Oh that’s what I’ve been doing with Jam Session, Capey, haha. I actually used st.Lcr.L because it’s easier to time time and I think you only lose 5K from it.
Just wanted to follow-up and put this out there for any other (rare) ???/Frank/Skrull players:
c.L, s.M, c.M, c.H, s.S, j.L, j.L, j.M, j.H, H.ToS, Land, c.L, c.M, c.H, s.S, j.L, j.L, j.M, j.M, j.H, j.S, Dash + A2, Snap Shot, Snap Shot
If you are able to carry to the corner before the first H.ToS in the air, you just end with Dash +/~ Tenderizer to help setup the timing for the first Snap Shot. As long as the initial Snap Shot lands just as Tenderizer starts up, you can take your second Snap Shot with ease and have some points to spare and not worry about delaying too much and having them drop out.
If you don’t reach the corner before the H.ToS, you will most likely cross under, in which case just do an extra plink Dash or wave dash before the above instructions. Either way, you can get 1-4 meterless.
Of course, touching is easier said than done with level 1 Frank, but having this ready for when the situation comes up (more often than most of us would like) is better than having nothing prepared at all.
Wondering if anyone can help me eek out some more damage from this combo for my secondary team. The team is Firebrand/Dante/Frank, the combo starts with one bar and does about 830k. Was hoping to get a little more out of it.
J.M/H land cr.LMHS, sj.H xx Kidnap, Tag frank, cr.LMHS, sj.MMHS, land, call Dante + Snapshot(lvl 3), S, sj.S xx qcf+H, land, dp+M, Dash Back, THC (Frank+Dante) snapshot (lvl5), Jump d+M, land dp+H.
Well, gonna need @TheCape for that one…
But it kinda depends on the meter building situation. Couple options…
You’re using your ground bounce pretty early in that combo. If I had to guess, I’d bet that by the time you do the Call Dante + Snapshot (lvl 3) part you’re gonna be approaching +1 meters? Because if you are (and you’re starting from 1 bar), you can build a little extra by doing: (Call Dante), Snapshot, Tools M, Knee Drop…then delay slightly and THC with Dante. That’d free you up to do the s.S sj.S follow-up in level 4 (5 maybe?) into j.Tools H, L Zombie, Knee Drop, L Walker, Roundhouse H, Hyper.
You’re also using one assist there. I don’t know how FB’s assists deal with HSD, but it’s possible that, if you could THC with your ground bounce intact, you could add an extra j.Tools H + Assist into Kneedrop after that post-THC extension.
Is there no way to extend slightly with Frank before you call Dante? Cape told me something once about Firebrand Assist letting you set up jump loops (I’m pretty sure). Could you tag frank and do maybe cr.LM+assist H into j.MMHS s.S sj.MMHS?
Do you maybe have enough hitstun to do a full superjump series to build a little extra meter? Try sj.LLMMHS and see if that works.
Any chance you can do a full grounded series? try converting the tag with cr.Ls.Mcr.Ms.Hcr.HS just in case you can build some extra meter that way.
Seems as if your goal is to hit the two-bar mark with your ground bounce intact. I’m sure there’s a way to do it.
Cape can probably help more than I can.
Firebrand, Frank, Dante
Firebrand: cLcMcHS jHxxQCB+M jH sMcMsHcHS jHdHxxQCB+L cHxxQCF+S (tag Dante) df+HH(Call FB)~fH BC jQCF+HxxQCF+AA (DHC Frank) knee drop (call dante) QCF+S knee drop jQCF+H QCB+L knee drop SRK+HxxQCB+AA
Firebrand (Mid Screen): cLcMcHS sjHxxQCB+M H (dash under) sMcMsHxxQCF+S (tag Frank) (Call Dante) QCF+S (dash) LS sj S jQCF+H (call FB) QCF+S S (THC) LxxQCF+S S sjS jQCF+H
Firebrand (anywhere, certain chars) cLcMcHS sjHxxQCB+M H(one hit)xxQCF+S (tag Frank) cLcMcHS sjLLMMHS (call FB) jQCF+H HS sjS (THC) LxxQCF+S S sjS jQCF+H QCB+L jdH (Dante) jQCF+H jdH QCF+SxxQCB+AA
Firebrand (near corner or in corner, certain chars): cLcMcHS sjHxxQCB+M H (land) sMcMsHcH(Dante)QCF+L jLdHxxQCB+L cHS sjHS (land) QCF+AA (DHC to DT) (dash back) S~H~fH (BC) QCF+H (tag Frank) (Dante) QCF+S jdH QCF+S
Firebrand (level 5 Frank, certain chars): cLcMcHS sjHxxQCF+S (tag Frank) cLcMsHxxQCF+L cMS sjMMHS (FB) jQCF+H S sj S (THC) QCB+L S sj S jQCF+H QCB+L jdH (Dante) jQCF+H jdH SRK+HxxQCB+AA
Firebrand (corner, most chars): cLcMcHS sjHxxQCB+H H (land) sMcMsHcHS sjMHdHxxQCB+L cHxxQCF+S (tag Frank) (Dante) QCF+S (dash) S sjS (land) QCF+SxxQCB+AA (DHC to DT) (tag FB)
Frank (Firebrand in LB with charge): Throw (Call FB) QCF+SxxQCF+AA (Mash) Launch etc
Frank (Dante second): QCB+L RollxxSRK+M (dash) QCF+H QCF+L cMsHxxQCF+L cMS sjLLMMHS (call Dante) jQCF+H QCF+M QCF+MxxQCB+AA DHC to Dante (mash)
Firebrand (Corner) cLcMcHS sj HxxQCB+M H (land) cMHxxQCF+S (switch) (tag Frank) (Call Dante) QCF+S (dash) S sj MMHdH (call FB) QCF+S S sj S jQCF+H QCB+L SRK+M (THC) ??
Thats my information that I had so far when I was working this team. Looking into more stuff now.
Firebrand Assists have their basic uses outlined in the Frank West Level Up techniques thread, as well as all the DHCs and hard tag setups I could find. Depending on how you want to play the team you can do a few things with the fireball spit since it OTGs, but are better off I think with the charge since you can keep your ground bounce with it.
Good DHCs are from his Dark Fire into Dante’s DT into a launch and a wall bounce, I think that is listed above.
Wow man thanks so much for this. I can’t wait to get into training mode and try all this stuff out. My idea is to kinda use frank as the damage engine for Firebrand, its just the initial leveling of him that is rough.
Will report back with anything interesting!
I’ve found quite a bit and this was mostly just musings and “oh this is cool”. I’m slated to get married in a week, but if I have some Marvel time I’ll try to take a look
Feel free to PM me or post here if you need anything else.
There is also an FFC on incoming setup with Firebrand into Frank. You SJ and do Bon Voyage (they block) and you cancel to Luminous Body then DHC to FFC. That works well too.
Hey 2what are the best midscreen level4 Frank combos out there? I can kill in the corner easily but nit being in the corner severely hurts my team. Mag/Dante/Frank