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

Ok, so I got about 10 minutes of Marvel time last night and I looked at sH with level 4+ Frank. Interesting stuff here.

You can special cancel the sH on hit only after the last hit, but on whiff you can cancel it at anytime. This is cool because it allows you to use the sH as an option select. You can input sH with an assist and cancel it into QCB+L or SRK+L or something of that nature. If the sH hits it will not cancel, allowing you to confirm into a combo, but if the sH whiffs it will move you slightly forward and cancel into the attack. Its like a half distance wave dash/attack option select. The reason why its nice to option select with SRK+L is because you now have a throw, a sH confirm, or a kick that lasts 21 frames (especially if covered with an assist) that allows you to approach as well.

Worth looking into guys.

Oh yeah. This should work with roll too. So essentially you can input bH and the input A+S shortly after. This will option select a throw with sH and if the sH hits you can still confirm, but if it doesn’t hit you will roll, keeping you safe. So if you input this with an assist (Jam Session) it can cover you even more and if the sH hits you can confirm into QCF+L loops.

One thing I remember developing was, b.H + Jam Session, cancelled immediately into a Roll. If it whiffs you Roll behind Jam Session and are safe, if the opponent techs the throw Jam Session covers you, and if you get the throw Jam Session never comes out and can be used for the conversion.

Man is converting off a backthrow with Snapshot + Jam Session consistent for y’all? Gotta say I hit that like never in matches and I’m used to really tight Snap/JS pickups…seems like it’s gotta be frame perfect or something lol.

If you guys are doing it consistently I guess I needa hit the lab then.

EDIT: Mmmm feel like I said this exact thing somewhere about a month ago actually lol…

It’s really really hard from both backthrows, be it air or ground. It’s definitely possible, just probably frame tight or something like that. Forward throw is just a lot more confortable with the timing, especially air forward.

So guys. From a jumping f throw you can do jQCF+H.

Who knew…

I knew you could do Tools H on the ground, but didn’t know you could get the air version. Throw combos are now slightly better~

It appears to be the height of Frank when you throw the opponent that matters. With the knee drop you had to hit the opponent’s waist or lower generally to get the jumping tools. With the F throw in the air it seems that you need to throw them about half a jump height above the ground or less to get it.

Still cool.