My Most Violent Shot: The Frank West combo thread

Why didn’t you post it to begin with?

Anyway, here’s the best Frank solo combo we know right now (corner only), posted by FRANK WEST on the last page

For a mid screen combo just relaunch them

Wow thank you very much for that combo. Do you know if I could find footage of it and or a level 3 frank combo?
Also yeah I should of posted it but when it’s nothing new, there is always some guy who has to be like oh I knew that months ago scrub and I try to avoid the trolling.
So pretty much I do my frank bnb.
:l::m::h: cr:h::s: sj. :m::m::qcf::l::m::qcf::l::m::s: jf. :qcf::h: :m::h::s: sj :m::h::s: camera (and call any wall bounce assist for example spencers but I like iron fists since it comes out so fast so timing is easy it can be a bit tighter on spencers and weskers wallbounce assists.) The camera will otg then the assits will hit and you can camera again and either end it there or continue your combo with s or go straight into super. Any 20-25 hit (I think, I forgot how many hits lv.4 is but 24 will get you to 4) combo will get you to level 4 meterless. Will work as far as the camera works and if you have a character like chunli or joe you can get to lv.5 meterless using this tactic. You might have to change your combo depending on distance but with this tac you can get to lv 3 of a throw. Just throw, camera, assits, continue your combo for example :s: air :m::m: plunger … and if you have another wallbounce assist (which idk why you would) then you can get to lv.4

Note: I know you can get more reps off of :m::qcf::l: but I don’t like it.
Also the special thing about this combo is that its one of the only combos that only requires one assist for lv.4 and more than 5 characters have the assists. For example wesker, spencer, iron fist, raccoon, and jill (lol) but if you have a hard knockdown assit like vajra or chris’ combo punch I’m pretty sure you can camera, knockdown camera. I haven’t tested all of them but I am 90% sure they work. Happy zombie huntin.

some lvl1 frank lvl1 xfactor kill combos. Just in case you wanted to kill a the first character off of a hit-confirm. It’s not 1.2 mil it will kill most of the problem characters (e.g. < 1 mil life):

cr.a, cr.b, cr.c XFC, cr.a, cr.b, cr.c, S, j.b, j.b, j.c xx h.tools (land) st.b, cr.c, S, j.b, j.b xx l.tools, j.b, j.s, (land) Snapshot xx ST

cr.c, XFC, cr.a, cr.b, cr.c, S, j.b, j.b, j.c xx h.tools (land), st.b, cr.c, S, j.b, j.b xx l.tools, j.b, j.s (land), snapshot xx ST

This is a variation of the above with Frank/Joe that gets him to lvl5 with 1.2+ mil given the character survives and doesn’t guess correctly on the TAC. As far as HSD goes it’s maxed out I believe.

cr. a, cr.b, cr.c, XFC, cr. a, st.b, cr.b, cr.c, S+A1 (Doom missiles), j.b, j.b, j.c, j.s (land), snapshot (missiles hit), snapshot xx ST dhc mach-speed (when he knocks the opp up the first time), (launch), j.c xx TAC, j.b xx l.tools, j.b xx l.tools, j.b xx l.tools, j.s (land) snapshot xx ST

I was able to modify the combo so you can get an extra hit in + damage:

j.M, j.H, j.S, (land, then jump) j.M, j.M, j.H, j.S, (land) M, cr.M, H, S, j.M, j.M, j.H, j.S, (land, dash, then jump) TK Tools H, H, S, j.H. j.S, Snapshot.
Does around 475,600, 21 hits.

st.H works? In my experience, going from st.H straight to launcher at early levels doesn’t work as wel as I’d like it to. otherwise, that’s cool. I love to be able to do that because people are way too disrespectful of level 1 Frank. I mean, they shouldn’t be afraid of him very much at all, he’s definitely limited but I really really like how he can confirm full combos off of so many random hits.

I found a sweet lvl 1 Frank combo that works on all characters, anywhere, and does about 475k before snapshot, and is 23 hits. Just enough for snap + :a1:, snap to get to level 4 with just one one-hit assist.
This lets me do a point Frank ToD combo with my team that does 1.1mil and barely meter negative. I’ll get a vid up soon.

Also, I found a near corner combo for lvl 5 Frank, off a j :m:, j:m:, j:s: hit confirm. Does 925k, combo is tight but its pretty. Frank entry mix-up can mean death now.

And for jump loops, this is what I do for lvl1 Frank:
j:m:, j:m:, j:s:, land, j:l:, j:l:, j:m:, j:m:, j:s:, land, j:m:, j:m:, j:h:, j:s:, land, :m:, :s:, j:m:, j:m:, j:h:, j:s:, land, TK :h: tools, cr:h:, :s:, j:h:, j:s:.

23 hits to get that lvl 4 with 1 assist. The j:l:s scale the combo, pretty hard, but they pop the opponent higher so you can continue for a 2nd rep. So if you want damage instead of hits, do j:l:, j:m:, j:h:, j:s: to replace the loop with the 2 j:l:s.

Note*: I don’t use j:h: or :h:s in hit confirms because they whiff at certain distances, so I usually go double :m: for hit confirms, both ground and air. (Just like how you don’t use Dr Doom cr:m:s for hit confirms cuz that shit whiffs all the time)

Arrgh, this has been driving me nuts all night. Trying to recreate a combo done by Noel Brown Thursday on the Runback. I paused and pretty sure I transcribed the combo correctly as I get the same amount of hits which I checked at a few points during the combo. The combo starts at 4:47:00 vs Infrit’s Nova.

My notation:
Mashed Wolv Airthrow, Wesker OTG, :m:, :l:, :h:, :s:, j:m:, j:m:, j:l:,j:h:, Drill Claw, Dive Kick, :h:, :s:, j:m:, j:m:, j:l:,j:h:, Side TAC, (Frank does the incoming hit), j:m:, j:h:, Light Plunger, j:m:, Light Plunger, j:m:, Light Plunger, Knee Drop, Picture, Surv tech.

Opponent pops out right after the Picture OTGs…

I have the wolverine dive kick at 21 hits, TAC before Frank comes in 28 hits, j.:m: after the 2nd plunger at 41 hits, and knee drop at 46 hits, picture at 47. Same as the combo in the video. Can anyone spot the difference?

[media=youtube]VT7MF606ETY[/media]

Edit: Found another vid of the same combo, 1 less hit it looks like. Haven’t tried in training yet though
Starts at 2:07

I don’t see any reason why they would pop out, honestly…I’ll take a look in the lab and see if I can recreate it and let you know what I come up with. I’ve never had an issue with linking snap > Surv. Tech. tho.

Im basically looking for a side exchange combo that can get to lv5. Noel brown does it but I haven’t been able to figure it out. It looks like the Knee drop is what is causing it, if I down/up TAC in the corner and just end with j.:s:, Camera, Surv Tech connects fine.

opponents popping out of snapshots has occurred consistently when there’s a crap ton of hit stun deterioration. Like I’ve done two TACs in a combo with a lot of hits in between ending with franks 3x l.tools and they popped out of snapshot when I cancelled into survival tools (really good place to x-factor cancel into FFC). At first glance, there’s not enough HSD to make them pop out any time in that combo. Probably has a lot to do with your timing rather than the number of hits (similar to when you do those combos for those in-escapable FFC setups, timing plays a really large role in the final result).

More likely it has to do with the act of TACing. The only time I’ve -ever- seen a level 4 reset setup have too much hitstun decay/cause them to flip out high as after certain TAC combos. It’s likely a safeguard the game has put into place to increase decay after TACs to avoid infinites, easier TOD combos, etc. While getting snapshot flips is cool, if you need to TAC twice for it that wouldn’t be terribly practical.

well yes and no. If you TAC twice with fewer hits in-between, then i’m almost 100% positive that they won’t flip out after snapshot. Yes, TACing plays a part since HSD kicks in very fast once you OTG after a TAC combo, but it’s not enough to cause them to flip out of snapshot. So a simple double TAC combo won’t cause opponents to flip out of snapshot, but a much more advanced one like (order joe doom frank): joe - long combo into mach-speed into launcher tac to doom, doom - MM’s into another tac, frank, m’s into l.tools x3 S OTG snapshot MAY cause an opponent to flip out given enough hits.

Let me clarify; time is still a function of hitstun decay, I already demonstrated that with the FFC reset. I personally assume though that TACing likely has an influence on hitstun decay as well. Ultimately even if it doesn’t TACing in an optimized combo will cause it to be longer time-wise than a solo combo, so in that respect it will still contribute to hitstun decay. i highly doubt you could get a snapshot to flip out without TACing at least once into an extended combo character, and while I like the idea of FFC resets via snapshot I doubt there’s much practically beyond an occasional “gotcha!”

Video showing some concepts I mentioned earlier.
The new BnB and the air to air :m::m::s: combo on an incoming character.
[media=youtube]riCeoA79zbU[/media]

If its hard to see,
BnB does 476-480k depending on version you do.
corner lvl 5 combo does 925k.

Thanks for posting fiddlestix. I’ll never get how people end up finding more tech…but I’m thankful there’s more stuff to learn with frank.


Regarding TACs…

In general treat a TAC as if the hitstun decay has been refreshed/scaled back. You can combo from that point as if you started a new combo in the air (damage scaling is still in effect though).

However, the moment you land on the ground and hit them with the next attack, the hitstun decay from before will return and be added to your combo. That’s why characters will air tech out of Snapshot after an extended TAC/DHC combo.

This general mechanic is the reason extended combos in the air are possible(Mag, Doom, Nova, etc.). It’s also why Frank can use air. Tools L so many times without the opponent flipping out.


Aside from that, does anyone have the specific timing on doing the TK Tools H off a knee drop? I can’t get it consistently, and I know it’s helpful for Frank. The max combo I can for Solo Frank is 15 hits.

very nice. Got some ideas for that jump loop since there’s a lot of damage before using the ground-bounce. Maybe i’ll get lucky.

Start with just j.s . After you knock them down, hold up so you normal jump, and then do qcf+h. I don’t think this is a move that’s “Actually” tiger-knee’d just done in the air at an angle. Unlike Doom who can tk-h.plasma right off the ground, Frank needs the jump-arc to actually hit the opponent.

Hmm, I still can’t get Noel Brown’s wolverine TAC to Frank end with knee drop lv5 combo. I tried doing the inputs as fast as possible to limit the time but the opponent is still flipping out. Can’t figure it out it sucks just sticking with lv4 when its possible to go all the way to 5 off an airthrow.

Haha I’m interested to see what you have in mind. Mind you the jump loop I posted isn’t meant for max damage, it’s meant to get those 23 hits so I can level him to 4 with Spencer, and probably kill the dude too with the follow up. I’m sure you can up the damage.

By the way, if anyone is interested, I’m going to be breaking down the stuff in the video in detail in http://gh0sthands.wordpress.com/. Be sure to check it out if you’re interested in the finer details.

Found some neat stuff with jump loops. I’ll keep you guys posted when I flesh it out, looks promising.

Would anyone here be interested in a Frank West combo challenge?

Essentially you start as Frank with 1 meter and level him up to level 5 under the following conditions:

Normal:
Hit each individual level up and do not skip any
No DHC
No Exchange Combo
No X-Factor

Expert:
The above plus:
Kill She-Hulk, Nemesis, Hulk, Haggar, Tron, or Thor
Include a FFC reset

Anyone up for the challenge?