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

hi guys i just wanted to share some of my findings on franks fullscreen presence because while once i get in i can run the match my lv4 frank was getting zoned out and as somone posted before he loses to pushblocking. To prevent this iv found the following in the lab:

Object Throw (i used the lv4 franks version. im unsure as to if the hitstun changes depending on his level)

Franks F+H is his fastest starting projectile and is propably his best option in a fireball fight because not only does it start up the fastest but repeating it works as a kind of frame trap. The Object throw should be your opening move of choice before starting your zoning patterns. Depending on the opponants character they cannot super in between. so certain characters wont be able to dhc out after a level up; for example: ryu cannot super in between however wolverine can do is install but must block. now they can still block or jump but this limits the opponants grounded options. The Real practical use of this comes in with the use of assists. I was using f+H+Rapid slash wavedash m which was a fullscreen blockstring. It isnt a true blockstring as they can jump and superjump but both are froced to block the rapid slash anyway although i think you can pushblock the F+H to jump out clean. This is just using rapid slash but im sure the same can be applied to assists like vajra or high voltage (Trish).

Giant Swing

Giant swing is frank wests best projectile… once its left his hands. The move hase a fairly decent amount of startup so starting your fullscreen options with this move will probably lead to your opponant chucking plasma in your face. Make sure ur opponants too scared to contest it or that its covered before using it to avoid unneccesarily losing life. The giant swing acts as a traveling hitbox without a hurtbox meaning that it cannot be stoped once hes let it go. The move travels through everything making it quite usefull in a number of situations.

Hammer Throw

This move will Take one hit but requires charging. Once its left franks hand you can block almost instantly. By holding back on the last input of giant swing you only have to wait a second and you have enough charge to use hammer throw. Mixing between hammer throw and giant swing could create some interesting zoning perhaps. The most interesting thing i found out is that you cannot pushblock hammer throw, it acts like an assist. This can be used for assistless guard breaks on incoming vs characters without an airdash. I havent practiced or perfected my hammer throw incoming mixups yet but i had some success with jam session to make them land then throwing a grab zombie then roll crossup.

THC’s
Frank dante thcs can catch out the odd assist call aswell as poorly timed disruptor/p.beams. Frank/Ammy tacs are really good also for obvious reasons.

These are great ways to force your opponant into the air where they mar be weaker and you can take this time to approach with j.m, session or by using barrel roll to get arround air to ground projectiles. Something els i feel is under appreciated by frank players is that his projectiles all move him forward exept hammer throw (which gives him the best advancing options anyway).

While you probably wont win every projectile war this should help alot. Its also worth noteing that these are all options available to lvl 1 frank so throwing some zombies and waiting for your opponant to make a mistake may be the best option.

1,007,500 Damage with Level 4 Frank. One meter. No assists. Decent confirm.

Trollolololol.

We gonna see it?

Of course. Just give me time to record it.

So I guess I should try to break 1 million with level 3 Frank huh? Its the only one I havent so far.

Go for it.

On a rather unrelated note, you still workin’ on Frank’s Friends?

I got a bit behind on it with life and all. I think I need to stop doing them out of order because I find Viper deathly boring. I should do something fun that I know for now to get back into it. Maybe Firebrand.

cape u recon viper could lvl up frank without a tac, also cnyone got any magnus combos that lvl frank epsecially in the corner??

Got combos for them both. Magneto you can do any extended combo into Hyper Grav then super jump and Magnetic Tempest, instant DHC to Tools and they pop up.

As for Viper, she has plenty of tricks to level Frank considering her most common hyper puts into a soft knockdown and at a high enough point that you can DHC in Frank and knee drop.

So i found out today that if you XFC Frank’s camera on the first active frame, you don’t get any PP. Was this known? I know about the glitch where if you cancel to Survival Techniques on the first frame, you get the ST animation and damage from whatever level you were pre-camera, instead of post-camera, but you still get the PP and levels. With this, the PP literally vanishes.

I think I’ve had this happen once or twice. Likely another order of operations thing (registering the hit >> then applying the PP), which is the cause of many of the glitches in this poorly programmed game.

Oh man, that used to happen to me all the time, the XFC snapshot -> no leveling. It’s lost me a lot of matches, shit sucks. You learn to avoid it after so many times.

Don’t know how useful or obvious this is, but I think it’s neat. If you Roll and cross-up your opponent, it becomes easier (imo) to FFC, because it becomes a half-circle forward (from the start point) input instead. Cool.

Soooo Zansam wanna elaborate on that setup you used with snapshot into FFC? It didn’t seem like the Arthur pushblocked so how did that work?

I’ll double check with one of our local steamers; we were discussing having me make a tutorial for it this evening and if so I’d detail it then. It’d be a lot easier to do visually rather than write a post like I did for the other ffc reset because there’s a few more variables involved.

The original concept was found by danke, a friend who lives in the Chicago area but goes to school/plays with the Texas scene. http://m.youtube.com/index?&desktop_uri=%2F . After seeing this and chatting with him a bit about it/labbing I figured out how it could be modified for Frank and remove the need for 2 meters. However, this does come at a few tradeoffs which I will be elaborating on when Irecord the trialtutorial

I freaked the shit out when i watched that, well done for making it out in winners, you looked suitably happy :slight_smile:

Zansam,

Can I make a video about that incoming mixup now?

Geez…

This isn’t much but you can raw tag into Frank with Magneto after a raw hyper grav. However, this only works in the corner with X-Factor, and, realistically, would be done off of a grab. So the damage will be scaled. But it’s something.

There’s some combos with Wright too, but it’s not much. Honestly, you don’t need to look into other combos with Wright since his damage output in TB is really good.

Was going to do the tutorial tonight actually. Had a few other things planned too. Kinder and I will probably rematch on a steam sometime tonight as well

This works without XFactor. You can even do a bit of a combo first. Magneto: c.H, S, j.H addf j.H, s.H xx Hypergrav, hard tag into Frank, c.LMHS.

Didn’t know that. Thanks.

Yeah, I guessed that you could do something before a raw hyper grav, but I couldn’t do it without X-factor. :slight_smile: