My Most Violent Shot: The Frank West combo thread

Yes. The timing is a bit different than if you would do a jumping tools from a normal launch into a jS because of the landing delay on the dH. Its also usually best to jump forward (I hold up and forward as soon as the knee drop hits) to make sure the Tools hits.

Weird, won’t jumping-forward ever make you cross-up the opponent?

It definitely works but I haven’t been able to do it from anywhere but the corner quite yet. Great stuff man.

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On Rocket Racoon I managed to do Knee Drop to jumping Tools H into cLMHS MMHxxQCF+L MS Picture (16 hits)

Derp:

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I am having trouble with a certain combo I am doing with

Frank-Vergil-Strange in that order.

:d::l::m::h: :s: instant jump :mp::qcf: :lp: falling :h: jumping :l::l::m::s: Jumping :qcf::h: CR :h::s: :m::m::h::s: (Call Eye of Agamotto) and here is where I mess up…

The combo is for an instant level 5 frank. If i can land 2 snap shots and then go into hyper i will have enough to call Vergil Devil Trigger and re tag in Frank for instant level 5. I am having trouble with the assist calling. Do it ASAP and then take the first photo or wait a second and then call the assist and take the picture? The timing is bothering me. I’ve only been able to do it a few times. If i can land it though Frank does enough hits in the hyper to build it up so i can get instant level 5.

The only problem with this team is that Dr Strange is a horrible anchor but I need either Dante, Vergil, Ryu, Wolverine, Felicia, Firebrand, or RR at the two and obviously Vergil is the best choice. lol.

First off, why not run it Strange, Vergil, Frank and then once Frank is leveled he takes the #2 spot?

As for the combo you want to have Strange summon the EoA (so it hits for the first time) as the opponent is going back to the floor after the picture. This gives Frank maximum recovery time and should allow you to either SJ into a knee drop and then picture to super or even picture twice and run your set up.

I forgot about adding in another knee drop. lol. Fail.

Wait, Strange on point…but how would I get to Frank with using 2 bars off of raw tag? I’m lost in why that setup is better.

Backup plan with Vergil. Frank on point is immediately going to be a handicap. Strange can actually have Frank hard tag in from an Impact Palm and do a small combo to level himself up (DHC to Vergil in order to get multi snaps) or if Strange just gets wrecked at the beginning you still have Vergil to level Frank.

Good call. I will test if i can do S-instant jump M-Tools of L-falling H combo adfter the raw tag. If I can do that and still call Dr Strange assist I will definitely switch to that.

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Pretty sure that’s as optimized as it can get but what do you people think?

Substitute st. :h: tools->:m: tools for j. deep :h: tools, :l: zombie toss into :m: tools and that will probably be as optimized as it can get. Also can you fit a :m: roundhouse after the :m: tools?

It’s incredibly weird. Frank is so close to the corner that against a lot of people, the roundhouse just whiffs, against other characters it’ll but Frank will be the one in the corner instead and against some it works normally. Maybe if Frank was further away from the corner?

A question for you guys. When frank is at 3-5. Does it affect his shopping cart assist. If it does, how?

His Tools L assist changes and nothing else.

Thanks. What can frank do on incoming characters. I just spam jumping M. What else options does he have

Well here goes a list of my favorite ones:
> Go for a late j.S and if they pushblock you, dash/barrel roll and then FFC (Anti-Air hyper).
> If you feel they’re gonna press some buttons on incoming, give them a j.MMS. That’ll teach them not to press anything against Frank.
> (this one is corner only) If you feel they’re not going to press buttons, position yourself right below where they’re going to pop-up and use cr.M as they come in. You will not believe how ambiguous this can be on incoming. It has a huge hitbox behind frank so it’s very easy to abuse of. Heck it even kind of works as anti-air at this angle.
> super jump kneedrop. Can cross up if you time it later (your decision). Easier to abuse of if you have another assist to force them to block as you do your thing (like ammy cold star or drones).
> when you’re midscreen, as they come in, dash under them and do a raw launcher. If they don’t block, vertical jump j.MMHS. Now, here’s the funny part, you CAN follow up from this even if you neutral jump. Just barrel roll and cancel into H Tools (BR is special-cancellable at every stage). It covers a lot more range than you’d expect.

Those are some of my favorite options. If anyone’s got more, feel free to share, I love Frank on incoming.

Good shit Blue lightning. Always helpful

Just as an addendum to BL’s list (he has most of the setups i use listed)

If you’re against someone new, and you don’t have a read on their incoming habits, Jump M,M is what you should go to first, a lot of Franks other setups, rely on them being scared to do anything when they come in, so make sure you condition that into them first.

Also, never do MMS on an incoming character, at incoming height you can do j.MMH xx ToS L, j.H (land) S to get a full launch combo and preserve your groundbounce. The H and S at the end are both super easy links, so there’s no excuse not to be using this.

Good shit. I was doing MMS all the time. Gonna hit the lab to see if it works on level of frank