My Most Violent Shot: The Frank West combo thread

I find that in a lot of my matches I’m catching people with the edge of a j.:m: as they jump/airdash towards me. This is an easy opportunity for level 3(4+ with assist)

Must be level 1 or 2
j:m:xx:qcf::l: > (j.:m:xx):qcf::l: > j.:m:xx:qcf::l: > j.:m: > land > :s: > SJ> :m::m::h::s: > dash+:a1:> :qcf::s: > assist hits > :s: > SJ > while rising :s: > while falling :qcf::h: > :dp::m: > :qcf::s: > :qcb::atk::atk:

Use the 2nd j:m: if your opponent is starting to fall after the first ToS:l:

This takes you from Level 1 to 4

I’m having a hard time connecting 3 :qcf::l:'s in a combo any tips for spacing or timing on this?

On non-pixie chars. I tend to combo into launcher press j:m: pretty early early on the way up so that it hits at their feet. cancel that into your first :qcf::l:, this should bring them to equal elevation or slightly higher than frank. This will allow you to cancel immediately into a 2nd one without them dropping out. After the second :qcf::l: the opponent should be near Frank’s feet. Do j:m: as soon as you recover from :qcf::l:. It will bring the opponent up to your elevation again. Cancel that :m: into a third :qcf::l:. If you are high enough (in relation to your opponent) after the 3rd one. you can do j:m::s: to knockdown > dash > take pic > etc.

So basically it’s combo into :s: > SJ > j:m:xx:qcf::l: > :qcf::l: > j:m::qcf::l: > :m::s:

Here’s a quick sample vid I put together. Hope it helps

[media=youtube]wN1q6P-Tq6s[/media]

Ended up adapting the Tools of Survival H re-launch combo for Level 1 Frank a bit with Dormammu to get a guaranteed Level 4 out of it…

j:h:, :d::m: :d::h: :s:, super-jump, j:m: j:m: j:h: j:qcf::h:, land, 1:)d::m:) :d::h: :s:, super-jump, j:m: j:m: j:h: j:qcf::l:, j:m: j:s:, land, wave-dash if needed, :a1: (Dark Hole), :qcf::s:, 2:)d::h:) :s:, super-jump, j:s:, j:d::h:, :qcf::s:, if in range :qcb::atk::atk:

1: Only do this move if starting the combo from a :d::h: or it will make the combo drop later on
2: Only do this move if you started the comb from at least :d::m::d::h: or the following :s: will not hit in time! Also, omit this move on small characters, as it will simply whiff and it is not required.

Does over 700k damage when you are in range for the super, so definitely worth it! Just be ready to wave-dash plenty to reach smaller characters fast enough.

Tested this out on the various character sizes, and other than one move noted, it works on all sizes, so go to town!

EDIT: Another combo to share! This time it is an instant over-head combo specific to Sentinel and Nemesis since part of it requires their rather fat hit-boxes (does not work on Hulk, sadly):

j:m: j:m: j:h:, land, :m: :d::m: :h: :d::h:, :qcf::l:, :l: :m: :h: :s:, super-jump, j:m:(2 hits) j:h: j:qcf::l:, j:s:, land, :qcf::h:, :s:, super-jump, j:s:, j:d::h:, :qcf::s:, :qcb::atk::atk:

Does over 900,000 damage at Level 5, so it will out-right kill Sentinel if you land the whole thing. At level 4 all you need is pretty much any DHC. Hope this will be helpful!

Here are two corner combos I use with Dante’s Jam Session assist when I’m level 1 or 2.
First combo gets you to lv 3/4 (depending if you’re already at lv 2), and the 2nd combo is a gauranteed lv 5 regardless of being lv1 or 2. Just risky to do because of the TACs.

Damage: 546,100 Meter Build: 1 1/3 Bars **Experience Points: **32 -No Super Combo Done-

j:s:, land, s:m:, s:h:, c:h:, :s:, superjump, j:h:~:qcf::h:, land, :s:,superjump, j:m:, j:m:, j:h:~:qcf::m:, :h:(Do it somewhat close to the ground, the closer, the better), land, :s:,superjump, j:h:, j:s:, land, :a1:(Jam Session), :qcf::s:, (Wait til the last hit of Jam Session hits) :s:, superjump, j:s:,* land*, :qcf::s:

**Damge: **632,800 **Meter Build: 2 1/8 Bars Experience Points: 57 ** -No Super Combo Done-
Beginning (Frank West’s part)
j:s:, land, s:m:, s:h:, c:h:, :s:, superjump. j( :l::m::m::h:) ~:qcf::l:, j:m:~:qcf::l:,
j:m:~ **TAC:u:…**comes in Dante

  • … * j:h:~:qcf::l:, land, :s:, superjump, j:h:~TAC:u:comes in Frank

…j( :m::m::h:)~:qcf::l:, j:m:~:qcf::l:, j:m:~:qcf::l:, j:s:, land, :a1:(Jam Session), :qcf::s:, (wait until 2nd last, last hit of Jam Session, then…) :qcf::s:

I’ve been so busy actually playing the game that I completely forgot to update the OP! Crap!

Tomorrow will probably be when I get the chance to do it. Apologies, folks!

P.s.: I’ve been placing frankie second on my team so I can TAC him in at the end of a big combo to get him right up to 3/4. Seems to work really well!

EDIT: 14 hour workdays are murder. Turkey Day is the day I’ve set aside to ACTUALLY update the OP. Sorry for the wait. :frowning:

Hey guys! I made this video showing some Frank solo combos, I thought this could be useful for everyone that use Frank <3

[media=youtube]mMeME45XYyU[/media]

I will post anotations on monday because I have to practice for a tourney tomorrow.

Hope you like it!

Nice combo vid there, Lavitz! I kinda use the bat too to be fancy. And once I get to lvl 3, I combo and reset damage with A into Anti-Air HC. Then combo after that HC. Kinda like what I did before with She-Hulk in vanilla. :slight_smile:

[media=youtube]UqrT7Vn2wlI[/media]

Corner combo for lvl 4-5 Frank. Works on normal-sizeish standing opponents. Me and my friend were trying to figure out what his most damaging solo combo was. I’m sure you can omit several inputs and still deal out a significant amount of damage for match play.

(jump) j.:l:, j.:m:, j.:m:, j.:h:, (land), :l:, cr.:l:, :m:, cr.:m:, :h:, cr.:h:, :s:, (super jump), j.:m:, j.:m:, j.:h:, :qcf::m:, (land, wait for opponent to fall back into range), :m:, cr.:m:, :s:, (super jump), j.:m:, j.:m:, j.:h:, :s:, (land), :qcf::h:, :qcf::l:, :qcb::2p:

Timing is a bit strict on connecting the hits, but you can connect nearly all the hits (save for the first H, you can only get 3 instead of 5 hits). If it feels too difficult to get the j.L and j.H, just omit those from the combo.

So far, the record is around 952k at lvl 5, around 820kish for lvl4.

In a real match outside of training mode, if you kill the character during the THC like that won’t the snapshot hit nothing and get no exp? If so that could be a problem with THC leveling strats.

[media=youtube]Q7Vbz0rCUqg[/media]

Wheee

LMH > cr. HS sjc MMH xx qcf L > MS > jumping qcf H > cr. HS > sjc MMHS > qcf S xx qcb LM
For lvl 3. Works on everyone as far as I can tell. The M after qcf L might whiff on Rocket Raccoon and Amateratsu.

If you have Dante on your team, replace the photo with a THC and take 2 photos while Dante does Million Dollars and you’ll have lvl 5 status for only 2 bars and no X-factor. The photo xx qcb LM version does ~600k damage. You’ll also need to be near the corner at the start of this combo for it to work.

LMH > cr. HS sjc MMH xx qcf H > cr. HS sjc MMHS > photo xx super

A version that works anywhere on the screen. This also does a fairly decent amount of damage. Also probably works on everyone.

Fun fact: Frank’s air grab hyper will catch random Maximum Wesker from about any distance except ~3/4 screen thanks to invincibilty. Can anyone think of any situations the air grab hyper might be good in?

Yeah… We have these in this thread and also plenty of videos.

As for air grab hyper, there is an asston of uses. Example: [media=youtube]Mb0niWG-PDc[/media]

At that point I’d rather just kill them if it’s enough. I play most of my games as level 1-3 Frank anyway.

So at level 1 if you after S do m,m,h, qcf h you get a ground bounce and can relaunch mid screen no assist. I’m sure you can do crazier shit but I thought I would share.

at 6:35 moons shows off some cool frank stuff including a really nice combo getting u level 4.
[media=youtube]ip23dKsdiuY[/media]

Please post the transcript for this combo. Does this work on all characters, anywhere (corner or midscreen)?

The combo works in the corner or midscreen. However, as far as I can tell (I haven’t tried it on every character), it is character dependent. For instance, it will work on Nova and I believe Magneto, but will not on Wolverine.

As for a transcript:

2A 2B 2C S (immediately following the superjump) j.A xx Tools L, pause slightly, j.b, slight delay, xx Tools L, j.b, S, j.b j.b j.c j.s, (if not in corner, do a short wavedash), jump, Tools H OTG, 5c S, j.c j.s, (THC, Photo, whatever).

EDIT: I should amend that: when I say that it won’t work on certain chars, like Wolvie, I’m generally talking about the S following the tool loop. You won’t get a full air series after it on him. You can still do, say, just a j.s, however.

However, I’m working on a character-independent version of the combo. I’ll let you guys know how it turns out.

:d: :l: :d: :m: :d: :h: :s: (immediately following the superjump) j. :l: xx Tools :l:, pause slightly, j. :m: slight delay xx Tools :l: j. :m: :s: j. :m: j. :m: j. :l: j. :s: jump Tools :h: OTG :h: :s: j. :h: j. :s:

Just typing the combo in new notation so I can practice it. I think I got this mostly right.