My Most Violent Shot: The Frank West combo thread

I recommend this video for solo comboing with Frank:

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Aside from this, has anyone come up with a strong midscreen/anywhere combo for lvl3 Frank? I feel like there’s more to explore with lvl3 than what it looks like.

If you can carry your opponent into the corner, this reset could get you to level 4 ONLY using 1 bar. I’m sure there are other assists that can cause a similar effect using snapshot to otg then calling an assist to air reset.

The tough part about the corner air-grab reset is that you whiff if they air tech forward, and you leave yourself open due to assist cooldown.

I’ve been trying to figure out a safe setup that takes that into consideration, but it’s pretty tough. It ends up being a guess for me if they’re going to tech forward (and adjusting for that) or neutral/backward (allowing for the air-grab).

It’s going to be a guess all the time. Characters that can dash up can escape easily. I used to use this same reset with She-Hulk and Dante’s Jam Session in Vanilla. I would only do it on chars who didn’t have a double jump, fly, airdash option. With Jam Session it allows time to position so if you guess an air tech forward you can dash back. Dashing back will hit both an upward air teach and a forward air tech. Jam Session also allows you to dash back and then forward once more before the Anti-Air Hyper. So you can make your opponent guess. Still if you guess wrong, you will be open.

Anyone figure out a Level 4 / 5 Reset using servebot head yet? I’ve tried the level 3 combo, doesn’t exactly… work the same.

you should be able to H.ToS and jab them when they’re at head height to flip them out since they bounce so high, you can also OTG + assist to pop them up high after a long combo so they air reset. There’s an example three posts above (#125).

This is a combo i’ve been using with Doom’s Hidden Missile Assist which gets frank from lvl1 to lvl3, anyone got any ideas about how to optimize it, or get it to lvl 4?

cr.:l: , cr.:m: , cr.:h:, :s:, j.:m:, j.:m:, j.:h: xx H.ToS, cr.:h:, :s:+:a1: , j.:m:, j.:m:, j.:h:, j.:s:, [need to wavedash mid-screen], Snapshot (missles hit), snapshot xx Survival Techniques

it gets him to lvl3, but it’s 10 points short of the 50 needed for lvl4. I’m not 100% positive if the double snapshot into survival techniques is character specific, I think the key to getting it to connect consistently, is to snapshot just before the missiles hit so they don’t get popped too high in the air.

I’ve changed my third character to Dante (previously had Dormammu) and I worked out this reset for him (starts from 0 PP) :

cr.LMH, Launcher, j.MMHS, (land) j. H ToS, cr.H, launcher, j.MMHS, [Dante Jam Session], Photo, Photo. If done right, you can follow up with AA Grab super, though unfortunately in my experience if the enemy techs forward they completely avoid it. I’m currently trying to find a way to grab them regardlessly of which way they tech, even if it means we have to react to it. Either way, if you get the airgrab, you can follow up with this combo:

OTG h. ToS, cr.MH, launcher, j.MMHS, photo xx Survival Techniques. You could do OTG roundhouse kick instead but with the picture you get enough PP for level 4 so ST actually ends up dealing more damage. And even if it didn’t, I’d take a little less damage + level 4 frank over more damage + level 3 any day. The combined damage of both combos deals over 1k damage. though I’m not sure how much exactly. It barely kills Iron Fist (my training dummy of choice) so I’m thinking something between 1000 and 1050. I’ll try this on someone with 1050 later to check if they die from it. Next on my list is finding out a way to land the airgrab in case they tech forward. Simply backdashing into super didn’t seem to work.

I think the safest AA grab setup i’ve seen was done by a player here in Houston (buckethead), using tron and she-hulk in vanilla, and that was to combo into a reset with tron (or on an incomming opponent), activate the big servbot super, and then activate the AA grab super. There’s a lot of empty time between the initial hit and the actual servbot coming out, so your opponent is forced to either evade the serv-bot chip damage and get grabbed, or avoid the anti-air super and deal with the chip damage from serv-bot. something similar can probably be done with rocket racoon’s trap super.

Hypothetically the only way to offensively beat this type of setup is with a an invincible air special, or possibly blocking the servbot, then xfc into an invincible ground super to catch the AA super’s recovery. Dunno if the serv-bot keeps you in the air when you block it.

I tested it further and you CAN backdash to catch someone teching forward, but the timing seems tricky. Unfortunately it seems that people with better air mobility (flight mode, up dashes, perhaps something as simple as a dash forward) can counter this setup. Gonna test this further. Also, it doesn’t kill Captain America but it leaves him with a sliver of health.

hey, found a combo with lvl1 frank against thor that gets him to level three with some interesting ground series:
j.s (coming down from a jump), j.a, j.b, j.c, j.s, j.a, j.b, j.c, j.s, cr.c, s, j.b, j.b, j.c xx h.tos, cr.c, S, j.m, jm, j,h, j.s, snapshot xx survival techniques.

You can also sub the launch combo for j.b, j.b xx l.tos, j.m, j.s, snapshot.

looks like it only works in the corner though :frowning:

edit: does work mid-screen, at least against nemesis. You can also: j.s, j.l, j.m xx l.tos, and anything afterwards will cross-up (im pretty sure this will only happen in lvl1/2 since the plunger pulls the opponent to you).

That air grab reset doesn’t work on some characters due to they can escape by themselves, vergil, doom,x23,rr, an wolvy come to mind, there’s a way of doing that without the need of assist, in lvl 3-5 do an basic air combo, land, otg, cr. M, then air grab, doing a cr. M( in lvl 3 only, if your in lvl 4-5 do st.m if cr.m doesn’t work) puts you at a good distance to grab if they do a neutral, back or forward tech, works on majority of the cast, but like i said, vergil, doom, and wolvy can do s after they get hit for air recovery and pretty much ruin your game plan :(, x23 and rr can just do they’re bullshit escape move to get out, and if you want to do that reset midscreen, same combo, otg, cr. M then if they air recover back, roll then air grab super, but if they forward or neutral tech its free but watch out against those characters, i usually just kill them if i get them in a combo

Edit: another thing to note is his lvl 4-5 homeruns, on certain characters by doing two homeruns in the corner it actually puts them in air recovery state automatically, on i think dante,wesker,zero and a few others as well dont have my list to check, but if you do it on like frank or akuma, they end up doing a hardknock down

What the hell I had no idea that the second Homerun in a combo did a hard knockdown. I always thought it was soft since, well, it wallbounces. Nice!

like when you do standard ground series into S, j.m, j.m xx l.tos, j.h xx m.tos, s, j.m, j.m, j.s, h.tos, m.tos? i know that it doesn’t wall bounce, is that what you’re referring to?

Also here’s a combo that can take you from four to five:
cr.a, st.b, cr.b, st.h, cr.h, s, j.m, j.m xx l.tos, j.m xx l.tos, j.h xx m.tos

After that they get put into a hard knockdown, and you should be at 50 hits, you can snapshot into whatever, and you’ll be @ lvl 5.

Also found out that if you tag an assist to the j.s combo it’ll get you to lvl4+ from lvl1, and it’ll work mid-screen on tall characters (e.g. nemesis and hulk). So it’s an option against projectile characters I guess, since when i’m dodging projectiles I do a lot of super jump s.

so with doom missles:
j.s, j,a, j.b, j.c, j.s, j.a, j.b, j.c, j.s, cr.c, s, j.b, j.b, j.c xx h.tos, cr.c, s+A1, j.b, j.b, j.c, j.s, snapshot (OTG missles), snapshot xx ST

cross-up H is also possible against these characters with the first series into l.tos, then d+c, you have a small window when you can call an assist too.

I have a midscreen level 1 to 3 that’s not in this video, doesn’t call assists and works on all characters, but I have an extremely difficult time getting it to connect. I can make it easier with an OTG assist (I use Sentinel so Rocket Punch is what I use). I’ll have to put together a video of me trying it with and without; maybe someone can tell me why I have a hard time getting the jumping tools of survival OTG to connect in it. I don’t know if my timing just sucks on the jump or if I need to adjust the timing of the first air combo string to reposition Frank. I don’t know annotations, but:

cr. L, cr. M, cr. H (or alternately, jumping M, M, cr. H), S, L,L,M,M,H, down + H, OTG, S, M,M,H, ToS L, S, Snapshot.

The light attacks after the launcher must be done VERY fast, and you have to pause slightly between the first and second mediums in the air. It does work, I have connected it both ways, but my execution is really bad so I usually screw up either the OTG or the ToS in the air on the second launch. There is some flexibility in where you can place hits; if you can’t get both lights or both meds in the air, you can tack on another attack between the OTG and the relaunch such as another cr. M, and/or cr. H, but the timing is much more strict deeper into the combo so it’s more difficult. IIRC the combo does just short of 500k and builds a full meter, so you can end it with a HC for more damage or just store it.

Jumping M at level one I think is underrated because of it’s very generous hitbox, and that’s usually how I’m able to land and start it in a match as opposed to cr. L, which is garbage. The air Ls I see get ignored all of the time because it really is an awful normal, but in this combo, they shine because they connect so fast.

Looking for a solid combo for Lv. 4/5 Frank after a Air M, S ground bounce, struggling to get really solid damage in this situation. Any recommendations?

What I would usually do is Air M, Air M, Air H which will allow me to continue my combo with almost no HSD. I recommend you use that so that you won’t waste a ground bounce. You can even go above 900k with one bar if you start your combo with that in Lv. 5.

I’m talking about air to air situations where M, S is the only way to confirm a combo

I haven’t experimented with that, but you could try messing around with Tools L + a.M if it’s air to air, and figure out ways to get yourself onto the ground for relaunch and to continue the combo

Also, if you’re near the corner you could switch out the ground bounce S for a Tool’s M wallbounce.

There’s an inescapable Funny Face Crusher in the corner with level 4/5 and a proper assist (which there are a lot of assists to choose from, thought admittedly I haven’t looked into them since I have nova and he works). It also works in level 3 but it’s far more sensitive. I’ve been wanting to make a video of it but I don’t have a capture card to do it with :(.

Can you explain how it’s done? I run Nova/Frank so I’m quite interested…