I apologize because this surely exists somewhere in this long thread, but after the standard tac to frank to level (MH qcf+L, M qcf+L, etc), what is the ideal height to make sure the knee drop doesn’t whiff, as it tends to sometimes do? OR, if its not a height thing, what is it? I thought someone once told me height, but I’m very possibly mistaken. Thanks!
I don’t think I ever have issues connecting the TAC, except against Wolverine and Tron. I always assumed whiffing it was a character specific thing, but I could be mistaken.
Easiest way to set up the TAC combo is actually to do MMH or MH (depending on character size and TAC direction) to QCF+Lx2 then jMxxQCF+L then jMjS as its more consistent on connecting. Also in this case if you end with a knee drop instead of the jMjS it should hit more consistently.
herrrrrrrrr
Nice stuff Honzo. I played around with the Tools M starter like yours, but I for some reason didnt think to put in the tools L after. I’m going to look at this again and see what kind of damage I can get off it. Good work!
<br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/20675/Honzogonzo">Honzogonzo</a> said:</div>
<div class=“QuoteText”>herrrrrrrrr<br />
<span class=“VideoWrap”><span class=“Video YouTube” id=“youtube-L8qhPpuxVVk”><span class=“VideoPreview”><a href=“http://youtube.com/watch?v=L8qhPpuxVVk”><img src=“http://img.youtube.com/vi/L8qhPpuxVVk/0.jpg” width=“640” height=“385” border=“0” /></a></span><span class=“VideoPlayer”></span></span></span></div>
</blockquote>
I know after the first Tools M you can do a TK Tools L and a falling Air M and then continue a ground series, but given that you’re doing a standing H (which is his highest damaging normal at minimum scaling if memory serves) I doubt it’d make a difference. Was also thinking you could cut the ground chain a wee bit shorter for an air MM tools L MS but I think it’d actually be about 10k less. Only other thing I can think of is maybe change the opener for something like say TK Tools L falling M Tools M but that may screw up your hitstun for later.
So Frank can combo off a raw hard tag. cL, cH, or S. Who knew…
So I just did a hard tag to get myself out of a corner (chip situation) and confirmed into cLcMsHxxQCF+SxxQCF+AA. Level 3 off a hard tag. Hilarious!
I did manage to get about 20k more on the air confirm using a completely different combo. Pretty sure the grounded is optimal though. the cL really limits options/scaling approaches.
Oh yeah Cape, I do that in casuals a lot for the lulz. I typically use st.L to confirm, straight into S, and I wanna say you can do a Tools L in the air, but I haven’t put much practice into it.
Dear Nova/Frank/Ammy players, since i know there’s a few of us. What’s your Lv. 5 BnB damage off a clean confirm? I’ve got 1,138 mil for 1 bar on a super stable combo, anyone got something reliable that’s better?
I do that but with a few modifications. After the first launcher I do j.L since it actually does more damage than a single hit from j.M. And after the groundbounce, I do dp.M hardknockdown instead of wallbounce tools. You get a bit more damage since you’re tacking more specials in. That’s it.
I really like that Cold Star confirm. I was messing around, and doing the j.Tools H (wait/Call Nova) into 3x Tools M’s ender got me 926k/1.103mil. It’s also a little easier.
I was getting slightllyyyy more damage off a knee drop (929k no bar), but barely.
What combo are you doing Sottle? I’d be really interested to hear it.
New to Frank and having trouble with the consistency of a midscreen combo. I’m doing Joe BnB > TAC to Frank > 3x Paddles > Knee Drop > Land > Call Dante > Snapshot > Jam Sessions hits > Snapshot > Survival techniques. It gets Frank to level 5 and does about 900k, which ain’t bad for Joe. I can get it in the corner pretty much every time (using S instead of Knee Drop), but more than half the time midscreen they flip out of Jam Session before I can land the second Snapshot. I know it works, I just can’t figure out where I’m going wrong with the timing. It seems like I have to delay calling Dante after the Knee Drop, then take both photos back to back as fast as possible, any tips?
I’m pretty sure you’re on the money with your own answer there. It’s probably partly psychological (meaning you rush the inputs more if you delay) and partly to do with how well you’re maximizing the capacity to buffer the snapshot. Kneedrop’s spacing also changes if you wait, but I can’t imagine that being involved. Basically you have a really long time to pick them up after the knee drop, so just take a second and focus on hitting A2 and qcf.S as close together as possible to maximize the time you have to link the second shot. I’ve never found a combo where HSD was too high for me to get 2 pictures with Jam Session, but sometimes the timing can be pretty tight, especially if the assist call into picture was sloppy. Jam Session will always connect for all of its potential hits (unlike cold star or tenderizer, for example), so you just have to make sure you take the second picture before before the assist is finished hitting.
Its more consistent to snapshot (Dante) kneedrop (snapshot). Generally what happens is you want Dante to start hitting right before the opponent lands back on the ground from the snapshot.
Cool, I’m getting it much better now. You were right, it was a combination of getting the Dante call and the first snapshot tight, and making sure I don’t rush the 2nd snapshot canceling into the super too fast. Thanks
My combo is j.MMH, st.M cr.M st.H, cr.H S, j.MMH xx Tools L, j.MS. j.QCF H + Ammy, st.M st.H S, j.MMHS, j.QCF H (Nova) QCF M QCF M QCF M xx Survival Techniques.
The 1.138 mil (it’s actually more than that since i realised i cut a couple of the Ms short when i tested it) assumes the j.MMH starter, which is uncommon but not impossible, but it’s still 1.05 mil off any old confirm and is pretty much undroppable. It also works midscreen if you just leave the Tools L in the launch out
There may be a way to eek out some more damage if someone can get the L Zombie swing after the second jumping Tools H and still get the 3 Tools Ms with Nova but i can’t get it to work.
My combo is j.MMH, st.M cr.M st.H, cr.H S, j.MMH xx Tools L, j.MS. j.QCF H + Ammy, st.M st.H S, j.MMHS, j.QCF H (Nova) QCF M QCF M QCF M xx Survival Techniques.
The 1.138 mil (it’s actually more than that since i realised i cut a couple of the Ms short when i tested it) assumes the j.MMH starter, which is uncommon but not impossible, but it’s still 1.05 mil off any old confirm and is pretty much undroppable. It also works midscreen if you just leave the Tools L in the launch out
There may be a way to eek out some more damage if someone can get the L Zombie swing after the second jumping Tools H and still get the 3 Tools Ms with Nova but i can’t get it to work.
Ahhh got ya I was trying to get too complicated with it lol. I’m used to Nova/Frank/Dante where you can still call the non-Nova assist at the end of the 3xTools L relaunch, so I was kinda in a rut there. And yeah my rule is as long as I’m around 1mil with an FFC reset opportunity off whatever confirm I’ll take it, and that’s practical as hell, nice.
And I just switched to stick on Tuesday (learning phase :P) so I couldn’t get it when I was trying to do a comparison just now, but I think you can’t get Zombie Toss L into 3x Tools M’s. The best Nova ender I could come up with involved calling Nova right when the j.Tools H connected so that he hit during the Tools M and saved the ground bounce instead of causing a second one. The sequence was j.Tools H, (Nova on hit), Tools M, j.Tools H, Zombie Toss L, Tools M.
I don’t remember what the damage difference is, but it’s probably only around 5k or so. It’s not easy, though, and your spacing can get tricky trying to do j.Tools H into Zombie Toss on a moving (wall bouncing) opponent, so I’m not sure how practical it is.