My Most Violent Shot: The Frank West combo thread

Tools L at level 1 is -2 on block.

@Zansam So I looked at the Raccoon + Frank THC and I think I found the most consistent method. What I was doing that was working was I would end my combo with a knee drop and THC right when I landed. The opponent character does their “bounce” before the end of the hard knockdown and as long as the THC starts before they hit the peak, they got comboed properly. I also did not mash as that increased the effectiveness. I tested this on Skrull, Hulk, and Raccoon. It did not work on Raccoon.

You also have the following ender as well: QCF+SxxQCF+AA(mash) at the wall bounce you DHC to Raccoon with QCB+AA and hold a tag for Frank. He will come in and hit then they will bounce. Knee drop and then picture again. Depending on your other assist (if you have one) you can get a level 5 out of that, but thats at least a level 4.

That’s for looking into it; unfortunately, there’s problems with both of those. For the THC, depending on your hit confirm the mashing is required to ensure that you have sufficient hits for chainsaws (not to mention the damage loss). Furthermore, if it isn’t 100% it honestly isn’t worth it; level 1 Frank rarely gets two hits. As for shopping cart into RR’s hyper trap, that’s spacing dependent.

I found a new conversion with Lvl.4-5 Frank. This can help us in sitautional moments where we could need damage to kill from a super jump conversion.

Nice that’s definitely useful man! I’m guessing that doesn’t work off a superjump Jam Session confirm? If it did, that’d be pretty sick.

What do people use to confirm superjump height JS in the corner btw? I haven’t messed with that enough.

I can test that for you Slip if you want. I haven’t really tried that yet.

From what I’ve seen, most players usually just use a regular launch combo after confirming with j.S. By the way, this confirm also works in the corner.

Edit - Nope. It looks like you can’t do this off of Jam unfortunately. At mid screen, Jam assist pops them way too high and makes the j.S completely whiff. In the corner, you can get the j.S into Tools.L. But, the hitstun deterioration kicks in if you try to do j.M at the optimal point where you’re low enough to do s.M after you land. :frowning:

I just use Air M xx Tools L to halt my momentum myself. Can still get a comparable combo and the hit confirm is braindead. Not to mention level 4 Air tools L is + a bajillion on block.

That’s pretty neat though.

I played with this a bit today Cless. Turns out you can do it on a confirm where you cross over them. You just do jMMHxxQCF+L then jMS and follow up.

Nice stuff!

Edit: In the corner you can all do jMMHxxQCF+L jMxxQCF+M QCF+M jM(land) sMS jMMHS to whatever. Pretty sexy, not as hype as yours, but looks nice.

Was talking with KBR on Twitter today, and he brought up an interesting idea… long story short, has anyone ever had any luck doing a THC with Frank/Dante, then getting two snapshots in and ending it with a Knee Drop? I just can’t do it, but if someone proves it’s possible, it could help optimize some stuff even further.

Also found a meter positive combo with my team that does 1,150,000 off of a Spencer cr.L. Silliness.

I assume you could do it, if at all, without mashing. Maybe from a specific range.

Whoa, I never thought of altering the range to do it. Hmm, could be problematic for me at least, since there’s no time to adjust spacing after a Spencer 80k -> Raw Tag. I bet you Magneto players could do it though.

Fuzzy, you don’t have time to back dash and THC? You should be able to as the THC starts up faster than the camera shot.

The reason why I think spacing would affect it is due to Dante’s bullets traveling a further distance. Frank will pick them up with the cart (no mash so it ends sooner) and then you MIGHT have time to snap twice before the final bullet. I’ll play with it later if I get a chance, busy all through Sunday.

I have time to take about a quarter of a step back and team super… I think I’m just bad at figuring out the timing though haha. Tried it without mashing and still can’t get it. If you guys find a way to make this work, I would be forever grateful.

Man I wish I could do the Spencer infinite.

Yeahhhh so incidentally that dash forward THC to save the wallbounce makes soooo much difference when Mags reaches 3 bars. Adds more than 200k more than tagging Dante and doing my original follow-up. Might actually make a video of the difference + something else I was looking at earlier when I get a chance.

I’m at ~1.294Mil from midscreen if Mags hits 3 bars and 1.243Mil for 2 bars…off a j.L into cr.L confirm…IIRC 1.28Mil for the full screen combo (2 bars). So yeah…pretty awesome.

Getting much closer to end game Frank. I really want to make Frank+Firebrand work…

Well… @VHSCless … being less lazy than me with my own team…has shown me that EMD actually is basically HSD immune as an extender for Frank (although maybe that’s only into s.S and can’t be done into Tools M…seems likely). The window’s much tighter than it is for other assists, but after a few minutes I was getting it 4/5 times, so it seems pretty easy to commit to muscle memory.

So yeah…was able to do a full corner combo off of j.MMH into Tools H + EMD s.S sj.S, which let me end with Tools M, Knee Drop, Jam Session, Tools H, Tools M, hyper and hit ~1Mil meterless and 1.17Mil for a bar. So yeah…EMD for best Jam Session compliment lol!

Found a new Jam session conversion.

Do your standard combo with Frank (I do my double launch thing) and pick them up with Jam Session and jQCF+H then sMS sjS and falling tools H, QCB+L, QCF+Mx2. It adds about 50k to the whole deal.

I also found some BnBs with FB / Dante / Frank. Loving it!

@Slippaz Yeah, I dropped it many times before making the video. It was a bit tricky, but I found my own way to do it haha. I just did J.QCF+H in the air as low as possible with EMD assist. If you do the J.QCF+H too high then HSD kicks in and drops the combo.