So You're a Fan of my Work, Huh? - The Frank West Videos Thread

I’m not sure because I don’t play Ammy, but is the THC with Frank and Ammy safe for Frank on point? When you were at LV1 Frank/Ammy vs Vergil, I think it might be worth it to try and catch him pressing a button and react with the THC, since it IS a full-screen thing. I’ve often caught people with Frank/Dante that way, or at least using the other character’s super to just punish an assist.

Also, I would also suggest learning a few more combos. I saw one point where you confirmed off Cold Star while you were cornered, and you carried the opponent to the other corner… would hit stun have let you do the side switch with air MMH xx Tools L? Being able to stay close to the corner is a lot easier then going corner to corner, imo, and I think it might make it easier on your combos as well. Also, whenever you get an opponent into blockstun with Cold Star, I’d really suggest going for things like instant overheads with j.L rather than chipping away. Lockdown assists and j.L are amazing together, yo.

(Sorry, I am typing these up as I’m watching the ptfighters archive)
Another thing I noticed is you never seem to use the zombies in neutral, at least not outside of blockstrings. I’ve been learning lately that even at Level 1, walkers are really good for cluttering the screen with hitboxes. Or even just the spinning zombies more, too. I think at Level 1, the zombies are probably the best tool you have. Even at Level 2 the zombies are still good, because you can set up a walker and a roll mix-up on incoming.

Also back on the topic of combos, I would suggest trying to learn and always utilize combos that can get Frank from 1 to at least 3. Try to make it so even if he’s solo, each hit gives him more of a significant threat.

Other than that, I would say, even if you have the 'Saws, playing patient is still really important. In my eyes Frank is completely a game of spacing properly, and not so much rushing down heavily. Odds are if you watch and keep your opponent at the optimal range, you can bait out something unsafe and punish with a huge combo. Also, work on seeing if you can extend mid-screen with Cold Star, thus saving your Ground Bounce for corner combos and Nova assist shenanigans.

Hope some of this advice helps!

So just as a small thing, Disruptor is so bad at extending Frank combos at high HSD, that it actually gives you an untechable FFC reset in the corner. Build up a little HSD and they tech reallyyy low. You still have to roll for it to catch the forward tech, so it’s not as good as the Tools M version, but the roll covers all 3 techs anyway, and if you confirm with a ground bounce it could be useful. I’ll probably toss it out if I get a left/right with Jam Session vs. an incoming opponent sometimes.

I’ve seen Shady Penguin finish some of his combos with jab and then roll into the corner to FFC. Catches all techs on those without air options, so its similar to this.

Yeah I swear I remember you posting or telling me some time recently about that. It was probably floating around in my head when I tested it. So yeah, I’m sure there are other assists/setups that work similarly, it’s just nice to be able to reset vs. the right characters without having the ground bounce available. Glad Magnus is one of them.

So I compiled the known Dante/Frank level tech into a video for anyone who might be on the current X/Dante/Frank kick. Enjoy :slight_smile:

Hey guys, here’s a link of me using my frank west team that I’ve been using.

starts at around 58:11

I had some funny/facepalm moments, but a couple things I was thinking while playing.

  • I’m still having a hard time opening people up with Nova with shopping cart
  • I have no idea what to do against Storm or Morrigan.
  • Theres a couple more but I can’t remember atm lol

I know that I’m inexperienced with this team. So is there anything that I could improve on? Mixups? Combos? Anything is helpful :slight_smile:

Finally got around to optimizing/recording some Magneto/Dante/Frank stuff. Cheers :slight_smile:

I’ve been playing a heck of a whole lot with this team lately and I’ve been lightly considering actually using it in tournaments. I have no problems using Magneto, it’s Dante who I struggle the most with. If I had just a slightly easier time with his neutral and confirms, I’d rock this team for sure. Nice video!

This is incredible. Time to work on Dante then :S .

Thanks fellas, and yes, running X/Dante/Frank really demands a good Dante neutral game. It’s a lot of fun, though :slight_smile:

Here’s a small addition to the other Mags stuff–a setup for raw Shockwave into Level 4 assuming you have 2 bars.

Follow-up on Frank’s Crossover Counter combos. You have a lot of control over the damage and method, so you can kill while building meter instead of during the THC if you want to. Substitute Roundhouse M for the Tools M during Jam Session and DHC into Devil Trigger for a Tools H/M, etc., ender and build back some meter…whatever you need.

In a number of situations…this shit is good.

Friends recorded a lot of videos from SCR weekend for me. If I post them up here when they’re available think y’all could give me some tips? I’m actually feeling like my Frank mixups could be a lot stronger than they are.

Sure! Link us when they’e up!

This is the only match I’ve been able to find, and I can only fully level Frank once in all of them… there’s a moment where my opponent does Akuma’s DP Super because I left a gap in the pressure… has anyone else had any issues with that opening? How can I tighten my blockstrings?

Also in game 4 I get stuck with level 3 Frank at the end, no XF and no bar to kill. It hit me that I have no idea how to neutral game with Level 3 Frank, any tips?

Welp that DP super was a prettyyyy nice reaction on his part I gotta say lol.

As far as that goes…I know you do j.L XFC j.M when u have XFactor available, but I personally don’t j.L against characters where doing a forward jump doesn’t let instant overhead j.L chain into j.M. But I thought Akuma was one of those characters it works on? Maybe I’m wrong. But we need to make a list of characters that jump forward j.LM works on, because it’s not just big bodies for sure. In fact, I thought it was everyone that j.L itself worked on…but maybe I’m wrong there.

So what seems to have really happened there, though, is that you killed Storm meterlessly and either the recovery from Tools M was too slow for you to actually fit in your backdashx2 into Zombie, or you called Jam Session on the wrong forward dash. What I was going to say the first time I watched it was that I try to react to what I know are late Jam Session calls (where your opponent lands instead of getting hit in the air) when I roll so that I can set something up off of the throw at the end of JS’s blockstun. There, you can j.Tools H (neutral jump or up-forward is probably better) for +frames, Knee Drop (meh), forward jump and delay j.M…something like that.

But here, I think your Jam Session call was really too far away from the corner for that reaction to be the automatic one. It does look as if Akuma went back into blockstun when he hit the ground and I think he did get thrown forward…but because that setup was a little weird spacing-wise, I honestly might have done something more conservative (you were prettyyy far ahead there) or possibly stood there and gone for a throw…although there’s no way JWong wouldn’t see that coming I guess. Maybe you meant it to be that way, though…it seemed like a decent setup–Zombie hits one way, Jam Session forces the opponent to reverse the block on landing.

But in that situation you had so much meter that I would have actually sacrificed some XF time and killed Storm with Survival Techniques so that I would have time to set up my best incoming mixup. Maybe not everyone agrees with this, but I tend to always choose killing with ST over killing meterlessly unless I have like 1 bar and I’m fighting someone like Dr. Strange who’s a million times easier to fight when you can hyper.

As far as level 3 goes…man I just don’t play it outside of XFactor very often, but I definitely do more long-range s.M pokes trying to bait a normal jump forward over it so I can FFC. I focus more on Zombie pressure there still, but work in Walker + Roll whenever I can and use Zombie toss a little differently because it’s slightly safer in certain spacings with ST’s lvl3 invincibility frames. Characters like Storm and Iron Man do have trouble coming down from superjump height when you have Walkers on the screen, because they attract the camera and don’t mentally track the Walkers’ trajectories as well as you (as a Frank player) do. Those things are amazinggg lol.

EDIT: Pretty sure you would have beaten Akuma’s DP super with Frank when u DHC’d there, by the way, but it was close. That was a good call recognizing that and going into the level 3. Also a really nice decision vs. that happy birthday to Arm and DHC into DT to kill both.

I’d worry more about your start of the round and your spencer/wolverine matchup/neutral than Frank; that’s where all the problems came from.

Yeah for sure, I am still really uncomfortable against most wolverines. The only local wolverine is angelic but he always goes in and gets hit by stray zips or assists, I don’t know how to approach a wolverine who spaces well like JWong. Been practicing in locals, how to be more confident in my neutral game, so hopefully at FR this weekend it won’t be so bad.

As for the Jam Session spacing, I was actually trying to watch for a Demon Flip so it was more a preemptive meaty. Unfortunately when I do that if they just block I’m forced to stick to corner footsies until my assists are up again. You bring up a good point about always using ST to kill for timing though. I’m thinking of adopting it just to streamline everything from now on.

Thanks for the feedback guys. About to board the plane for Atlanta so I’m hoping to show off more Frank west soon!

Out of curiosity (haven’t been able to watch the matches) how does (Call Dante) QCF+L~H with Spencer work out in neutral? If they block it, Dante keeps you safe and if they get pulled in Jam Session will launch them for jump loops.