“Let’s see what kinds of photos you can really take, old man!”
This thread is for Frank West combos including, but not limited to, his capability to take very high pp photos. I’ll try to keep this thread as updated as possible with different types of combos (pp gaining vs non-pp gaining) and possible setups for them.
FRANK WEST COMBO BASICS
While Frank is perfectly capable of performing standard magic series combos, there are a few things that should be taken into account.
[LIST=1]
[]Frank’s standing :h: does not normally combo into his :s:. You will need to perform :d:+:h: for the slide and then combo into :s:. (i.e. :l:,,:h:,:d:+:h:,:s: )
[]The camera. Frank is able to use his camera ( :d::df::f::s: ) to take pictures, granting him PP (Prestige Points) equal to the current combo length. The PP Frank has aquired stays with him and at certain PP amounts Frank’s in-game level will increase, up to a maximum level of 5. The camera can be performed on the ground, as well as in the air, and also has OTG properties, making it best placed at the end of combo strings. Frank can also cancel his camera into his hypers, allowing him to squeeze in as much damage as he can before ending the combo.
[]Drinking ( :d::d::s: ) will give Frank a temporary buff that doubles the PP gained when taking pictures. However if Frank stays on point for too long after drinking he will vomit, leaving him very vulnerable for a significant amount of time.
[]As Frank’s level goes up, his normals change. This can (potentially) change the way some of his combos work and can even grant access to otherwise inaccessable combos.
[/LIST]
TAC and THC POSSIBILITIES
It’s possible for Frank to perform a TAC (Team Aerial Combo) or THC (Team Hyper Combo) to increase the amount of hits in a combo, therefore increasing the pp gained when a picture is taken.
E.x.: With Frank on Point and Rocket Racoon in second position, frank can perform a THC to perform both his own, AND the second team member’s, hyper combo associated with their assist. While both hypers go off at the same time Rocket’s lasts for far longer, giving Frank some time after his own hyper has finished to drink/snapshot/whatever.
With TAC, one can put Frank on point and either extend a combo, leading into a picture, or get him off point while he’s drunk so he can shrug off the possible vomiting effect.
E.x: With Zero on Point, you can do a basic combo into air series then do a TAC in any direction, swapping Frank to point and following up with :d::df::f::l:, :s:, :d::df::f::s:, :d::db::atk::atk:.
Frank’s Pseudo-DHC "Trick"
With certain characters’ DHC’s you can cancel out of the last hit of Frank’s Survival Techniques Hyper ( :d::db::atk::atk: ) into a hyper with only a few frames of activation (such as Luminous Body, Sougenmu, Berserker Charge, etc) then hard tag Frank back on point to do a second relaunch camera into Survival Techniques, extending your combos and giving you even more PP, all for the cost of one extra meter.
E.x.: Zero on point: :l:,,:h:,:f::h:,:s:, A.:l:, A., A., A.:h:, :TAC: —
- Frank coming in: , :d::df::f::l:, :s:, :d::df::f::s:, :d::db::atk::atk:*
- Zero DHC’d in with Sougenmu ( :d::db::atk::atk: )*
- Frank raw tag: :d::df::f::s:, :d::db::atk::atk:*
So now, for combos!
COMBOS THAT GRANT PP
Spoiler
:l:,,:h:,:d:+:h:,:s:, sjc, :l:,,:h:, :d::df::f::l:, , :d::df::f::l:, ,:s:, :d::df::f: :s:, :d::df::f::atk::atk:
Meter Use: 1
PP: ~18
:d:+:l:, :l:, , :h:, :d:+:h:, :s:, sjc, :l:, , :d::df::f::l:, , :d::df::f::l:, , :d::df::f::l:, , :s:, :a1: (Dorm assist), :d::df::f::s:, :s:, :h:, :s:, :a2: (Strange assist), :d::df::f::s:, :d::df::f::s:
Meter Use: 0
PP: 100+
***Notes: ***This combo only works with larger characters. To make it work on smaller ones, omit one :d::df::f::l: from the first three reps.
:d:+:l:, , :d:+:m:, :d:+:h:, :s:, sjc, , :h:, :d::df::f::l:, , :d::df::f::l:, , :s:, 2x (Wavedash), :a1: (Dante Assist), :d::df::f::s:, :d::df::f::s:
Meter Use: 0
PP: 50+
Assist me interpretation
:l:,,:h:,:s:, sjc, :l:,,:d::df::f::l:,:h:, :s:, (otg axe), :s:, sjc, :l:,,:d::df::f::l:, :s:, :d::df::f::s: xx :f::d::df::atk::atk:
Dmg: variable (400k+? Max said it did appx 800k in lv4.)
Zaith
Damage: 546,100 Meter Build: 1 1/3 Bars **Experience Points: **32 -No Super Combo Done-
j:s:, land, s:m:, s:h:, c:h:, :s:, superjump, j:h:~:qcf::h:, land, :s:,superjump, j:m:, j:m:, j:h:~:qcf:, :h:(Do it somewhat close to the ground, the closer, the better), land, :s:,superjump, j:h:, j:s:, land, :a1:(Jam Session), :qcf::s:, (Wait til the last hit of Jam Session hits) :s:, superjump, j:s:,* land*, :qcf::s:
**Damge: **632,800 **Meter Build: **2 1/8 Bars Experience Points: 57 -No Super Combo Done-
Beginning (Frank West’s part)
j:s:, land, s:m:, s:h:, c:h:, :s:, superjump. j( :l::h:) ~:qcf::l:, j:m:~:qcf::l:,
j:m:~ **TAC:u:…**comes in Dante
*… *j:h:~:qcf::l:, land, :s:, superjump, j:h:~TAC:u:… comes in Frank
…j( :h:)~:qcf::l:, j:m:~:qcf::l:, j:m:~:qcf::l:, j:s:, land, :a1:(Jam Session), :qcf::s:, (wait until 2nd last, last hit of Jam Session, then…) :qcf::s:
WonderTonic
j:m:xx:qcf::l: > (j.xx):qcf::l: > j.xx:qcf::l: > j. > land > :s: > SJ> :h::s: > dash+:a1:> :qcf::s: > assist hits > :s: > SJ > while rising :s: > while falling :qcf::h: > :dp: > :qcf::s: > :qcb::atk::atk:
Use the 2nd j:m: if your opponent is starting to fall after the first ToS:l:
This takes you from Level 1 to 4
COMBOS THAT DO NOT BUILD PP
Spoiler
(Coming Soon)