My Most Violent Shot: The Frank West combo thread

Will try too today.

Can Zero somehow setup frank to get levelup faster? or does he have to stick to the usual TAC?

the only thing i can think of at the moment is to do the rekoha and then do shopping cart and maybe he recovers in time

This is a corner combo with Frank with Nova assist. Frank can be lvl 3 and do this combo, but i like to be on lvl 4 because of the damage. i’ll put up the combo later. To me i thought this was sick.

[media=youtube]x3arYO7YaxQ[/media]

as a note for this team, why just let them fall to the ground after the qcf. m? might as well through in a dp. m to hard knockdown, then call nova and dp h to pop them back up. from there if you have used wall bounce like in this combo a ToSm might be better than doing dp m and then another dp h before you super, just a thought.

The timing is kind of awkward, I tried it and the medium roundhouse kick whiffs a lot. But yeah, if I could get it to work consistently it’d definitely be a pretty considerable damage boost.

Haven’t really seen this anywhere and might be common knowledge but Frank has a much easier solo combo to level him to 3 without assists from what I’ve seen.

cr :l:, cr :m:, cr :h:, :s:, j. :l:, j. :l:, j. :m:, j. :m:, j. :h:, j. :s:, land, j. ToS :h:, cr :m:, cr:h:, :s:, j. :l:, j. :l:, j. :m:, j. :m:, j. :h:, j. :s:.

You can vary this however you like because this is 20 hits and you only need 19 (not counting snapshot) to get to lvl 3. You can also end with kneedrop too if it’s better for your assist. An assist for some extensions can probably net you really easy level 4’s as well. This is the combo I use when I lose my point character because I use my assist liberally to help Frank out. So if I have assist for combo, then I’ll use it to get to lvl 4, if not, I at least get to lvl 3.

*Don’t like how OP isn’t updated. This thread needs an overhaul.

Hey guys, I have some questions…

1.) air M is Frank’s best air-to-air and air-to-ground, right? In the earlier levels, I’m having trouble connecting a combo off of an air M, any suggestions?

2.) What is Frank’s best anti-air?

3.) I usually use Nova to level up Frank. However, if I lose Nova before leveling Frank up, I’m usually stuck doing some lame ass combo. What is the main BnB you guys are using to level up Frank by himself?

for 1, do MMH or MMS (that’ll consume your groundbounce in 3-5). for MMH you have to time the string so you land right after the H hits so the landing cancels the recovery, then link it into a M. Or you can just do an Air S, find a different way to extend the combo besides ground bounce, and move on.

3 Depends on who your anchor is. If you have double snapshot assists you can do that, or with certain hypers DHC for more hits/snapshots. If not, standard BnBs

I have some questions about this combo…

1.) All the normal hits in the beginning… are you letting them run their course and get the maximum hits or are you canceling them early?

2.) At the air ToS H, do you mean it should be delayed as long as possible or initiated as fast as possible? Also, does the timing of the ToS H affect whether or not the ToS M will connect after the Giant Swing? I’m having trouble connecting the ToS M after Giant Swing (they usually air recover)

3.) This is also possible at level 5, correct?

My anchor is Haggar. I usually finish combos with call Haggar (Double Lariat), Snapshot, S, air S, and if I can…, Snapshot xx Survival Techniques

Lariat is still a fixed soft knockdown right? Can do snapshot + Lariat >> Roundhouse (you’ll always level to 2 off the snapshot) >> snapshot xx Survival Tech if that’s the case. Not perfect, but a guaranteed level 3.

You can combo into Haggar’s RFF super starting as Frank. Do ©L, ©M, H xx L Tools xx Blue Light special DHC into Haggar, mash, hard tag in Frank, call Haggar, Snapshot, M Tools, M Roundhouse, Snapshot xx (optional) Survival Techniques. You can skip the M Tools if you want to make it simpler.

I made a video showing ways to combo into Haggar’s RFF, its in the Group Photo Ops thread.
Group Photo Ops- The Frank West Team Building Thread. around the 1:00 mark. This was done before the patch so Haggar’s super does more hits now fully mashed so I don’t think the combo I show is possible due to hit stun scaling.

I think how the Hagger super works is that he has a two part mash, one before he starts punching, and one after he starts punching. When you mash before he starts punching, there are 3 levels: normal, eye glint, and red glow. Level 1 makes people not pop out I think. Not sure how relevant this is, but just throwing it out there in case you find it useful.

Thats only off an air juggle, like after a lariat. If you start the combo on a grounded opponent, a fully mashed super will always work since the combos have to be short. The part about the combo not working is after you hard tag in Frank I did S, j.H, J.S which I’m pretty sure doesn’t work anymore.

After a TAC to Frank, jMH xx QCF+L, jM xx QCF+L, jM xx QCF+L, I saw in Noel’s games that he knocks down with down+H as opposed to jS. I find at least half the time when I go for that, it will whiff for some reason (which especially sucks since it costs me the free level-up). So either:

a. Is there any way to mitigate that and make sure the Knee Drop hits? I’m 100% on the ToS juggles, so it’s annoying for the final thing to keep missing. : /

b. If not and I use jS, should there be enough time to wave dash across the screen and still hit Picture xx QCB super?

I’d be starting it with Dante, but in this context I don’t think it matters since everyone TACs the same. Dante can THC to level instead of the Pic xx QCB, but if they’re almost dead and I’ve got 3+ meters it’s a total waste. So I def feel like I should have a Pic-Super-DHC-tag-Pic option too. Thanks in advance for any input!

Are you doing the ToS Juggle tight enough? Perhaps it’s character specific, I’m not sure, but who are you practicing on?
I use to have trouble too, but I made my ToS loops pretty tight and it made me quite consistent with the knee drops, but when I see that it might miss, I go for j. :s: instead. If you do this at midscreen, and they travel the full j. :s: distance, you have to dash once to even be in range for the snap shot. I haven’t tested if it works for QCB super but I have to wave dash twice to be in range for assist + snapshot to hit.

I dunno, it feels like I am. It’s def hitting more often than since I posted that. Oddly enough it feels like it works best when they’re slightly above me in the air. As for doing S if it might not work, you kind of have to pick one or the other, you know? I wouldn’t even mind S since with Dante I can just THC, but when Ive got 3 meters, I hate when I waste them all, kill the guy, and dont level up lol

Yea the opponent being slightly higher def helps and it happens alot to me for zero and other similar characters. All you have to do for that is delay your :m: :h: in the air a bit, or instead go for :m: :m: :h:, varies on the character, you get a little less hits, but def makes the knee drop land much more consistent.

But yea I know what you mean, I got a combo that gets him to level 4, but it kills alot of the characters before I even dhc into frank which is kinda lame lol. Thats one of the few reason’s I use TAC too.
But from my experience, I’d rather just end my combo earlier to get frank to lvl 4 because killing a char and leaving frank at 1 is a less favorable position then getting frank to 4 and leaving their char at chip range. Cause my leveling combo puts them into the corner so I can just dash back a bit and neutral jump block to fish for tag, block the DHC, or just straight up chip them with :m:s.

Nice, what is your team exactly? I’m runnin’ Dante Frank Sent and holy shit is lvl 4/5 Frank bonkers with Jam Session and Drones!! May have to post something about it in the team building thread. Anyway…

In training I always fight Vergil just because I like his music (corny I know). And I was just playing a friend who used Wolverine on point half the time, then Vergil the other half. I got the combo every time vs Wolve, and failed it nearly every time vs Vergil. I decided to try only doing 2 ToS loops instead of 3 and, low and behold, lvl 4 Frank! SO… either it’s a serious coincidence and I just got into my own head, or it may actually be character specific? Maybe someone who knows for sure will chime in. If 2 loops instead of 3 still builds a whole bar, maybe it’s better to just always do 2 and not risk it? (unless someone deconfirms the character-specific theory)

Wolvie has a really fat hitbox so it’s especially easy to land on him. I don’t know about vergil, but I know specifically magneto has a really thin hitbox in the air so that could be one of the ones that would have issues as well. When I get the chance I’ll test it out.

EDIT: I’ve tested it out and it works for every character and in all directions of TAC so I think your loops are just not tight enough.

I know alot of people do long combos and do ground bounce at the end + hard tag to frank. I don’t use dante so I dunno if its possible to get at least 49 hits without using groundbounce, but I know his skydance (? the fire spin thingie move) resets ground bounce or something like that. But you probably know that already.

I use Spencer/Frank/Doom, horizontal shot for free snapshots and to make frank’s block strings safe, and missiles are so versatile for both spencer and frank.
I can level frank to 4 off any hit (even starting with assists) if I have 2 meters by the end of the combo, level 5 situationally. And worst case I can TAC. I can go on for days about how well this team works.