still leaves more to be desired.
etc.
Frank as a whole, is mid tier or slightly higher. He’s a complete gamble on who gets the first hit in the meta. If your opponent gets the first hit, franks coming in level 1 and is basically a free kill.
So I saw this:
Makes me think that Frank can just beat out cross ups on wake up with QCB+AA