This is solid stuff. The one thing I’d caution you on though is that in some situations these can be quite sensitive to variation. It may not look like it but in some instances some of the links are bumping up pretty close to the max hitstun for certain chains and or links. for example Air MS into the combo you did works but MMS may cause it to drop, or so doing Air MM on a grounded opponent into roundhouse probably won’t work the same as Roll roundhouse. There’s also the aspects of how cleanly the moves hit since they’re multi hit, particularly Tools L. All hits VS some hits has effects on hitstun and continuing the combo. Not a critique, just food for thought. Regardless, nicely done.
You can do Tools M (wall bounce) call Nova and immediately Tools L. The bounce happens after tools L and gives you enough time to tools M (they will pop out on a long combo) or SRK+M and then SRK+H. Looks like Doom Beam works too.
Yeah I agree 100% with this and what you said in the other thread. I suppose the ideas are more conceptual than concrete in the sense that people can’t just watch this and do nothing but these combos forever. As you said before, a big part of advanced comboing with Frank is analyzing the situation on the fly and (sometimes subtly) altering timings to keep from dropping. I was just practicing these same combos on Sentinel and Rocket Raccoon, and they work, but they begin differently. Of course, doing a fancy combo is one thing, but honestly there’s no reason to do these on Rocket Raccoon or Sentinel since you can kill them meter-positive without getting unnecessarily flashy.
That being said, I would emphasize that I don’t find these timings too much more strict than I find them without the added Nova assist (meaning calling Nova at the end instead). I would also add that these combos are muchhh easier in the corner, so it’s something to keep in mind if you get a j.S on a floating Doom over there. Of course, landing sj.S means all this gets thrown out the window, but another possibility is to confirm vs. corner superjumps with sj.M Knee Drop and go into one of the ones in my video.
But yeah I appreciate that criticism. As I said, I’m trying to figure out what modifications make the combos most consistent to make them more practical. One important thing is that, outside of the corner, calling Nova after the first Tools L seems to always be better.
Thanks for the feedback, and, by the way, I really enjoyed that video that got posted on youtube of you talking about Frank for an hour. That was amazing lol.
EDIT: Wow nice find on the above! I’m definitely gonna check that out. I’m assuming it does more damage than an extra Tools H? One thing I’d say though is that you can actually do Tools H (Call Nova) Tools M j.Tools H Zombie L Tools M. That’d do more damage than the Tools L version, but it’s prettyyyy hard at least for me to do lol. Only pulled it off a couple times. I’m gonna adopt your ender though, that’s dirty.
You can time a Nova assist so that it actually bounces and preserves the wallbounce instead of resetting the groundbounce, lets you get 3 Tools Ms instead of 2 and an H.
Nova assist is versatile enough that you can have it utilize the bounce of your choice depending on the timing. You can either time is so they wallbounce and reset the ground, or that nova grounds and the wall doesn’t get used. It’ll mostly depend on hit confirm, closeness to the corner, etc. At the end of the day the mantra you should have with Frank is “I should be getting more or less comparable damage off any confirm as long as I know how to mix and match my options relative to hit confirm/bounce usage/decay”. While his combos aren’t Dante-level expansive, they’re very easy to mix and match.
And thanks for the praise Slippaz, glad to hear others enjoyed me spewing random factoids for an hour lol. I should actually be doing another piece within a few weeks. It won’t be nearly as expansive, but I was planning on demonstrating some new stuff for Frank, Nova, and a 101 on projectiles.
Cheers man, I’ll be honest I watched it several times lol. I’ll definitely be looking forward to the next one.
I wanted to add that, after watching that corner concept video that Honzogonzo posted, I started doing the Nova reset/Tools L combos differently, and it seems to have made them a lot more consistent. Basically, all I did was change the order to (ground bounce) Tools L cr.Ms.H(+Nova) Tools L cr.Ms.S; but removing the s.H from the beginning seems to more or less get rid of the mid-combo height variable (obviously the height that the first Tools L hits will always be make-or-break with or without Nova), while adding the cr.M simultaneously makes linking the S easier…which doesn’t really make sense to me because IIRC cr.M and S are both 9 frames…but maybe it’s more of a hitbox issue. I didn’t test the damage, although I’m sure it’s less than some of the combos I posted in the video i posted, but, given that, practicality is obviously preferable. I actually just started doing it in online matches and it wasn’t dropping even midscreen. I’m gonna test it on different sizes/positions tomorrow, but at least on mid-sized characters it seemed to be that any situation that lets you hit Tools L loops without Nova also worked with the Nova addition.
Anyway, that may or may not end up being true, and Frank combos are always going to involve some on-the-spot judgments, but at least it seems to be making these a little more practical. It’s something to mess around with if anyone’s interested.
The difference between S and c.M is indeed a hitbox issue; S starts at his feet and moves upward whereas c.M starts at a 45 degree angle from his head and comes downward. you can even see differences between characters who have the same startup on a jab but it depends on which hand (closer or further from the opponent) they use.
Anyone have a way to do this with Dante/Frank? It is possible to use Frank’s super for this, because the same Magneto Hypergrav trick works with Frank’s super in place of Spiderman’s. I just can’t find any Dante specials that put them in this state.
Nothing ground breaking here (playing with new capture equipment), but if anyone uses Quick Work, the extra Tools L in the corner-to-corner relaunch might be interesting.
Frank can do it solo with his camera (as found by Zansam)
I have also found that he can do it with Firebrand (jump QCF+SxxQCB+AA DHC to SRK+AA) and Iron Man (Proton Cannon and DHC as the last hit is blocked)
I am sure there are other options, has to be LOW hitstun though.
That’s just ridiculous, sick work, man. As I said (or maybe implied) about your first video, I really love that thorough commentary style you’re bringing to the videos. The Grav Pulse H video was also fantastic btw. I was playing with different assists and thinking about ways to avoid the problems arising when the opponent decides to get hit–not that you don’t have outs. I might post something later about it if it turns out to be viable. Also, have you messed with just doing Call Nova + Snapshot vs. incoming and not doing the FFC? The timing seems really inconsistent, but there is a way to do it that brings them to the ground and either gives you an unblockable (not in most characters’ throw range at least) or, if they up-back, lets Nova catch them in the first few frames of the jump (not the startup) so that they’re forced back to the ground into your cr.H…which *could * be blocked, but it’d take some possibly inhuman reactions. It may be way too hard to hit consistently, but I thought it was worth mentioning. I’m just thinking about mixups that look as similar as possible to yours but allow for mind games.
On an unrelated note, I’ve been messing with my all-purpose (off non-ground bounce confirms anyway) Frank BnB and changed the way I use Nova’s assist in relaunch combos. It’s particularly useful to me because I sometimes get a grounded confirm off Jam Session (last combo in the vid), but it’d worth with other assists as well, or with just Nova alone. Not a huge improvement, but it’s something interesting and it’s as easy/consistent (for me slightly easier) as a relaunch with a more standard ground bounce preservation (for me /w Dante, first combo in the vid).
Snapshot’s got a whole lot of recovery so you’d be hard pressed to use it for both hard to blockables and guardbreaking. I personally lump my approach to incoming in four categories:
1 Meaty S + Nova, hoping they pushguard for FFC or trying to mix them up based on what other options they have
2 guardbreak. As mentioned in the video I usually do this when I have more resources available to ensure success (whereas I’d likely do #1 or #3 if I don’t)
3 ambiguous left/right with roll/roundhouse L + Log Trap. I get far too much mileage out of this lol.
4 Non-committal safe chip/pressure. This is the “you’re down to 1 character left, let’s not do something stupid to get Frank X-factor guard cancelled and killed/I’ll beat them in neutral” situation. Knowing when not to use your tech is just as important as knowing when.
Aright so here’s kind of the draft of a variant I was working on using Jam Session. Basically, if you call Jam Session vs incoming and it’s blocked, you can take a snapshot right after the last hit and your guardbreak still works. That’d be totally unnecessary, except that it deprives the opponent of the option to just not block. Yes, I know that’s not really an option vs. your method, but this way xfactor’s only relevant if you want the extra damage.
I was kind of hoping it was inescapable so that we’d have some firebrand-esque shenanigans going on here, but unfortunately this setup encounters problems vs. pushblocking because of the height. That being said, it has problems vs. pretty accurate pushblocking only, though that might demand a little reaction on the Frank player’s part if they only pushblock the last few hits of Jam Session. It does, however, create a frame trap vs. pushblockers that lets you xfactor to catch both opponents caught by the frame trap and those who react to the snapshot itself and block it. I’ve only been thinking about this since I saw your video as well, so there might be a better timing/positioning I’m missing. Def gonna look at it more tomorrow.
Anyway, these are just some reaction thoughts I was having to your video. It’s sick tech, and I’m hoping we can push it even further. Mine may not end up being the way, but I wanted to throw this out there for criticism. Other assists might function similarly (or better) and be worth playing with. I’d love thoughts from people.
EDIT: Sorry the text in that video disappears unreadably fast sometimes It’s really late. Cheers.
EDIT2: Unfortunately, so far I’m finding that Jam Session is the only assist of this type that keeps the opponent from dropping too low for the guard break. I’ve only tried it with Tenderizer, Cold Star, and Repulsor Blast, though. I also tried it with Nova’s Grav Pulse assist and Eye of Agamotto just in case, but Strange lets them drop too low and Nova gets nullified too fast (also a little low). No real advantages over the original with those. It’s entirely possible we could work out a snapback loop that calls Missiles at a certain point to pull this off, but that’d have problems of its own.
Update: If anyone uses Haggar Frank, this actually works with Lariat as well…although characters with double jumps or the right airdash could probably get out of it? I only got to test it for like 15 minutes, so I don’t know if meaty Lariat is a reality vs. incoming. That being said, the timing is so tight it’s probably not practical. If one could master the timing, however, Lariat lets them drop a little bit (which Jam Session doesn’t)–which is why it’s so strict, but also why it has more potential to be a true inescapable. The height seems more conducive to punishing people who pushblock the snapshot. That being said, it’s probably not worth doing because of the difficulty (and potential impossibility vs. some bodies), but at least it shows that snapshot seems to reset blockstun caused by any assist…which is just weird (but kind of awesome) lol.
We had a training session today and I used this tech on EVERYBODY. It’s great, thanks for the video Zansam. 2 bars + X-Factor ensure the death, it’s so awesome. Either block it and eat the FFC, push-block it and I XFC -> Roll -> FFC, or take the snapshot and I XFC -> st.LS -> lolcombos
I actually didn’t snap two many opponents in to do it, so I ended up doing it a lot to the anchor. IT’S GREAT AHHHH I’M IN LOVE WITH THIS TECH