Also, 15 minutes of Noel Brown getting completely humiliated, because who doesn’t want to see that? (He plays Frank once)
[media=youtube]3vd9MRsCI2Y[/media]
Also, 15 minutes of Noel Brown getting completely humiliated, because who doesn’t want to see that? (He plays Frank once)
[media=youtube]3vd9MRsCI2Y[/media]
[media=youtube]1J__5DtZza4[/media]
I’m Solid Stef. One of Australia’s top players. This is a grand finals match of one of our weekly tourneys what do u guys think of my game play?
BTW Blue Lightning That Display picture u have right now, That is me cosplaying as Frank
I personally just really hate TAC setups for Level 4 Frank. They can work, but I don’t like to gamble. I’m assuming it’s all you’ve got to work with on your team, though.
Speaking of which, I was disappointed that you never called the Log Trap assist to get double experience. In many situations, you can call certain assists in such a way that they hit the opponent after the camera hits, resulting in double or even triple experience. In your case, you can end your TAC with j:s: instead of j:d::h: if you’re close enough to the corner, which will give you ample time to call Log Trap, which you can time just right to connect after :qcf::s: hits. You can follow that up with either a second :qcf::s:, or a knee drop into :qcf::s: if you’re wedged in the corner. That will guarantee you at least level 4 every time your TAC plan works out.
Speaking strictly on Level 4, your solo Frank combos are really bad. They don’t utilize all of his tools and they decimate your meter. I saw at least two KO’s and one almost-KO that could have been achieved without any meter. He has a powerful wall bounce and ground bounce to help rack up tons of damage, almost breaking a million by himself, and you’re missing out. One particular instance I noticed is that you ended a combo in Level 3 without getting to Level 4, and you didn’t even use your :qcf::h: OTG ground bounce to extend it. At least in Level 4, if you know your combo won’t get you to 5, then you should OTG with :dp::h: and not :qcf::s: since you get more damage out of it. Frank’s j:h: has a surprising amount of hitstun, too. Enough that you can do :qcf::l: after :s::h:. Here’s an easy corner combo I like to use to get you started:
(all normals should get the full number of hits unless noted otherwise)
, cr:m:,:h:, :qcf:, :h:, :s:, j:m:, j:m:, j:h:, j:qcf::l:, j:m: (one hit), j:qcf::l:, j:m: (one hit), j:s:, :qcf::h:, :h:, :s:, j:h:, j:s:, :dp::h:, :qcb::atk::atk:
The timing is the tiniest bit tricky on the two aerial follow-ups to the launchers since the first one requires you to be slightly above them during the :qcf::l: reps so the j:s: will connect, and the second one you have to do j:h: and j:s: as soon as possible so they don’t fall out. You ca replace :dp::h: with :qcf::s: if you want to level up to 5, which I of course recommend.
Now that that’s out of the way, there was something else bothering me. You’re not relentless enough with Frank. It’s fine if your amazing normals get blocked since they do good chip damage from over half the screen away, but if your normals get blocked, one of the best responses is to call an assist to cover you, and cancel the normal with the roll ( :atk:+:s: ) that will allow you to advance safely or even cross up for tricky nonsense. You can also cancel the roll with specials, which is a great tactic. I can’t for the life of me figure out why you’re using Shocking Pink, but Voomerang would be a much better choice, I think, since it’s very possible that Log Trap will be temporarily used up when you need it to cover you in that situation. Frank is heavily dependent on his assists.
That said, it’s really fun watching you play Joe. I hate that guy and know nothing about him, but the movements and counter lame-outs made my day, haha. Actually, that gives me one more thing to say. Frank has debatably the best projectile in the game, :qcb::l:. It doesn’t count as a projectile for some reason, so it goes through absolutely everything, even hypers. Try that against some campers and see what happens. You can also partition a charge so you can do your other zombie toss move (charge :f: :atk: ) immediately afterwards and just flood the screen with zombies. Give it a try.
You cosplaying as Frank? Oh god I thought this was artwork from bosslogic inc. but now that I look at the image description, yeah, they do talk about “making Steff look sharp”. Sorry I had no clue. Want me to remove it?
Way too much telegraphed log trap + Joe stuff. He let you get away with murder when he could’ve punished the hella outta raccoon.
Na man Keep it. I was happy as hell seeing that someone made it there DP!!! Bosslogic is my editor and Soltography is my photographer.
Thanks for the positive criticism, i take what everyone says to mind. The game i posted is not the best, I’ve done better and i do have other ways to lvl up frank other than TAC with joe. ill start to implement those combos and hopefully get better results.
I know, I’m abit obvious when it comes to that. But i have changed my game plan since then, soon im going to post this weeks Grand Finals match against Me and another one of Australias top players Antman. And hes also the top player in Melbourne.
Reflecting on it more I think what really bothers me not is the fact that it was risky (risky and marvel tends to go hand in hand), but more that I don’t really see a need for any risk taking with Joe on point. You’ve got 1 lockdown and 1 coverage assist combined with a character who arguably has the best neutral game on point out there (or at least really high up there); winning via attrition should be feasible in almost all matchups.
I understand the need for Frank’s presence on such a team to do the heavy lifting via damage (and health too I suppose), but that seems hindered by Joe; no good assist to extend/squeeze more damage, and no good DHC either (Raccoon can do both, but log trap isn’t reliable since it may be used in coverage and he won’t be second in line to DHC if Joe’s still around). To me it feels like having good ingredients that work well because they’re good ingredients, but it doesn’t gel terribly well.
This is the Match Between Me and our top Australian player Antman in our Grand Finals match
[media=youtube]uhPmKcEZjyk[/media]
Haha, the dates on these videos must be at least a couple months apart going on how much improvement there was. One thing I noticed is that you would get a hit off with Frank and then just sort of drop everything. Even from close to 's maximum range, you can still get a solid confirm off for really good damage with :dp: and follow up with the :qcf::h: OTG ground bounce since :h: and :s: will miss from too far. Try it out in training mode until you get comfortable with the distances and devote it to muscle memory. The commentator also said that you were too far to hit with your OTG, which is almost never true. Frank can get some distance by canceling his dash with a roll as it loses momentum, and then cancel the roll with a special. Your OTG or camera will connect pretty much every time. Special-canceling the roll is also imperative in :dp:'s longer-range confirms to make sure :qcf::h: will connect.
I also noticed some raw j:s:'s. Stick to j:m:, that has to be the craziest normal in the entire game, and a successful j:s: will use up your precious ground bounce anyway. If j:m: connects against a grounded opponent, go for another j:m: until you’re at the appropriate height to connect with j:h: (unless you’re already there) and follow up with an appropriate combo from the ground. Again, j:h: has pretty good stun on it and doesn’t use up your ground bounce.
Amazing blocking, by the way. I know you did it at least once, but you still missed an opportunity or two to super jump up past some random hypers and just :qcf::l: to suspend yourself above them.
One thing I like to do to take advantage of the delay on an incoming is to have a slow-moving zombie on screen to force a defense, and then usually slam a few j:m:'s against them. No matter what, they’re taking damage.
Good games, guy.
This doesn’t only go for you, but many Frank players as well.
You guys have to start charge partitioning for your Heavy Swing L zombie and H and abusing his Zombie swing L. When used correctly, it allows 3 different hitboxes that don’t have normal projectile properties to be on the screen at the same instance. Also, it covers massive ground, opens up for huge frametraps and mixups, covers assists, etc. Frank’s zombies are a very underutilized tool and are worth the “trouble” (not as difficult as CPing w/ Shuma) of charge partitioning them. U
Heavy Swing? How do you charge partition a motion move? Don’t you mean Hammer Throw, which is his charge back move?
Speaking of which, that move always seemed kinda useless to me… Giant Swing (qcb A) is great because the zombies have no hurtbox but don’t the Hammer Throw Zombies have it? I’ve never find a situation where it would be useful for me to use it.
Sorry, his names are so close that I get them confused.
Yeah, I mean Hammer throw.
The Zombies themselves make the Racoon matchup more or less completely in franks favour. Once you get used to CPing his Hammer throw for his zombies, his zombies are able to disable each and every one of his traps.
There’s a myriad of setups with his Hammer throw, the easiest being for stupid incomming mixups; another being frame traps level 2+ with his zombies after BLS,etc.
To utilize his zombies you have to utilize it like Soul-Fist with Morrigan. It allows frank a multi-purpose shield to move in, or generate an indefinite hitbox (The zombies will CONTINUALLY going on forever in which ever way you release him unless there is an object blocking the way or attacking it and so forth).
To add to what Rice said, they don’t just trigger RR’s traps, they conveniently trigger Trish’s as well. Personally I haven’t found a ton of use for them outside trap removal and throwing them on incoming characters but I can imagine some possibilities.
I told people well over a month ago Hammer Toss is a godlike anti air; nobody listened -_-.
I’m so confused, why is the zombie that you spin around and throw like a hammer not the one called Hammer Throw? That’s dumb.
godlike antiair is pushing it… that thing has huge startup time and that’s always a factor. Situationally great, maybe?
People -always- underestimate the hitbox of the zombie. It will trade/win (and trade’s are pretty much the same thing ) the overwhelming majority of the time. If you have space and your opponent is primarily airborne (with the exception of Zero in particular and all his piercing derp a derp), there’s really no reason not to throw out zombies if you have space. Dante, Trish, Magneto once he super jumps, Dorm…plenty of top tier it’s worth looking for opportunities. and that’s just off the top of my head.
That seems worth looking into :3
Here’s a couple zombie tidbits
Throw two and his use his Zombie throw L (w.e it’s called) and raw tag to your next character, Since it’s safe and you have the two zombies coming, you can create so much dastardly mixups it’s unfathomable.
I’ve been starting to abuse that with Jill since it acts like a pseudo assist.
His zombies follow him to the victory screen as well. It’s pretty hilarious to see his M zombie running past him at the victory screen.