My Most Violent Shot: The Frank West combo thread

So, got a question.

Is there any non-TAC non-X factor combos for Frank West into Firebrand (or the other way around) to get Frank into level 4 in one combo?
Wondering if possible.

Landed a random j.M on an airborne character? Good, because this is for you. Nothing too fancy, just two variations of a combo confirmed off j.MHS at level 1 that gets you straight to level 3 (exactly 20pp). Figured someone might make use of it. Here you go:

[media=youtube]kws4CDzmrvU[/media]

The combo seems simple enough but if anyone needs the annotation, just ask.

So I’ve been trying to work on maximizing damage after a j.S in level 4-5 and this is what I’ve come up with so far.

j.:s:, :h: xx :l: tools, :l:, :m:, :s:, j.:m:, j.:m:, j.:h: xx :l: tools, j.:h: xx :m: tools, :s:, j.:h:, j.:s:, :h: roundhouse (xx super).
Does 705k without super, 881k with. Is somewhat corner dependent. Has anyone been able to do better?

Not sure if its been mentioned but Frank can do the incoming character pushblock grab trick with the funny face super. You have to use S (at least at level 4-5) since if you use M, you can pushed too far back. Working on what to do if the S hits or is blocked with no pushblock.

Well, that just shot up to the top of my “things I need to learn/master” list. Thecape and I were discussing it and he said you might be able to do it even if they don’t pushblock too. I’ll test it next time and see how it goes. Either way, free kills on characters who can’t escape the reset? yum.

Its fairly easy to do. You just need to time the S so hit hits when you falling and then immediately dash if they pushblock and super. I doubt it would work if they don’t pushblock, you can only grab incoming characters if they’ve pressed a button until they fall (I think).

Also, with an assist you can also finish the combo with M Tools into the Funny Face super reset (didn’t test it though just noticed they flipped out, so it should work).

From what I saw, if you time it correctly you can actually hit a lvl 3 or lvl 4/5 jumping :s: just before Frank hits the ground. If you then input the FFC it will stop the push block from moving you (thinking about making a video with this as well) and they are locked in place for their 21 frames. I am not sure about just regular blocking, but its worth looking into.

It won’t work if they just block, they will still be in blockstun so it won’t connect.

I’ve been doing another combo that gets me 925k at lvl 5.
j. :s:, land, j :h: xx :l: tools, falling j:h:, :m:, :h:, :s:, j:m:, j:m: xx :l: tools, j:h: xx :m: tools, :h:, :s:, j:h:, j:s:, :h: roundhouse xx super.

Still a bit corner dependent because of the :m: tools, so you have to be near or at corner to get the :h: to connect after the wall bounce. I’m not sure if you can dash first before doing the :h:, haven’t tested it out, but it would be really tight if at all possible.
The two combos do very similar damage if you add the :h: after the wall bounce in your combo. Mine only does like 5k more or some small number.
I personally prefer this one because I tried out your combo and a lot of the time I mistime the first :h: xx tools and I can’t connect the :l: afterwards because they are too far.

How are you getting the last j:s: to hit when adding the :h: after :m: tools? I’m allowing all the hit to connect before then and it won’t work. Same sorta question for your combo, when I let all the hits hit, I can’t get the :h: to cancel into :m: tools. Didn’t try it for that long maybe just miss timing…

To get the :l: to hit more consistently you just have to take a small step forward. That gets you closer and times it right so you get all the hits off of the :l: tools. You can actually link into :m: after the :l: tools but it seems to be a 1 frame link, it is easier if the :l: tools doesn’t fully hit though.

[media=youtube]0J8EQx7NVO4[/media]
Yea the timing on it is pretty tight. I’ll mess around with both combos more see which one I like better.
The damage difference is insignificant if all the hits connect in both combos. The only problem is consistency. If I can link the :l: midscreen more while still getting all the hits then they are very comparable. Unless there’s a way to break 950k off a j. :s:.

It’s a shame that that combo doesn’t work from a j.MMS hitconfirm, it has to be a raw j.S :frowning:

If you do an air :m::m::s: hitconfirm, you can do the same combo I listed but instead of doing the :l: ToS after you launch, go straight into :m: ToS. That combo nets you 862k. Significant bump down, but it’ll get the job done haha.

So this is the corner Funny Face follow up I’ve come up with using no assists for level 4 and 5

FFC, :h: tools, dash under, :m:, :h:, :s:, j. :m:, j. :m:, j .:h: xx :l: tools, :h: xx :m: tools, ( :h: ), :s:, j.:h:, j.:s:, :h: roundhouse xx super. 946k at level 5 and builds over a meter so you’ll always have the super. The ( :h: ) is optional because it takes you out of the corner, does 906k without it.

As for level 3, this is what I have:

j.:s:, ( :l: Giant Swing), :h: xx :m: tools, :h:, :s:, j.:m:, j.:m:, j.:h: xx :l: tools, :m:, :s:, :h: roundhouse xx super. 673k with swing, 663k without. To connect the swing you have to do in immediately upon landing and if you’re doing it on an incoming character I’m not sure if you can react fast enough to whether it hits or not.

FFC, :h: tools, j.:l:, j.:m:, j.:h: xx :l: tools, j.:h:, :m:, :h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :h: roundhouse xx super. 634k damage.

Let me know if anyone has better.

quick question, for level 1-2 frank, what’s the most damaging snap out combo you have. I’ll entertain assists because it might give me an idea (the rest of my team is joe and Doom). At best, i’d like a combo that would net me at least 500k dmg, a snapshot and be meter neutral. :[

So far this is what I’ve come up with from the ground:
j.s, cr.a, cr.b, st.b, st.c, cr.c, S, j.a, j.a, j.b, j.b, j.c xx h.tools, st.b, cr.c, S+A1 (Doom missles), j.b, j.b, j.c, j.s (land), snap out.

And that’s almost a bar with about 480k, but i can’t quite get it to work without the snapshot. I use groovy upper for joe btw, bomb may give me some more options that i’ll visit tomorrow.

Thanks for the ideas.

Might as well add in a st.C in the very end and cancelling THAT into a snap-out… it’s a free normal

Thanks, as it seems that may be it at lvl1-2, he get to the wee end of HSD really fast in lvl1-2, not so much in five, which led me to this combo that I found that’s negative 1 meter, but can net >=1.1mil with Frank+Joe, only at level 4-5 though, combo has to be a bit tighter at 4.

cr.a, st.b, cr.b, st.c, cr.c, S, j.m, j.m xx l.tools, j.m xx l.tools, j.m, S, (land) snapshot xx ST/BLS/FFC, DHC Joe - Mach Speed (launch) j.c, TAC, j.m xx l.tools, j.m xx l.tools, j.m xx l.tools, S (or j.c xx knee drop) (land) snapshot xx ST

Only caveats are that:
[LIST]
[]if you’re at lvl 4, you’re probably better off going into FFC from snapshot and then mashing mach speed.
[
]If you’re not in the corner, snapshot into BLS then dhc into mach speed so you don’t have to worry about spinning animation, this is before the wall bounce
[]You can burn another meter to get the last bit of health off, since you’ll be DHCing into Joe, just do Six Cannon rather than mach speed, makes it more simple.
[
]The combo initial combo before the DHC builds one meter, the combo after the TAC builds one meter, down TAC adds a meter and makes this combo meter neutral.
[/LIST]
I haven’t found decent variants from lvl 1-3, but i know frank can do a 5 hit combo/throw/knee-drop into snapshot xx BLS and get the same result but with less damage.

Guess all the :m: tools you’re talking about are actually :l: tools. I’m guessing this is a midscreen combo? Because corner combo can be optimized more.

I don’t know how tight the Mach Speed, j:h:, TAC is, but you can extend the combo before that with Frank. You have yet to use the ground or the wall bounce so when you knock him on the floor, you can do j :h: tools, :m: tools, and either another :m: tools, or :s:, j:s:, and then do snapshot/:h: Roundhouse into super. (you can omit the :m: tools depending how far away from corner you are)
An idea you can try to see if it works, do a j :h: tools to get a deep ground bounce and hard tag to Joe, see if you can get a launcher off that to go directly into TAC. That should let you get pretty similar damage and only have to use two bars.

It’s more of a corner/clos to the corner combo if you want to maximize damage. I know you can extend the combo with frank, but it seems that doing anything after the j.s causes the character to flip out, right after Joe launches. So it seems that it’s limited to two tools reps whether that’s j.m xx l.tools, j.m xx l.tools or j.m xx l.tools, j.m xx m.tools .

Either way, you need a 1/4 bar @ lvl 5 to pull it off.

You can pull it off at lvl1-2 with ~2 bars since the combo has to be so short, something like:
j.s, cr.a, st.b, cr.b, st.c, cr.c, S, j.l, j.l, j.b, j.b, j.c, knee-drop, snapshot xx BLS DHC, mach-speed, (launch), j.c xx TAC, j.b, j.b xx l.tools, j.b, j.b xx l.tools, j.b, j.b xx l.tools, j.s (land) snapshot xx ST

You can pull it off at level 3 with 1.25 bars, something like:
cr.a, st.b, cr.b, st.c, cr.c, S, j.m, j.m xx l.tools, j.m xx l.tools, j.s snapshot etc

Oh and if you DHC from Blue light special, you can get joe to connect mid-screen. Survival Techniques does more damage, but Joe can’t get a clean connect unless Frank launches them deep into the corner.

Can someone give me some good frank west lv.3/ 4 combos?
I can get him to lv 3/4 but I’m not sure what to do after that other than chip them out with ridiculous normals.

Also got some frank tech. Midscreen I can get him to lv 3 meterless and in corner i can get him to level 4 meterless. I can also get him to lv.3 off a throw anywhere and all I need is Iron Fists rising fang assist. Reply if you want the tech.