Video has a really good midscreen combo that does 20 hits around the 00:49 mark.
Alternatively, ToS L loops can be done anywhere on the screen for 20 hits without much of a hassle.
Video has a really good midscreen combo that does 20 hits around the 00:49 mark.
Alternatively, ToS L loops can be done anywhere on the screen for 20 hits without much of a hassle.
an easier small adjustment to get extra damage would be to do wall bounce > mp dp then do the hp dp xx qcb hyper.
Has anyone figured out a high damage combo off of j.S groundbounce, preferably lvl3?
The best I’ve been able to milk out is around 480k w/o meter @ lvl3.
Depends on your Spacing and your assists. While Frank may not have a single godlike OTG like say Wesker, he’s probably the most versatile combo extender in the game. Tools of Survival M in the air can extend your combos for another relaunch depending on your spacing, and Snapshot or Roundhouse kick offer ways to extend combos in conjunction with assists Snapshot is slightly faster and slightly quicker recovery but less hitstun, whereas roundhouse kick offers greater hitstun at a slightly higher recovery. Both otgs can extend combos off a decent amount of different assists. I wouldn’t say it’s universal, but a wide variety of team configurations have assists that make it possible.
Heck, if you were close enough to the corner and really wanted to get fancy with the right assists you could do Jumping S >> Tools of Survival M >> Air Magic Series >> Assist + roundhouse >> Tools of Survival M into a Funny Face Crusher Reset. That exact combo may not work and which assists would is a bit more picky, but it’s just an example of other options. Get creative!
I’m not really concerned about utilizing assists, just for solo combos. I’m more curious to see what people have been able to figure out from an initial groundbounce.
What throws of Franks can you combo off of and at what levels?
I run Task/Frank/Spencer and everytime I get a ground throw I call slant shot assist & snap to try to pick them up but either I’m too late or Spencer jumps in front of the otg’d enemy. And off air throws I can sometimes pick them up solo but it seems to be dependent on the height of the throw. I’m guessing a lvl 3+ ToS H would be the surefire solo way to pick them up but can you do it off of all 4 throws (air forward/back, ground forward/back)? I’d much rather do the otg kick + slant shot so I can save the ToS H for a relaunch if hit stun instead bad.
Throws with Frank are…fickle. Every single one of them can do Snapshot/Roundhouse >> Hyper, but in terms of longer combos it varies. The one he can easily combo off of solo in higher levels/with the proper assists is forward air. I haven’t done much tinkering with back Air, but I imagine there’s a few setups with assists that can combo. But given the nature of the throw, he can’t solo combo.
Ground backthrow can’t be combo’d off of besides snapshot/roundhouse hyper. Forward throw is where it gets weird though. In levels 3-5 you can do Tools of Survival H into a combo, but it’s character specific. While I haven’t done extensive labwork on it, offhand I’m not sure what determines whether or not you can hit the character with it. I first tried it on she-hulk and it worked, but couldn’t get it to work on Phoenix Wright or Spider-Man…but then it worked on Viewtiful Joe, so it can’t be size in the vertical sense. Tools of Survival H has the same startup in 3 and 4, so it isn’t level dependent. Next time I’m in the lab I’ll try more characters to see if I can get a sense of what makes it work/not work.
Ok, thanks. I just recently did a team tourney and I noticed a few times when I’d land a throw I’d have some difficulties picking up. I know one in particular was a back throw and I didn’t even attempt anything and the commentator said I “could” have combo’d off it but I didn’t want to risk calling Spencer and getting HBD’d. I do get a lot of air throws so it’d be nice to know what I can and/or can’t do afterwards. I’ll probably tinker around with the throws some tonight in the lab and I’ll make sure to report back if I find anything different.
Does anyone have any particular setup after landing his Funny Face? I usually snap and do his ST hyper but I’ll even see if I can snap + slant shot or ToS H to get sometime from that. I bet hit stun will prevent anything spectacular but who knows.
Ok I just checked out Frank West’s throws and here’s what I came up with.
Pretty much in all levels you can’t combo of a grounded or air back throw. Just snap then hyper and to get some damage in. Don’t even have enough time to call an assist because your snapshot cancels some of Frank’s getting up animation but you can’t call an assist during this time. Grounded forward throws can be combo’d with a snapshot and I could pick up with slant shot but it was about 50/50 midscreen and 100% in the corner how whether I could combo off it.
In Level 3
Off both a forward ground or air throw I did this> qcfH cMcHS jMMHqcfM land S jMMHS land dpH ST hyper (does 500,700)
I’m not familar with the optimal way to combo with Frank in this level so this is probably a conservative combo. No doubt someone can come up with a better combo than I.
In Level 4-5
Forward ground throw I did this > qcfH HS jMMHqcfM land S jMMHS land dpH ST hyper (does 621,500 in lvl 4 & in lvl 5 693,400)
Forward air throw I did the same combo > (does 630,500 in lvl 4 & n lvl 5 693,400)
Honestly, I think this is the best combo of a throw relatively close to the corner because I tried adding an M here or an H there and they would tech out immediately.
Interesting sidenote, all tests were performed on Deadpool. Once I hit level 3, I could no longer pick him up off a ToS H after a forward ground throw. I tagged in Spider-Man and same thing (confirming what Zansam said). I tagged in Hulk and hit it every time. So I’m wondering if only larger chars can be combo’d on afterwards.
Also I just wanted to see what I could do off a Funny Face because normally I just snap and then do the ST hyper. all combos are done with back to corner
In Level 3
qcfH cMcHS jMMHqcfM land HS jMMHS land dpH ST hyper does (depending on how well you twirl your stick 620k-640k)
In Level 4-5
qcfh MHS jMMHqcfM land MS jMMHS land dpH ST hyper does (depending on how well you twirl your stick: around 820k in lvl 4 & around 900k in lvl 5)
I was going to give up and say it is better to just solo the followup because I wasn’t getting way less damage but then I tried this and it does slightly more but not much to write home about.
FF slantshot + snap MHcHS jMMHqcfM land MS jMMHS land qcfH dpM dpH ST hyper (I think optimal stick twirl gives you around 908k so it’s not even that much more)
You’re doing the right basic stuff for Frank combos where the groundbounce is used early; incorporate the wallbounce instead, and do the combo solo as long as possible. I’d suggest seeing what other ways you can incorporate your assists though. Here’s an example:
I’m currently running Vergil/Frank/Wesker. When I have a level 4 Frank, I can do Ground Series >> Air Series >> Roundhouse OTG + Vergil assist in the corner to extend combos. This allows me to save my groundbounce/wallbounce and still combo (or perhaps I already used my groundbounce in say, an Air M M S hit confirm). By saving those for the end, I can finish the combo with Tools of Survival H, Tools of Survival M Tools of Survival M, which tacks on another 50-100k on the end of a BnB.
In the case of this specific team, I can also use the groundbounce to extend, then use Wesker OTG + 2 Tools of Survival M at the end to crank out extra damage. Not all teams allow options like these of course, but there’s usually a method or two to have more options for your frank combos with assists.
As for Funny Face Crusher combos, Tools H into combos is the general approach (or slant + snap since you have spencer to save your groundbounce). if you’re in the corner in level 4 though and OTG with tools H I’d dash under then launcher so it put them back into the corner. Can do a simple Air series >> wallbounce >> launcher >> another air series (which will build a bar to finish with a super every time), Tools of Survival L loops, whatever. My personal suggestion would be to look at my Funny Face Crusher reset post and find a way to build the hitstun decay off a Funny Face Crusher combo to loop it, which would allow you to turn your anti air hyper into a touch of death (it’s very easy with nova, and I’ve found ways with my current team but it’s more challenging. I imagine other team combinations can do it but it can be trickier).
Also, regarding ground throw Tools of Survival H OTGs, it can’t just be vertical height dependent since it works on Viewtiful Joe. Could be something weird like the size of the hitbox near the top of their body (Joe’s got a big head).
Dude, I already have combos for Frank. The notations were for combos to do after a throw. Most people here were posting their level up setups and all that and I saw nobody had posted any sort of throw combo. Not only was I curious about what all I could and couldn’t do after w/e throw but I figured I’d report it back here. I go for a lot of air throws and it’s nice to know what I can and can’t do afterwards.
And my point is that air throw combos really aren’t that much different from regular combos; you’ve got a bit less hitstun decay to work with/lower damage due to scaling. and that’s it. You may have to reduce your air magic series from MMH to MH, do S instead of HS after OTGs, use assists for relaunchers earlier in a combo, etc. But beyond that you can generally do the essence of a regular combo with an airthrow combo.
It was just funky when you said don’t use the groundbounce and use the wallbounce instead and I was thinking in my head like huh? I follow you now though.
Solo ground combo with Lv4 Frank…try this out Frank brothers see what you think.
C.L, C.M, S.H, C.H, S, Sj.M, Sj.M, Sj.H, QCF L, Sj.M (3 hits), QCF L, QCF L , Sj.M (1 hit), Sj.S (land, hold up and jump asap), QCF H (time the QCF H in the air to hit as close to the ground as possible), QCB L (asap after landing from QCF H), QCF M (after zombie hits), S, Sj. S, (diveknee asap after the Sj.S, Land) Picture/roundhouse, super.
Im almost positive you aren’t getting more damage off a solo frank combo in lv4/5. In level5 this should do about 1mil damage depending on what ground series you use. I use S.M (hit confirm, call weasol shot if a hit, dont if its block) Object throw (bottle combos into weasol shot) dash up H S as a ground hit confirm off S.M for a combo. So basically my furthest range poke i get a huge punish off of, and its super easy to hit confirm a S.M.
ALSO for the above combo to work, the only real requirement is that when you do the QCF H in the air after landing from the initial air combo you need to be either in the corner or close, you can start the combo at midscreen and it still work so i won’t say corner only. You can also remove QCF L in the air if you find the double QCF L link too difficult, i do it that way tho to make sure i can always link 3 qcf L’s regardless of character size or position in the air.
Can post a vid if i must. Tho quality will be ass.
I just tried that combo of yours and holy shit I love it. Except I changed the ender to fit my team (and also because it’s a bit easier). After the qcf.M, I let the opponent fall on the ground then call Nova’s assist (Centurion Rush), pick the opponent up with dp.H (OTG roundhouse kick), once nova hits, I hit him with dp.M (hard knockdown roundhouse kick) and then OTG him again with dp.H and cancel into Survival Techniques. The entire combo did just barely over 1mil damage and if I DHC into Super Nova, it’ll do 1244. This is awesome, I must learn this combo properly
Nice combo Frank! Trying a Tiger Knee Tools H >> Zombie Toss >> Tools M was on my to do list, I just never got around to it to make sure it worked. You’d probably be able to get a little more damage off Tools of Survival M x2 instead of relaunching. Does around 40-50k in level 4 at minimum scaling, which should be better than S Sj S Roundhouse (and definitely better than snapshot). You can still cancel the second tools M into survival techniques in the corner, or play dirty and FFC reset (though with this much damage and meter I doubt you’d need it, I imagine that builds 2 bars base)
the combo builds 2.5 meters solid. As for resets when you do zombie toss you could do medium version to hide the reset alittle. No one knows how to recognize which zombie throw is coming out (i doubt most Frank players do). Gonna check damage on ToS Mx2 now.
EDIT:
Double ToSM def is not more damage then S Sj.S Roundhouse or snapshot.
(actually the roundhosue puts it over if you use snapshot its not)
Not surprised it does more than snapshot (does like 1k minimum scaling), am slightly surprised 2 Ss + roundhouse does more. Either way, depending on your DHC potential Frank should be able to 2 bar touch of death in most cases.
Yeah its a super good combo to have in your inventory. Let’s find a way to improve it.
I also have a good j.s combo for solo level 4/5. I’ll post later.
Can you post a video?