I’ve heard that lvl5 Frank gets a boost in defense/hp or whatever. Does this happen? Can’t find a source for that but I’ve heard it from multiple people.
He gets a small health modifier boost (not sure how much) with each and every level up. To get an idea of it, set your HP to 10% and level up, you’ll see your HP recover a small amount.
That’s not what he’s referring to. Level 5 Frank gets a 10% damage reduction. It’s another reinforcement of the importance of having Frank be tagged in for leveling and coming in at full; it serves as effectively 10% health if he gets level 5 at full health (making his health effectively 5th highest only beneath Thor/Tron/Hulk/Haggar, but admittedly only 5,000 health above Nem/She Hulk). You want a heavy that doesn’t suck? level 5 Frank’s your boy.
As alluded to earlier. More servbot heads! more elbow drops! Less Vergil XF3 comebacks! Huzzah!
So yeah. Raw shopping cart can be comboed off of. On a grounded opponent. Without X-factor
I just plink dashed standing L. Weird
Really now? How specific?
Its really tight and I only tested it on hulk as far, but its been done. Which means from a raw cart you can likely get more.
We gonna see a vid?
Is it just Shopping Cart -> Standing L? I’ll try and lab it to see if there’s anything else possible, I’ve been doing Crossover Counters a lot lately with Shopping Cart and it’s frustrating not getting anything but a super afterward.
X factor it. Get your chainsaws.
Its the super version of Shopping Cart. aka Blue Light Special. So weird that it hit.
I’m away from my Marvel, so no video for awhile.
Sorry if this has been discussed, but just wondering what you guys think of Frank’s matchups when he’s lvl 4/5. Does he beat every character in the game? Can lvl 5 Frank slug it out with MorriDoom in neutral?
He still loses to zoning even with chainsaws. Just does better against it.
Yeah, zoners are normally pretty bad matchups regardless of level. Exception to that: level 4/5 Frank does pretty well against Dormammu, a matchup that is abysmal without those chainsaws/rolls into invincible super. Dorm cannot safely lay a flame carpet or chaotic flame if Frank is even remotely close to him.
And fishhooks don’t mean shit to that j.M
Only if he gets close; Usually by the time you run into a dormammu and you have chainsaws he has meter. Not fun if he has breathing room.
But if he does a full screen stalking flare, or even a 4/5ths screen chaotic flame, couldn’t you just roll into invincible tools super? Or roll through a pillar, cancel into hammer toss or giant swing while Dorm is in recovery, or roll into shopping cart the instant Dorm places a flame carpet. And Dorm almost always guesses forward tech when using purification when the zoning resets you up high, in which case you just tech neutral, call beam assist and go in like mad, and get into that prime punish position.
In the air your movement becomes restricted, but Dorm’s movement in the air is really restricted in comparison.
I don’t see it hard to get close at all, unless he pops meteors, in which case wait a few minutes or just roll/super anyway and go through unless he has 3 meters or a counter DHC.
The proposed scenarios require meter; I personally find in most situations where I run into a dormammu the opponent has more meter than I do and I have little to none. Likewise, another common scenario I encounter is a safe DHC into dormammu with stalking flare which gives him time to setup.
One thing that’s commonly overlooked in describing matchups in a game like Marvel is what situations you’re finding yourself in when the matchup begins (this borders on irrelevant for SF since matchups all start out exactly the same. That said later stages of the match can change a matchup even in SF). If I’m chainsawed and dormammu and I both started at mid screen with 1 bar each, then yeah there’d be no problem. If I had him in the corner (another strength of Frank, he typically starts his matchups with a cornered opponent) then I don’t care how much meter he has. But if he comes in safely with a flare, I have both 0-1 meters and less meter than he does? suddenly he’s far more difficult to deal with. Again, my personal experience but I typically find myself encountering dormammus in later stages of a match where there’s a meter disparity. Not only that, these are also situations where dormammu is more likely to burn X factor to keep himself safe (turning my punishing stalking flare into either X factor or be punished myself, then forced to block even if I did X factor).
Magneto/Dante/Frank is what I believe to be the best Frank team, with Zero/Dante/Frank being a possible exception. I was hoping to make it on stream at EVO but lost in top 128. This is much of what I have.
Edit:
Videos I forgot I recorded.
That’s fantastic man, I was messing with x/Frank/Dante earlier and there are really a ton of great options there (Zero’s definitely another sick one obviously). I actually posted about that shell earlier today in the Team Building thread and I like that Magneto option a lot.
I’ve never played Magneto so I don’t have hypergrav loops unfortunately…is there any chance you could try something for me? I’m pretty sure the HSD would allow this, but again I can’t really test it without spending more Magneto lab time than would be useful to me
If you don’t feel like it or don’t have time, no worries, I’d just be interested in knowing.
Basically do the Magnus combo you do, hard tag Dante in and, instead of doing the hyper, do (Call Frank) Volcano TK Revolver (dash back) s.S~H Stinger into Skydance (spaced so that it reverses the direction) and tag Frank in. I’m pretty sure that’d give you just about exactly a meterless level 4 with low damage, which might be really useful in some situations. If HSD doesn’t let you do that, just doing Volcano xx Beehive into Cold Shower(x4) into Skydance based on your combo would give ~46 hits with the snapshot. Thats close enough to probably find a way to get the last 4 so you have a meterless level option. You might actually be able to call Jam Session before the snapshot anyway, but the timing’s pretty tight after the hard tag. I think it’s possible though.
The HSD doesn’t let you do any of that. Coldshower > Stinger doesn’t even combo after Beehive. Using shopping cart at this point is useless because the bounce out of it immediately, before shopping cart is even over.
What you can do is Cold Shower > Stinger and time Disruptor to hit in between them which lets them combo, but this is very hard to time properly and unreliable imo. You can also do a combo into Tempest, DHC into Devil Trigger, and hit a Beehive before they land letting you do the same thing. This method uses up both your bounces without much benefit over the other methods.