My Most Violent Shot: The Frank West combo thread

Plasma is much easier to use than missiles since you can call the assist right before the first snapshot and then snapshot again (I believe). The trick with the jump series is to do it really fast, so do your ground series into launch, and then hit j.m as soon as possible and cancel into l.tools, then on your way down, do j.h, land, and then j.m, j.h, j.s .

Keep trying. (Also keep in mind that you can only do about four hits before the j.m xx l.tools. Anymore and the character will always flip out (in my tests).

Most damaging midscreen lvl 4-5? magic series - H tools into relaunch is bland.

Well, midscreen that’s what I do but that’s because the combo carries you to the corner which leaves me in position for a follow up using Nova’s Centurion Rush

Like most characters, Frank has certain components of a combo that can be added/edited based on team composition, the hit confirm, wallbounce/groundbounce, and position relative to the corner. Tiger Knee Tools H can link into a zombie toss L in 4/5, Air Tools M can be used from midscreen/corner, Air Tools L loops can be done in the air, and certain assists can help extend combos. And even then, you shouldn’t do Tools H into relaunch, should be Tools H into at least Standing H, M H depending on hitstun decay.

Is this character dependant? I was training against viper and couldn’t get the air series to work without being too high that I needed to knee drop(messing up the rest of the combo) or I would fly over her head and miss the j.S. I did however find a variation where I just use j.L j.L j.M j.M j.S which gets me right to 19 hits before the snap.

Even if it was character dependent I still wouldn’t rely on it based on the fact that it starts on an L. For Frank I always assume the worst and that I hit confirmed off a slide, lol. Makes it more universal for always having the needed amount of hits.

^^^ Pretty much what he said. At best I may be able to confirm off a j.M or c.M but realistically I usually start with a slide.

so…interesting combo/possibilities:

So i was playing around with lvl1 frank’s l.tools in the air to make my jump arc’s and time in the air less predictable (like haggar and whiffing air throws). and found out this combo that seems to work on most of the cast with different buttons:

j.b xx l.tools, j.a/j.b/j.c, cr.a, cr.b, cr.c, S, j.b xx l.tools, j.c (land), j.b, j.c, j.s (land), dash forward, air h.tools, cr.c, S, j.b, j.b, j.c, j.s (land) snapshot

This combo works with doom missiles if you call him with the last cr.c

Other possibilities is that with bigger characters that block the initial j.b xx l.tools, if you use j.c it can cross-up.

j.m after l.tools, is the most consistent. j.l will work but doesn’t give much hit stun, j.b gives the most hit-stun low to the ground, and j.c has to be higher, i’d suggest only using it with big characters. The starter looks like this: http://www.youtube.com/watch?feature=player_detailpage&v=0klxh2lD-KA#t=114s

edit: Also keep in mind that you can hit this from a max distance j.b with lvl1 or lvl2 frank since l.tools sucks in. There are some possibilities with lvl4/5, but not as useful imo.

I’ve was messing around with Frank and Strange(Eye of Agamotto) and it preserves ground bounce off the Tools H so you can do stuff like:

(This is lvl 5, but you can use the same idea at any level.)
Giant swing, slide, S+assist, sj.S (they’ll land on the ground before Eye activates) falling Tools H (knocks them into eye), tools L, s.S, sj. S, falling Tools H, Tools M, s.S, etc.

At lower levels, I’ll do a full combo, Call Dr. Strange, wait a moment, Snap, snap(level 4 and puts them in an air tech
I was able to work out a ~900k combo using this idea and X-23’s OTG and I’m sure it applies to other assists as well. I’m sure it’s nothing new but thought I’d share.

While it’s only speculative since I’ve never played the team, and Frank + damage in minimum damage scaling never ceases to amaze me, I find it unlikely that it’d do more damage than adding it on to the end somewhere rather than that early in the combo. 10 hits of agamotto that early is going to practically put you at minimum scaling right there. If anything I’d focus on ending a combo with x -23 OTG + Tools M x2 to tack on 100k at the end of your combos and have an option select to either do survival techniques or a funny face crusher reset.

Shoutouts to TheCape for showing me that Chris is even more of a BFF to Frank:

[Chris] cr.:m:, :h:, :f::h:, :s:, :uf: j. :m:, j. :m:, j. :h:, j. :s:, (land), j. :qcf:+:h:, :f::h:, :s:, :uf: j. :m:, j. :m:, j. :h:, j. :s:, (land), :a2:(Spencer slant grapple), cr. :h:, :b:+ (hold):h:, :qcb:+:h:(both hits) xx :qcf:+:atk::atk:(1st and 2nd grenades only) DHC **[Frank] **:qcf:+:atk::atk:, (wait), :uf:, :d::h:, :a1:(Chris boulder punch), :qcf:+:s:, :qcf:+:s: xx :qcb:+:atk::atk:

NOTES:
This is a guaranteed non-XFactor, non-TAC, non-beer combo to get Frank to Lvl 5 in one shot.
Some timing is required to do the :uf:, :d::h: at the end.

Let me play with that combo, I found some interesting stuff with Slant Grapple and I think it can be improved. Yours is 44 when the super starts, I got mine to 60+ hits. I did screw up the bolder punch timing at the end, but you can always slant shot that as well, meaning you can use the gunfire assist for Chris as its more useful!

I also just found a great level up combo from Chris to Frank from a grab :slight_smile:

Something like:
[media=youtube]CNcO9DZ95Q0[/media]

What’s the best combo you guys have found from a j.:m::m: on an incoming character? (or by extension, any j.:m::m: at normal jump height)

So far i have, j.:m::m::h: xx :qcf:+:l:, :h:, (land) :s: sj.:m::m::h: xx :qcf:+:l:, :s:, :qcf:+:h:, :qcf:+:m:, :qcf:+:m:, A1 (Nova Groundbounce) :dp:+:h: :dp:+:m: :dp:+:h: xx :qcb:+:atk::atk:

Does 842k for one meter, 1mil+ with a Nova DHC. Anyone got better?

i usually play nova/frank/strider and i found out that vajra can be extremely helpful for frank. hope this helps

[media=youtube]UOqoohL-T0Q[/media]

Found something interesting today. If you DHC during Frank’s FFC, you get an effect like DHCing during his ST. Even if you do it right when the other character hits the ground, it still pops them back up. Not sure where this can go, but it might create some interesting possibilities.

Well yeah that’s to be expected, they’re both cinematic supers. If Frank were in Vanilla, he’d have two DHC glitch starters, lol (no reason to spend the extra bar on a DHC when you basically get a free combo after FFC though)

Yes and no, in my case if I apply the joe DHC relaunch dealio, e.g. Frank resets facing the corner, and dhc into mach-speed when frank does the final hit, it pops them deep into the corner, I get a launch, i can do a small air combo, then TAC to frank, if TACing facing the corner, I can get the exact same damage I would from a FFC crasher combo. (if not tacing to the corner, l.tools get so much pushback in an air-series that you can probably only do one before j.s or end with a j.c xx m.tools for the hard knockdown and then roll for a follow-up (maybe).

But yes, the TAC is the breaking point of the combo and would make more sense to continue the FFC combo since they should definitely be dead by that point.

Has anyone figured out a way to do a ground combo into a jump loop with no assists / x-factor?

I assume you mean a level <3 frank? to do any jump loop at those levels, you cause too much hitstun to get them into position, ergo doesn’t work. e.g. cr.c, S, j.b xx l.tools, j.c (land), puts them into position to do ja, j.b, j.b, j.s or whatever jump loop you want to do, but they will probably flip out before the end of the first loop.

Sorry, I meant lvl 1, like in the first part of this video

[media=youtube]hQVsHQYTsUc[/media]