you could probably get some funny business in with Frank, if Modoks headbutt super causes a hard knockdown if you DHC.
i.e. TAC into Modok, do the infinite TAC cube combo into headbutt, DHC into frank ST (hard knockdown) into snapshot etc.
you could probably get some funny business in with Frank, if Modoks headbutt super causes a hard knockdown if you DHC.
i.e. TAC into Modok, do the infinite TAC cube combo into headbutt, DHC into frank ST (hard knockdown) into snapshot etc.
It’s not a terribly reliable/useful zoning tool in most instances. Characters who have single hit projectiles can spit them out faster than Frank can throw zombies, and multi hits eat it for breakfast. Not to mention Frank can only have 3 zombies physically on the screen at any time (including ones in the downed animation), so he’ll run out quickly. There’s only a few matchups/situations where you want to be using it as a zoning tool.
Believe it or not, its primary use is an anti air.
Wait so u want something to tac ino frank for the thc? The cubes aren’t necessary in that case for level 4.
Modok cr h iad m, s, sj mmhs, land cr m s, sj mm down tac frank comes in whatever combo thc, snapshot.
Or u could do short modok combo into air hpb, dhc into tools of survival whifff, snapshot.
And of course if u tac into modok, u can do nine cube combo, hpb, hard tag frank (no matter what assist he is) snapshot.
Let me know if u need videos of these I can try to get em up when I get back on us soil.
Modok’s beam super causes a hard knockdown so that’s usually more viable.
Yeah and 5 cubes gets u about 60 hits… So as why I am trying to get a 5 cube combo into tac into THC instant level 5… Instant win…
But u can do any modok combo into tac and still get thc into at least level 4. I can get over 11 hits even without cubes and tac, an thenthc will give me more than 39 hits off of the beam. That’s instant level four.
Or frank west tac into modok, 9 cube combo (fairly simple with some practice), hpb. Then hard tag snapshot . That’s over 140 hits
Here’s a short playlist I made of team Ghost/Frank/Skrull. It starts with ghost rider combos for leveling Frank then some frank combos with resets.
Switched my team order around to Frank/Ammy/Dorm, gave Dorm Dark Hole instead of Liberation, came up with this slightly impractical combo (weird to hit confirm) that gets level 4 meterless:
:l:/:a1:(Cold Star):d: :d::h: xx Photo, :s: sjc air :h::s:, land, :a2:(Dark Hole) Photo, :s:, sjc :h::s: land, Photo (xx Tools or whatever)
Also, off of a raw launcher:
:s: sjc air :h::qcf:+:h:, land, /:a1: (Cold Star) :d: :h: xx Photo, :s: sjc air :h::s: land, :a2: (Dark Hole) Photo, wait, Photo
Can’t seem to cancel the last Photo into a hyper that hits, plus the timing on the Dark Hole part is weird
Can’t really find anything here or I must be looking in the wrong place/blind
Can anyone direct me to Frank’s optimal aka hard hitting Lvl 4/5 combos? I’m rocking Centurian Rush and Jam Session assists if that helps
:lp::mp::d::hp::s:sjc air :mp::mp::hp::qcf::hp: (land):d::mp::d::hp::s:sjc air:mp::mp::hp::qcf::mp::hp:(land as low as possible connect or he will air recovery):s:sjc air :hp::s::a1:(Dante Jam session) photo x2
You then have 2 options, since you’re level 4 you can either :qcb::lp: :mp: super or go for a mix up since he’ll recover in the air if done right.
I don’t think this is 100% optimal because I know you can squeeze out a bit more with Tools L loops (but that’s spacing dependent), but it’s by far a strong balance of function and ease of accessibility.Build anywhere from 2 bars to just slightly under off non air S (aka preserving your wallbounce) hit confirm and will do over a million with either Nova DHC or Dante DHC in level 4, and past 1.1 in level 5:
:h::s: Air :h::s: :qcf::h: :h: :s: Air :h::s: :a1: (Nova) :dp: :h: (Nova hits) :qcf: :qcf:
The combo will corner push for the most part (might have to dash after calling nova if you started in the opposite corner, but that’s about it) and will allow you to Funny Face Crusher reset the opponent after the 2nd tools M if they don’t have a means to escape. The key to optimizing level 4 Frank combos is that he gets to minimum damage scaling really quickly, so it’s about squeezing in as many of his attacks as possible that have a high minimum scaling. In particular, Standing H, Tools M, and Tools L are all around the 45-50k mark at minimum scaling (though Tools L hits more times than the others, so if it’s done early in a combo it’ll reduce your overall damage by a bit rather than aiding it), so your goal is to incorporate those moves as much as possible once you hit minimum scaling. The two Tools M at the end of a combo are great for this because it tacks on nearly 100k damage at a normally completed (and certainly minimum damage scaled) combo and builds around 2/3rds of a bar to boot.
Interestingly enough, level 3 Frank is the opposite; your goal is as few hits as possible to optimize damage (using primarily Tools M/H, H / Air H, and Ss). In the corner he can actually put up comparable numbers to level 4 Frank (but with significantly less meter gain).
What is Frank’s midscreen level 4/5 solo bnb? My corner one does like 950k so I’m assuming that’s as high as the current ones are?
This is pretty much my issue with Frank. I can level him up just fine so thats never an issue at all but as far as combos go with Lvl 4/5 I only know very basic ones(like the whole ToS L loop you can do).
I’d recommend stating whether you’re referring to 4 or 5 when stating numbers; makes a difference in how good something is. Regarding midscreen, if your first air series puts you close enough to the corner to start tools L looks, that’d probably be your best bet. If not, the combo would probably look something like:
M c.M H S Air MMH Tools L H Tools M (land) S MMHS (land) Tools H Tools M Roundhouse H xx Survival Techniques.
Really the long and short of it is knowing where you can squeeze more out of your hitstun decay. in conjunction with doing basic air series. Might be able to get 2 Tools Loops before doing the Tools M in the air; might have enough hitstun decay after the otg to do Standing H into M roundhouse (which would do more damage/meter than Tools M). Tools M might have enough hitstun at the end of the combo to cause a flipout, etc etc etc. It’s really about mix and matching more than anything to suit your situation. That said, when in down a level 5 Frank can more or less do air series and DHC once and kill most characters, which pleases me and saddens me at the same time -_-.
Oh ok that makes sense. Its typically what I do once I reach Lvl 4 or 5(sometimes I can only get to 4 because of a screw up with the Nova assist timing) so I guess I just have to mix it up and find what works best. Thanks
So I found a combo with Frank that does 948,200 solo with one meter (Lvl 5) and it starts from a standing medium. If you confirm from a jumping medium it can reach 1,070,600. What is the highest we have seen so far? Is it worth my making a video of this and posting it? The combo can also be done into a FFC reset if you happen to be fighting Hulk, She-Hulk, etc
Probably. That said, people don’t really do optimized Frank combos (even I’m guilty of this) because he hits so hard even with more accessible combos. Still, it’d be good to see what ways you can optimize. I’m assuming corner/maybe close to corner only with healthy amounts of Tools L?
I’ve never broken the million line with one bar (I’m pretty sure 950k was my limit) so I’m very very curious about that
For corner level 5, jMMH, jMMH, M, cM, H, cH, S, sjMM, TOS L, M, TOS L, M, TOS L, M, S, TOS H (OTG), TOS M, TOS L, Survival Techniques. Does like 1,007,200 or something IIRC. H can be added after sj.MM but I find that makes the combo harder to do (Frank falls too much to hit the last sj.S consistently)
TheCape has a new combo video that he’s working on, and we’ve been brainstorming some new ideas together/I’ve submitted a few combos of my own for him to add. It’ll be a good watch; should show a few things you probably didn’t know were possible.
525k+ damage in the first 5 hits of a combo? 4 Tools Ms in a single combo? Meter positive level up combos or non TAC kill combos without Frank on point (and no Vergil)? Who would’ve thought ;).