I like to think so. I tend to use the zombies more than the item toss just because I find them safer to throw out. Boom zombies is good for filling the screen up and zombie swing is good for rushdown. If you know how to charge partition the sonic boom zombies, they’re also really good for pressure especially when coupled with roll mixups.
Hi guys! I just had a simple question about Frank in relation to a move. I wanted to ask how to link his :qcf::l: in the air 3 times. I can do it once but I have trouble linking it 3 times. I know it can be don since ive seen it multiple times before but I simply cant get it down.
Thanks!
Are any of Frank Wests supers safe on block?
Haha, you wish. I have no idea how unsafe they are, but they’re definitely not safe.
None of them are safe:
-13 on ST, -35 on Blue light special, and FFC leaves you quite vulnerable o whiff. If you want to DHC into him though, its best to use ST or FFC after a super that leaves something in the screen (shockwave, hailstorm, etc.).
You can’t do it three times if you’re too late in the combo, and even if you’re not, I can assure you it’s too difficult to land consistently from a launch because you have to be as high above the bad guy as possible without the first Tools of Survival missing, not to mention the height complications on various characters. I recommend to shoot for the relaunch using the tiny ground bounce from heavy ToS to replace S at the end of a short and basic M M H air combo instead, as the end result gives you about the same number of hits and a bit more damage. Just launch them a second time and slip in a light ToS, M, S at the end.
If you want to do it from a Team Aerial Combo, though, the hitstun on it so so massive that it should be a piece of cake. Just make sure to air M between each ToS, and air S after the third ToS so you don’t drop the combo. You can knee drop at the end instead if you want to, which may help snag an extra snapshot with the right assist if you’re too far from the corner.
I’ve actually taken a liking to the simple L L M M H S air combo to a jumping ToS H relaunch to do it again. It’s really easy and reliable and gives you like twenty hits. Damage isn’t even too shabby considering you’ll be at least Level 3 soon after.
Thank you for your input. The thing is im starting the combo with wolverine and TAC into frank for the combo. Ive done it before, its possible. I was just mashing the :l: button tho. I want to learn how to do it consistently.
The input timing for M xx Tools L is the same for all three reps, and it’s fairly quick. Once you get the beat down it shouldn’t be hard to do consistently.
Ok So Ive been trying to do the Noel Brown thing where he levels frank up to 5 with TAC Wolverine Berserker charge Raw tag etc etc But changing Wolverine with felicia.
Now Berserker charge is a bit faster than Kitty Helper so the timing is a bit more Strict I guess but i can’t get it to land consistantly sometimes it works sometimes it wont…
Any idea on what the factors are that would be making the extra snapshot whif? It seems odd…
I can do it 100% of the time with Wolverine of course.
It likely has different recovery frames. I don’t have the guide on me offhand to check, but that’s probably the case. Power up Supers (Ryu, Zero, Wolverine, Dante/Vergil, etc) all recover quite quickly, usually 4ish frames. Some power ups like Vergils swords take longer, around 11 frames. Then counter hypers like Wesker/Taskmaster take 16 or so. Felicia’s is probably around the 10ish range making it doable (whereas counter hypers take too long) but harder.
I do the same thing. I haven’t had a chance to hit it in the lab, but I’m pretty sure it’s a matter of waiting until the last second before you DHC into kitty helper. It’s looking like if you DHC right when he hits when the bat it has a chance to whiff the snap. It absolutely blows when I get antsy, blow 3 meters on the full DHC-through (in my case) and fuck it up at the last second… tear
@ Fersnachi Have you found any other options between Felix and Frank? I’ve spent a good chunk of time in the lab and haven’t found anything…I was hoping there might be a way to combo into Cat Spike H into ground bounce > hard tag but I haven’t found any way to…
Quick question:
Since the camera is -25 on hit (lolol), when you end combos with an otg camera shot (no super, no assist), can you be punished?
Might be a silly question, but I was curious.
It’s hard to say really; -25 on hit refers to if the opponent is standing on the ground, not lying on the ground. For example if you hit somebody with a photo while they’re in the air, they actually take a little bit to flip and you’d be at advantage. Actual frame data would be how long it puts them in hitstun + how long they take to recover from the knockdown. If you wanted to get a sense of if you’re at advantage or disadvantage you could have a 2nd player with a 1 frame command throw immediately try to throw you while you try to jump and see what happens.
Another thing I was curious about: Considering the air versions of specials give better frame data across the board, would using the air camers (TKd) help at all?
When done in the air the camera does not let you do any action until you land on the ground. You can be punished still but it depends on how high you did the move and how far the other person is. On grounded opponents, the time it takes for them to recover from being in that state kinda makes up for the frame disadvantage (consider the flip they do and the time it takes to become neutral from then). Although air camera can sometimes be punished when used too high.
What I think I have noticed on my side. I did a Zombie throw into doom’s plasma beam and the Zombie and the Plasma beam interacted, both of which no longer had a hitbox on the other side. That is if I am remembering this right. Essentially I think they act like a player with a hitbox attached, so they can absorb attacks like a player would, but they also do damage like a projectile would.
Does that make any sense?
I am guessing it works like MODOK’s shield then but with a hitbox. I am not too sure though, i need to do some testing on it.
Hi! I’m new (so I apologize for the stupid question) and I’m considering using Frank on my team, but the primary concern for me is that Frank is very much (I think) an “all or nothing” character; he relies on the success of the point character, assuming he’s not point himself, to get the combo and meter necessary to level him up to 4+, skipping level 1.
But what kinds of backup plans do you have if the point character dies and level 1 Frank has to fight?
Frank isn’t dead in the water at level 1. Hopefully you have some kind of hori assist behind him to help him get across but it’s amazing how often people will let you hit them with frank. If you don’t, lameout and lockdown teams can be realllly hard to do anything against but it’s not impossible.
Once you actually get in. lmh, slide, zombie toss, rinse repeat until they get tired of being in blockstun and press a button and you get a free combo and should be level 3. As a whole I think everyone is underusing giant swing since it has an absolutly massive hitbox and stays out long enough to keep assists from locking you out.
Don’t forget your air Ls if you have someone that you think will try to jump up and try an air throw or meaty hit on incoming. It’s really fast and you can do llm when falling and usually lead into a full combo off the counterhit. This can be dangerous if you use it at the wrong time, so be careful with it.
What I’ll do if I’m stuck at level 1 is keep superjumping to avoid getting locked at the far end of the screen, use Tools L to keep your timing from being too predictable (if you manage to connect by someone jumping up into it, knee drop into jump tools h lets you relaunch into a full combo.)
Right this second, people don’t seem to realize that knee drop has a little hangtime before it falls, so you can bait an attack right before you land and hit with a knee drop (just make sure you’re always using :df::h: for the knee drop input so it will OS as an air throw/tech.)
You will also need to get really good at landing low forward air throws since you can follow that up with a jump tools H.
Past that, Level 3 is worlds apart from level 1 and 2 so make sure you’re coming in at level 3 every chance you get.
real quick question. Has anyone found a consistent way of causing the glitch where you kill a character with blue light special mid-screen right before he tosses the cart and if you raw tag or DHC right after it, the character coming in comes in full screen (like if you walked all the way to the opposite side of the stage) instead of where Frank stopped at?
I’m doing this pure off of memory so this may have not been the exact situation.