I just use Air M xx Tools L to halt my momentum myself. Can still get a comparable combo and the hit confirm is braindead. Not to mention level 4 Air tools L is + a bajillion on block.

That’s pretty neat though.

I played with this a bit today Cless. Turns out you can do it on a confirm where you cross over them. You just do jMMHxxQCF+L then jMS and follow up.

Nice stuff!

Edit: In the corner you can all do jMMHxxQCF+L jMxxQCF+M QCF+M jM(land) sMS jMMHS to whatever. Pretty sexy, not as hype as yours, but looks nice.

Was talking with KBR on Twitter today, and he brought up an interesting idea… long story short, has anyone ever had any luck doing a THC with Frank/Dante, then getting two snapshots in and ending it with a Knee Drop? I just can’t do it, but if someone proves it’s possible, it could help optimize some stuff even further.

Also found a meter positive combo with my team that does 1,150,000 off of a Spencer cr.L. Silliness.

I assume you could do it, if at all, without mashing. Maybe from a specific range.

Whoa, I never thought of altering the range to do it. Hmm, could be problematic for me at least, since there’s no time to adjust spacing after a Spencer 80k -> Raw Tag. I bet you Magneto players could do it though.

Fuzzy, you don’t have time to back dash and THC? You should be able to as the THC starts up faster than the camera shot.

The reason why I think spacing would affect it is due to Dante’s bullets traveling a further distance. Frank will pick them up with the cart (no mash so it ends sooner) and then you MIGHT have time to snap twice before the final bullet. I’ll play with it later if I get a chance, busy all through Sunday.

I have time to take about a quarter of a step back and team super… I think I’m just bad at figuring out the timing though haha. Tried it without mashing and still can’t get it. If you guys find a way to make this work, I would be forever grateful.

Man I wish I could do the Spencer infinite.

Yeahhhh so incidentally that dash forward THC to save the wallbounce makes soooo much difference when Mags reaches 3 bars. Adds more than 200k more than tagging Dante and doing my original follow-up. Might actually make a video of the difference + something else I was looking at earlier when I get a chance.

I’m at ~1.294Mil from midscreen if Mags hits 3 bars and 1.243Mil for 2 bars…off a j.L into cr.L confirm…IIRC 1.28Mil for the full screen combo (2 bars). So yeah…pretty awesome.

Getting much closer to end game Frank. I really want to make Frank+Firebrand work…

Well… @VHSCless … being less lazy than me with my own team…has shown me that EMD actually is basically HSD immune as an extender for Frank (although maybe that’s only into s.S and can’t be done into Tools M…seems likely). The window’s much tighter than it is for other assists, but after a few minutes I was getting it 4/5 times, so it seems pretty easy to commit to muscle memory.

So yeah…was able to do a full corner combo off of j.MMH into Tools H + EMD s.S sj.S, which let me end with Tools M, Knee Drop, Jam Session, Tools H, Tools M, hyper and hit ~1Mil meterless and 1.17Mil for a bar. So yeah…EMD for best Jam Session compliment lol!

Found a new Jam session conversion.

Do your standard combo with Frank (I do my double launch thing) and pick them up with Jam Session and jQCF+H then sMS sjS and falling tools H, QCB+L, QCF+Mx2. It adds about 50k to the whole deal.

I also found some BnBs with FB / Dante / Frank. Loving it!

@Slippaz Yeah, I dropped it many times before making the video. It was a bit tricky, but I found my own way to do it haha. I just did J.QCF+H in the air as low as possible with EMD assist. If you do the J.QCF+H too high then HSD kicks in and drops the combo.

Oh that’s what I’ve been doing with Jam Session, Capey, haha. I actually used st.Lcr.L because it’s easier to time time and I think you only lose 5K from it.

Just wanted to follow-up and put this out there for any other (rare) ???/Frank/Skrull players:

c.L, s.M, c.M, c.H, s.S, j.L, j.L, j.M, j.H, H.ToS, Land, c.L, c.M, c.H, s.S, j.L, j.L, j.M, j.M, j.H, j.S, Dash + A2, Snap Shot, Snap Shot

If you are able to carry to the corner before the first H.ToS in the air, you just end with Dash +/~ Tenderizer to help setup the timing for the first Snap Shot. As long as the initial Snap Shot lands just as Tenderizer starts up, you can take your second Snap Shot with ease and have some points to spare and not worry about delaying too much and having them drop out.

If you don’t reach the corner before the H.ToS, you will most likely cross under, in which case just do an extra plink Dash or wave dash before the above instructions. Either way, you can get 1-4 meterless.

Of course, touching is easier said than done with level 1 Frank, but having this ready for when the situation comes up (more often than most of us would like) is better than having nothing prepared at all.

Wondering if anyone can help me eek out some more damage from this combo for my secondary team. The team is Firebrand/Dante/Frank, the combo starts with one bar and does about 830k. Was hoping to get a little more out of it.

J.M/H land cr.LMHS, sj.H xx Kidnap, Tag frank, cr.LMHS, sj.MMHS, land, call Dante + Snapshot(lvl 3), S, sj.S xx qcf+H, land, dp+M, Dash Back, THC (Frank+Dante) snapshot (lvl5), Jump d+M, land dp+H.

Well, gonna need @TheCape for that one…

But it kinda depends on the meter building situation. Couple options…

You’re using your ground bounce pretty early in that combo. If I had to guess, I’d bet that by the time you do the Call Dante + Snapshot (lvl 3) part you’re gonna be approaching +1 meters? Because if you are (and you’re starting from 1 bar), you can build a little extra by doing: (Call Dante), Snapshot, Tools M, Knee Drop…then delay slightly and THC with Dante. That’d free you up to do the s.S sj.S follow-up in level 4 (5 maybe?) into j.Tools H, L Zombie, Knee Drop, L Walker, Roundhouse H, Hyper.

You’re also using one assist there. I don’t know how FB’s assists deal with HSD, but it’s possible that, if you could THC with your ground bounce intact, you could add an extra j.Tools H + Assist into Kneedrop after that post-THC extension.

Is there no way to extend slightly with Frank before you call Dante? Cape told me something once about Firebrand Assist letting you set up jump loops (I’m pretty sure). Could you tag frank and do maybe cr.LM+assist H into j.MMHS s.S sj.MMHS?

Do you maybe have enough hitstun to do a full superjump series to build a little extra meter? Try sj.LLMMHS and see if that works.

Any chance you can do a full grounded series? try converting the tag with cr.Ls.Mcr.Ms.Hcr.HS just in case you can build some extra meter that way.

Seems as if your goal is to hit the two-bar mark with your ground bounce intact. I’m sure there’s a way to do it.

Cape can probably help more than I can.

Firebrand, Frank, Dante

Firebrand: cLcMcHS jHxxQCB+M jH sMcMsHcHS jHdHxxQCB+L cHxxQCF+S (tag Dante) df+HH(Call FB)~fH BC jQCF+HxxQCF+AA (DHC Frank) knee drop (call dante) QCF+S knee drop jQCF+H QCB+L knee drop SRK+HxxQCB+AA

Firebrand (Mid Screen): cLcMcHS sjHxxQCB+M H (dash under) sMcMsHxxQCF+S (tag Frank) (Call Dante) QCF+S (dash) LS sj S jQCF+H (call FB) QCF+S S (THC) LxxQCF+S S sjS jQCF+H

Firebrand (anywhere, certain chars) cLcMcHS sjHxxQCB+M H(one hit)xxQCF+S (tag Frank) cLcMcHS sjLLMMHS (call FB) jQCF+H HS sjS (THC) LxxQCF+S S sjS jQCF+H QCB+L jdH (Dante) jQCF+H jdH QCF+SxxQCB+AA

Firebrand (near corner or in corner, certain chars): cLcMcHS sjHxxQCB+M H (land) sMcMsHcH(Dante)QCF+L jLdHxxQCB+L cHS sjHS (land) QCF+AA (DHC to DT) (dash back) S~H~fH (BC) QCF+H (tag Frank) (Dante) QCF+S jdH QCF+S

Firebrand (level 5 Frank, certain chars): cLcMcHS sjHxxQCF+S (tag Frank) cLcMsHxxQCF+L cMS sjMMHS (FB) jQCF+H S sj S (THC) QCB+L S sj S jQCF+H QCB+L jdH (Dante) jQCF+H jdH SRK+HxxQCB+AA

Firebrand (corner, most chars): cLcMcHS sjHxxQCB+H H (land) sMcMsHcHS sjMHdHxxQCB+L cHxxQCF+S (tag Frank) (Dante) QCF+S (dash) S sjS (land) QCF+SxxQCB+AA (DHC to DT) (tag FB)

Frank (Firebrand in LB with charge): Throw (Call FB) QCF+SxxQCF+AA (Mash) Launch etc

Frank (Dante second): QCB+L RollxxSRK+M (dash) QCF+H QCF+L cMsHxxQCF+L cMS sjLLMMHS (call Dante) jQCF+H QCF+M QCF+MxxQCB+AA DHC to Dante (mash)

Firebrand (Corner) cLcMcHS sj HxxQCB+M H (land) cMHxxQCF+S (switch) (tag Frank) (Call Dante) QCF+S (dash) S sj MMHdH (call FB) QCF+S S sj S jQCF+H QCB+L SRK+M (THC) ??

Thats my information that I had so far when I was working this team. Looking into more stuff now.

Firebrand Assists have their basic uses outlined in the Frank West Level Up techniques thread, as well as all the DHCs and hard tag setups I could find. Depending on how you want to play the team you can do a few things with the fireball spit since it OTGs, but are better off I think with the charge since you can keep your ground bounce with it.

Good DHCs are from his Dark Fire into Dante’s DT into a launch and a wall bounce, I think that is listed above.