You mean the charge move right? (<, > Attack button) The one that holds your opponent if not blocked?\
Only the :h: one does that, but yeah. I like the :l: ones myself since they’re slow enough to populate the screen. It’s pretty sweet.
Yeah. Usually though like Gangie said, it’s better to use and L or an M one depending on what you’re going for.
When I’m going for raw tag zombie setups I usually use a CP the L zombie and the then an H zombie and raw tag then a zombie throw.
This way, when I raw tag into Jill and use a cross up, there’s a HIGH possibility that the H zombie will hit.
So last night was playing UMvC3 at a weekly gathering and something rather interesting happened.
[media=youtube]KH03vir1Bfc[/media]
I have NO idea how to explain what in the hell is happening.
That’s not a glitch, that’s the final impact’s crazy hitbox. I’ve hit several unsuspecting victims with it because I was dumb and used it raw and they didn’t think it had that hitbox.
Thats what I don’t get though, Like I understand there is an impact, but Frank does like a total 180, chucks his cart around the world and yeah.
Chalk it up to goofy animation and cut corners that was probably never meant to be noticed. It probably has something to do with direction auto-correction wherein the cart is supposed to go kaboom in whatever corner the bad guy is in, but Frank stays facing the same way as when he started.
I always knew Level 5 Frank’s strength was not his true strength. This around the world cart toss has to be level 10 or something!
[media=youtube]c8TKN9XYgDI[/media]
Wouldn’t it be more practical to Save jam session for frank to take two pictures then tos super into magneto level 3 super? I think with frank if you are going to risk a tac it should lead to a tod combo.
Couple problems with all that:
1 Magneto has really no good way to level Frank besides TAC (Grav >> tempest whiff >> Survival techniques is only going to get you level 3 for 2 bars. That isn’t worth it) so you’re always going to TAC or reset. You can tell which is which by the normal done in the air at the end.
2 Most clean Magneto hit combos >> TAC >> THC is going to kill characters before you get your first snapshot, much less your second.
You’d be far better off just TACing, ending Frank’s TAC with S so you can call your assist and saving Jam session for that purpose. Get 2 snaps, then DHC as many times as needed to kill the character. That said, the problem of being telegraphed/having TAC being your only good option wouldn’t be going away.
@Zansam good idea since with the combo i’m doing with frank i should have enough time to hit them with S i think. i’ll get to workin on somethin different today
in the corner you can do any combo that ends in an hyper grav followed by a launcher SJC magnetic shockwave into whiffed ST for a picture. If you have hyper grav assist you can use it to get a second picture, giving you level 4 pretty much guaranteed.
Midscreen you can simply do a combo that ends in shockwave followed by a DHC but honestly what kind of Magneto combo will not end in a corner?
Hey guys i made a guide to getting level 4 frank without using meter with dante. its just a few combos with explainations really. hope you enjoy [media=youtube]mqUrobt4Q3k[/media]
just found this :o
[media=youtube]gRVydPP1jQE[/media]
Rofl, you squeeze a hard tag into a combo and Level 4 Frank is basically just salt in the wound. o_O
I created a combo video to showcase some of my Chris and Frank stuff, including level up strategies. Check it out!
[media=youtube]HUK5cIvpMoc[/media]
I’ve always loved the Chris/Frank combination, and I adore this expansion.
Wouldn’t your combos do more damage, though, if you replaced the OTG machine gun with the magnum when you have Frank’s cart assist to catch them? The cart preserves the ground bounce on the magnum.
[media=youtube]WGkWI3j151s[/media]
Took me awhile. Sorry about that.
Trying to knock out Arthur tomorrow. Anyone know anything about C. Viper and Frank?
Thanks!
Someone in the Chris thread brought up the same point but I did a lot of playing with that and it turns out the magnum otg does less damage there. It’s probably at max scaling by then and the machine gun does multiple hits. Also, the pop up is a little higher so less of the flame thrower connects, which also lessens the damage. Thanks for the input though, shows you were paying close attention.