I’ve read talk of Frank’s QCB+L zombie toss move making a safe way out for blocked combo attempts, but the move simply comes out too slow for me to make any such use of it. What would someone suggest I use this move for?
On the subject of specials with questionable uses, what does everyone make of QCF+M at levels 1, 2 and 3? I haven’t been able to work that into anything more useful than a combo or approach without it.
Finally, am I the only one missing the use of Frank’s 3-meter hyper? It feels so situational and without the power that would make it worth the cost. At least in TvC it worked against grounded enemies.
First question: I think assists would make the Giant Swing much more effective. If you can get it out, that move is mad good. REALLY safe on block, can combo after it if it hits in corner.
Second question: Lv. 1-3 Baseball bats seem kind of useless right now, but we’ll see.
Third question: Look again. It only requires one meter, not three. Use for resets, it’s not THAT situational. Bring able to OTG and combo after it is a nice touch.
What are good ways to open up your opponent during level one? I play with a friend who blocks very well and putting Frank on point, even covered by assists, it’s hard to open people up unless there’s move I need to be using. He’s too floaty for unblockable setups to be reliable too.
Actually, you can combo out of Giant Swing anywhere, I’ve tried. Frank’s launcher, and even his heavy have good enough reach and speed to hit out of it.
Thanks for that, I don’t know why I thought it cost three meters.
I was about to question the viability of his roundhouse kicks as well, but I’ve already discovered that at Level 5, Roundhouse H is a good OTG replacement for the camera, and that Roundhouse M works really well in my double-assist setup to get to Level 4. Comes in right after the wall bounce for a hard knockdown and a second, then third snapshot.
Question: has anyone witnessed this glitch I saw the other day? Have not been able to reproduce it since training mode has no record function (wtf). Basically I randomly spammed Blue Light Special super at my opponent in the corner. He jumped over me and backed up, so I DHCed into Dr Strange. In doing so the cart warped from the right side (corner) to the left side, hit my opponent, and then I hit him with spell of vashanti. Not sure if this is an exploitable glitch or just something random.
Does anybody know how the Survival Techniques to Wesker’s Rhino charge is done, and if there is a video? Apparently according to the stream I was watching the other night, if you DHC at the right moment the opponent is caught in the animation and you can raw tag Frank back in a take a picture.
Does Frank’s Cart assist OTG? I was watching the SRK stream from a couple days ago & Noel Brown was doing a Wolvie combo, he called in Frank & it looked like Frank did an OTG. Am I just seeing things?
I know Frank’s cart hyper OTGs, but the assist seems to be new to me.
When level 4-5, what are some air to air combos that u can use? I commonly connect with air to air M, and I always just go into another j M, i;m wondering if there is an assistless way to continue the combo on the ground
Well, I usually just go j. m, j.m, j.s since it bounces them off the ground and gives you some time to relaunch them for a nice combo. Also, I asked this in the frank thread but may as well ask here too, but is there any good follow ups for Frank’s grabs aside from snapshot/shoryuken+H/Blue Light Special/Survival Tools that can lead into a combo with or without assists?
I know it was asked earlier, but there wasn’t a definitive answer.
On Giant swing (qcb+atk) and Hammer throw (charge b,f+atk) are the zombies projectiles, and if so what kind of durability do they have? If not, do they cancel projectiles with their disjointed hitboxes?
They’re not projectiles (I tried it with Strange’s counter super, he just gets hit). I think they ignore projectiles as they went right through the one’s Ive tested so far (tested on ryu, most of Dante’s and Strange).
Anyone know of any point characters besides Dante, Nova, and Wolverine (the ones I know for certain) that can guarantee a lvl4+ Frank on any clean hit (with 2 meters)? Whether via TAC or DHC or whatever. I’ve been messing around with Nova Frank Hawkeye, but don’t feel particularly strong with Nova. Wondering who else can fill that role of level-cheater.
haggar can do it off of rapid fire, hard tag into frank west.
also, any character that has a buff type hyper (like dante.wolverine.firebrand etc) can be used via TAC into frank, snapshot otg xx survival techniques xx DHC hard tag
Zero can do it quite easily. In fact if you’re in the corner you can send him straight to level 5. My friend Kanta-Kun recorded the combo himself for me to try, check it out:
[media=youtube]OGGAoEuMdRI[/media]
@0:36
Anyway, guys, here’s my question about Frank: What are the properties on his Anti-Air super in terms of grabbox and start-up? Also, how much invincibility does level 4 Survival Techniques have? I know he has at the very least up full start-up invincibility, but does it last beyond that? Also, how safe is light Tools of Survival at level 4/5? Thanks in advance!
Hello, I’m new as get-out to Marvel and picked up Frank/Dante as the main core of my team…I’m getting most things okay, though I’m having trouble with this level 3 combos that call for j. L.Tools > j.M > j.S > wavedash x2 > OTG Tools. Does anyone have timing tips or a video of it? I understand how to wavedash conceptually but it seems like either I come up short distance-wise, or if I get far enough over it’s too late to land the OTG.