This thread will hold all the matchup info for Franky W. I’ll be dividing each section between fighting a character on point and dealing with their assists. Input is awesome and you’ll be credited for helping.
Abbreviation notes (for the new Frank players):
ToS = Tools of Survival
BLS = Blue Light Special
ST = Survival Techniques
FFC = Funny Face Crusher
Akuma
[details=Spoiler] On point:
DON’T. GET. DEMONED. That is probably the biggest thing you’ll have to worry about. It’s easy to rely on your awesome ground normals and eat a demon, and in Xfactor that shit huuuuuurts. Take to the air as much as you can. Akuma is made of glass, so if you touch him and can convert it to a combo he’s done. Frank actually limits his options really well due to having invincible anti-air and ground supers (FFC and ST), and he can’t keep you out. This is only really dangerous because Akuma is always the anchor and you have to respect level 3 Xfactor.
Assists:
The reports of tatsu’s death have been greatly exaggerated. That thing still sucks to deal with, it’s just less obnoxious than it used to be. If someone has Akuma on their team there will be tatsus. The tatsu isn’t the issue as much as the blockstun. Make sure to block well while their point character coughcoughsniktbubcough wails on you. As far as his other two assists, they don’t exist. There is only tatsu.[/details]
Amaterasu
[details=Spoiler] On point:
Erryday this bitch be shufflin’, and I hate her for it. Frank doesn’t have too much of an issue with small characters, but Ammy is really obnoxious because until Frank gets leveled she can out prioritize or hit him out of just about anything he does. I would just find an opportunity to tag out against her and not come back until you have a paddlesaw.
Assists:
If they’re using cold star be ready for mixups while you’re blocking. Alternatively, you can hop it and smack her in the face. A lot of Ammy players use her assist liberally, and this is the best time to kill her. One decent combo can take her out easily. This is even easier if they’re using her meter assist, since it’s really slow.[/details]
Arthur
[details=Spoiler] On point:
Frank is generall pretty weak to keepaway, but not Arthur’s. Your roll completely dodges all of his projectiles with the right spacing, and unless the Arthur player’s constantly push blocking Frank can ruin his day. I feel like a traitor to other Arthur players for mentioning this, but Arthur has a very fast overhead in his air:s: that you need to be ready for. His reach is abysmal though, so unless he’s somehow cornered you his mixups aren’t that scary. Most Arthurs are anchors, however, and that’s a whole other story. Xfactor 3 gold Arthur is fucking obnoxious. The most important tips for dealing with this: don’t get touched (hit OR blocking) by a lance on the ground or else you’re in an infinite, and roll past homing crossbow shots. Don’t jump, you can’t roll in the air.
Assists:
Daggers are like faster Sent drones. You have to respect them, especially if they’re gold, but they’re over quickly. They will punch through most other projectiles though, so be careful. Fire bottle is really specialized and not as dangerous, and it comes out very slowly. The slash assist has some neat properties to it, but it’s super situational and mostly used in combos.[/details]
C.Viper
[details=Spoiler] On point:
Tag. The fuck. Out. Level 1 Frank has almost no chance against a competent Viper. Not even a great Viper, just a competent one. Shopping cart assist is great against her anyway, so put Frank away until he has better moves. If you absolutely have to fight a Viper, try to catch her with a random slide, and cancel into light zombie swing if it’s blocked. Jump :s: is decent and almost Haggar-esque in use. Just don’t get touched, because she will kill you. Damn Viper, you scary.
Assists:
Watch out for seizmos I guess? 90% of Vipers play her on point so she can use assists. Seizmo is a decent otg, but that’s mostly used in combos, so…yeah. [/details]
Captain America
[details=Spoiler] On point:
ROLL FIGHT. Both of you will be rolling around a lot. Don’t try to zone Cap too much with zombies or pies, he’ll just slam through. Frank is actually fairly similar to Cap in many ways, only he doesn’t have a slide and Frank has to earn his roll. He’s tough to write about because he’s so basic. Just…block, I guess?
Assists:
Not much to worry about here. Shield slash is fairly durable but nothing to write home about, Charging Star eats projectiles now but it’s not that great. Stars and Stripes is crap.[/details]
Chris Redfield
[details=Spoiler] On point:
Chris tends to switch back and forth between keepaway and rushdown now that he can attack out of dashes. For keepaway, mines and nades are the real problem. Machine gun does a lot of chip but doesn’t hurt much, shotgun covers a good spread but has noticeable startup, and magnum…magnum is a pile of dicks, but at least it goes away quickly. Mines are tricky. The best thing to do is roll, but if you space it wrong you’ll get blown up and comboed. Grenades take up a significant amount of space. Hop them. Rushdown Chris is fairly basic, but he does have some good normals. What he lacks are strong lows, meaning you can slide into him fairly easily.
Assists:
Treat machine gun like a beam. It holds you in place for their point character and punches through a lot of projectiles. His other assists aren’t really that important.[/details]
Chun-Li
Spoiler
I’ve fought maybe one Chun, and they were bad. Info would be appreciated.
Dante
[details=Spoiler] On point:
I don’t even know where to begin with Dante. He’s an asshole. He can do everything, and he doesn’t have to take pictures to do it. I haven’t really come up with much for fighting Frank’s BFF because unless you come out with levels he can dance all over you. You pretty much have to wait for him to make a mistake and punish it as best you can. He’s not as bad as Viper, but I suggest DHCing out to someone more capable.
Assists:
Pillar is mostly for combos, but it can be used for lockdown. This means block. Weasel shot is the same type of deal, except it’s just lockdown. Crystal, I haven’t seen anyone use since vanilla came out.[/details]
Deadpool
[details=Spoiler] On point:
Remember when I said Frank is weak to keepaway? Deadpool is one of the worst offenders. Most characters have something they can use to pin his hoppy ass down for a mixup, but Frank has no such thing until he gets levels. Deadpool can easily punish whiffed normals or unsafe pokes, but what you really need to watch is how you advance towards him. He moves deceptively fast, and what you thought was a safe roll from far away can easily become a free combo for him. He can’t keep you out forever though, and he only gets two teleports before he has to get creative, so you’ll eventually get in there.
Assists:
The only one I see people use is the otg. If you’re getting hit by it you have bigger problems.[/details]
Doctor Strange
Spoiler
On point:
Strange is a difficult matchup for anyone, Frank included. Fortunately most of his moves are unsafe, so one blocked chain can easily lead to a combo. Once you hit level 3 you can significantly reduce his options with the threat of a Funny Face Crusher. Just be wary, because he always looks like he’s floating and may not be catchable in some cases.
Oh, and look out for Vishanti punishes. No throwing pies at this man.
Assists:
Strange’s assists are not too scary. Eye of Avocado will only get used in a pressure situation, forcing you to block more. If your fundamentals are solid you should be fine. Donuts of Denak can be tricky, but it’s easy to hit Strange out of it with a pie or something since he stays out for ever. Bolts of Blarglewarg can be ducked. Or blocked. It’s kinda bad against Frank.