My Most Violent Shot: The Frank West combo thread

That’s actually been known for a while. That’s the case with every move that forces a groundbounce (like Ammy’s Charged j.H in glaive mode). They don’t ignore the groundbounce rules, they simply reset it and then use it. But if you keep the bounce from actually happening, you can save it. I’ve tried to find ways where it can help frank at level 4-5 but didn’t find much that was worthwhile

Yeah, i know it’s been known for a while i was just explaining the use to people that don’t know about it.

You don’t think it’s worthwhile to get massively meter positive TODS off an aerial MMS?

Would love to. Are you are referring to the combo posted by The Cape on youtube, in which he acknowledges the positioning is tricky? Or do you have something more reliable? Because I am interested in something reliable that will eliminate TACs (unless meter starved) from my repertoire.

You can always do LMLH, Drill Claw, Dive Kick, BERSERKER Slash to change out the the corner, then Fatal claw–> BLS.

Enigma:

Plenty of things you can do. Since you can OTG with slide and Frank into uppercut xx fatal claw you can setup a shopping cart follow up off that from any positioning and thats pretty much a guaranteed level 4 right there. Its better than the one I found.

Wait, but isn’t that height specific/timing specific? If i can CONSISTENTLY do a combo from wolvie into frank with a THC my team is going to be Wolvie-Frank-Doom missiles or Wolvie Frank Amy so i have two ways to level up frank with my battery and my anchor.

That team is so derp derp and effective.

I also have a lot of fun with Wolvie-Wesker-Amy on a side note. lol

The big issue with playing Frank though is if your point character dies…you usually lose because then FRank at the two is not going to create an opening to level up quickly. If he does get the hit, he most likely will want to do a combo that nets him level 4 from XF and use up XF lvl 2 with a good assist and mix up

Thats why I think the ideal team setups are either using a strong point character that can level Frank (and Wolverine will do fine) and then an anchor that can THC, DHC, or Double Picture Super in order to keep Frank going. Depending on your characters though you can also do an order where you go through the second character to Frank. Either with a hard tag or a double picture super.

When you do the Fatal claw hyper into blue light special does it have to be a specific height for frank to combo S afterword and get a picture? My guess is wait as long as possible so the opponent is hit as low as possible when they are in the air?

Fun fact:

I think i posted this (not sure)

but i found a great loop in lvl 3 after air s or air QCF H lands to build to level 4

Jump M x2-QCF L-falling air H-Jumping M-QCF L-falling air H-Stand S-MMHS-picture

Thanks for the tech Nonsexual and The Cape. The berserker slash works.

I’ve been working on the setup described by The The Cape. So this works in the corner or mid-screen? In the past, I’ve tried to do Fatal Claw loops mid-screen and typically the opponent floats too far away to connect (using Wolvie slide and shopping cart). Anyway, in testing it seems like the opponent floats higher while in the Fatal Claw super to the point that they are too high to connect with BLS. I know I am doing something wrong because you thought this was more consistent and less situational. Again, I appreciate the help by both of you.

The Fatal Claw puts the opponent into a knockdown state that allows you to time your DHC a bit later (while the opponent is falling). This should allow you to set this up just about anywhere. With some minor spacing like possibly a dash forward into SRK can help you set up the supers properly.

Just to add some real numbers to my earlier stuff. My BnB off an aerial MMS with Nova/Frank/Doom now does 971k 1.5 meters positive, or 1.17mil 0.5 meters positive, and that’s not even doing particularly difficult Frank stuff.

so the combo is basic wolverine drill claw to dive kick crap to re launch mmhs-call frank-dash forward l tornado claw-fatal claw-dhc into blue light special-st s-jump s-picture?

I see there is alot of FW Lv4/5 comboes here, but they all start in the corner. What is a FW lv 4/5 bnb that does goes from corner to corner?

Frank 3/4 Screen BnB (Level 5): 804,400: MMHcHS MMHS jQCF+H QCB+L HS MMHS SRK+HxxQCB+AA

Frank full screen BnB (Level 5): 858,300: MMHcHS MMHxxQCF+L(cross up) MS jQCF+H QCB+L QCF+M H S sjS SRK+HxxQCB+AA

No, that won’t work. Frank can’t dhc while his assist in cool down. You have to use a different assist to otg. And that assist better have a quick cool down. Needless to say but skrull tenderizer doesnt work.

Thanks! :smiley:

So I’ve been trying to optimize my damage with level 4/5 frank, and I came across something interesting in the corner:

M c.M H 236M H S j.M j.M j.H j.S 236H S j.M j.M j.H j.S Assist 1 (Nova Centurion Rush assist) 623H…

This sets the opponent into a forced ground bounce and does about 630K. Not that impressive on its own… but then:

…j.S Assist 1 (Nova Centurion Rush assist) 623H L (jab reset) 623AA.

Now, this is all in training mode, so I have no idea whether or not this is easy to escape or not; if it is, it seems like it would set up for a 50/50 reset with j.M j.M j.S. If it lands, do 236H M c.M H S j.M j.M j.H j.2H 236S xx 214AA. Even without the super at the end, with level five frank, this will kill most characters with net meter gain. With the super at the end, I’m pretty sure you’re gonna kill Thor as well. However, it all hinges on whether or not you can connect the air grab super… Anyone know if that move is reliable at all? Like, I imagine a good few chars will just be SOL (anyone with slow air normals and a lack of decent mobility), and several others will have to rely on airdashing/teleporting out (which the aforementioned j.M j.M j.S should catch for death). Could be pretty nifty though. Probably be a pain in the ass to land on Vergil. Fucking helm breaker. -.-

If you’re running Firebrand/Frank and you’re not getting instant level 4 on any TAC direction then you’re doing something wrong on Firebrand’s side.
Firebrand’s bnb is long and should net you somewhere around 20 something hits with a bar of meter. The most you should have to do with Frank is ONE tools of survival thing. And if you’re using ToS that means Firebrand started his combo in the dead corner. If Firebrand is on point after finishing his bnb then he should TAC to Frank in any direction and Frank should only have to follow up with MMH Knee Drop. (note: I’m assuming Firebrand is on point at match start)

Then you do the snapshot, luminous tag etc.

Now before you say “Hur Dur TAC level ups with Frank r so bad.”

Let me remind you that Firebrand’s strongest point is his godlike *neutral game.*Firebrand’s neutral shits on 90% of the cast no questions asked. Especially if he’s backed by cold star (for unblockables).
Even if the opponent blocks your TAC attempt, who cares? You have a Full Screen Command Grab, An Unblockable Move (that reaches half-screen), Flight Air Dashes, a derpy sliding low, a +6 on block standing light, foot dive, and you can convert off any grab into a combo.

It’s not the end of the world in most cases.

Firebrand has trouble *dealing damage. *Landing hits is a cake walk.


With that out of the way.

Is there a solo Frank Combo that deals somewhere around 700k or 750k?

Sounds about right. Fucking stupid air-to-ground moves.

Haven’t tested them myself. Also, I heard something about 950k floating around. And then there’s my setup in the corner that I posted above with jab->air grab super resets, which will easily net you over 1,000,000 if you have a decent assist and some meter to burn; just not sure how reliable it is. I got it to work the other day against a Shuma.

Level 4/5 BnBs:

Frank 3/4 Screen BnB (Level 5): 804,400: MMHcHS MMHS jQCF+H QCB+L HS MMHS SRK+HxxQCB+AA

Frank full screen BnB (Level 5): 858,300: MMHcHS MMHxxQCF+L(cross up) MS jQCF+H QCB+L QCF+M H S sjS SRK+HxxQCB+AA

Frank Corner BnB (Level 5): 949,600: MMHcHS MMHxxQCF+L MxxQCF+L QCF+L MS jQCF+H QCB+L QCF+M QCF+MxxQCB+AA

Frank air to air BnB (Level 5): 801,100: MMxxQCF+L M MMHxxQCF+L S HS MMHS SRK+HxxQCB+AA

Frank SJ BnB (Level 5): 738,600: sjMMHxxQCF+L S MHS MMHxxQCF+M roll SRK+HxxQCB+AA

Frank front air throw corner BnB (level 5): 674,300: Airthrow QCF+H QCF+M HS MMHxxQCF+L MS SRK+HxxQCB+AA

Frank front air throw BnB (Level 5): 618,000: Airthrow QCF+H MHS MMHxxQCF+L MS (roll) SRK+HxxQCB+AA

Just sharing what I have