Willamette Parkview Mall Help Center: The Frank West Q&A Thread (Ask questions here!)

3 questions:

1.) By zombie toss you mean Giant Swing, right?

2.) In the first quoted paragraph: Is this considered a block-string? (the st. L, st. M, st. H, cr. H xx Giant Swing)

3.) How can you combo off of a lvl 1 otg Tools of Survival H if you’re alone with Frank?

Question to anyone:

1.) Is there any use what-so-ever for Tools of Survival M, outside of combos?

  1. yes he means Giant Swing. I assume he does anyway

  2. no it’s not a true blockstring, you can punish frank between the slide and GS.

  3. Do the air version, it OTGs as well

  4. Pretty sure there isn’t, what would you use it for, poking? Is it even safe on block?

1.) Yes, giant swing (QCB+L). I personally don’t get a ton of use out of Hammer Throw (outside of full screen when I’m wasting time.)

2.) If they don’t pushblock anything and you cancel asap out of the slide, It’s very hard to punish but it’s not technically a full blockstring. If they pushblock and you whiff the slide, it is much easier for them to stuff the start-up of the Giant Swing. For the most part though, people pushing buttons will get blown up by this. Giant Swing leaves your at +17 on block so you’re free to do almost anything you want after. I will almost always just keep the pressure on and if they just sit there and take it for too long I’ll just walk up and throw them after 2 reps or so. ( I would only do this if you have some assist that can extend off of the snap or a strong THC/DHC option since you can’t do much off of front throws solo until level 3). You just need to make sure that if you get a hit before the GS you leave it out because it won’t combo. You’ll still be able to maintain pressure though.

3.) The idea is to do a normal jump and do Tools H so that it connects right before Frank hits the ground. When he lands it will cancel out the recovery frames and you can combo with a slide or S and relaunch. If you take a look as most of the Frank combo vids out there this is a pretty common technique for level 1. Not hard at all, just takes a bit of practice to learn the timing. At level 4/5 you can use the same technique and combo a Giant Swing>slide>S after the ground bounce to get some extra damage and flair in your combo.

1 again.) I haven’t seen any use for tools M outside of combos. I don’t even love it for combos, personally. The only thing I ever use it for is Funny Face Crusher resets since I have my OTG+giant swing and Tools H for my 2 relaunches. I don’t like having to do combo corrections if I accidently lose the corner from using it in a combo.

The best it ever gets is -3 on block and that’s the air version in level 4/5. Level one is -13 grounded and -8 in the air when guarded and it drops down from there.

Can I just tiger-knee ToS H to get the otg - relaunch?

Say you finally get a hit, but with the Giant Swing, can you combo after it besides just using Blue Light Special?

It’s not really TK, you just jump towards the downed opponent, wait until you’re on your way back down from the jump then start doing ToS H so that it hits at the same time you lnd. It’s pretty regular for people to called it TK as shorthand tho but you’re not trying to do the ToS H right as you leave the ground.

Giant swing (L, M and H) combos into slide>S as long as you’re not hitting them when the very tip (but it’s a very huge range. If you hit them while Frank is still holding it, you can almost always follow up). In the corner you can usually connect with pretty much anything you want after the Giant swing, just pay attention to how high they’re getting knocked up and go from there.

How are you guys dealing with people that hold up back? It’s especially hard for me for lvl one frank lol

Air Throw them. if you have FFC, use it. Despite being a mediocre anti-air, it’s fairly decent against chicken blockers in the corner

Air Throw them, time a cr.H to hit as they land (if you’re sure they’re repeatedly empty jumping), Giant Swing them as they’re falling, basically anything that puts them under pressure and makes them make a decision, then make them guess wrong.

I’m having problems with Aerial Exchange into Frankwest and then:

j.m, j.h, qcf+l, m, qcf+l, m, qcf+l, downwards knee.

I can’t seem to hit the downwards knee consistantly, sometimes it connects, sometimes it doesn’t. Any tips for this?

Use an S instead.

What are some good mix ups on incoming characters I usually have level five frank with zero assist b and spencer a assist rush down frank is so much fun

generally i don’t think frank has much alone, but generally, you call an assist to pin them down while they’re grounded, and you can do things like, rolling into a safe special, e.g. ambiguous roll special cancelled into giant swing, FFC, if you think they’re going to come in swinging. I’ve also done things like, call doom missiles, super jump into the corner so he’s off screen, and then do the knee drop which can cross-up, then cancel it into a roll into more mixup. The assist should keep you safe throughout rolls duration, and you can continue the mixup with a slide xx giant swing or a instant air j.a into j.m, j.m. IF you’re level 5, you can convert into a full combo off of something like that, limited ground series though.

Question: What combos can Frank do coming in from Iron Fist’s :d::df::f:+:m:, and what level will he be at once he finishes the combo?

depends on the HSD, and frank’s lvl, Coming in @ lvl1, he can probably only do snapshot or maybe h.tools into shopping cart, so probably lvl2 depending on how many hits you got with Iron Fist.

At lvl 3+ he can do more, but generally the remainder of any combo after frank does a ground series launcher into j.S can be done afterwards HSD willing.

lvl4: h.tools, l.tools, st.b, S, j.b, j.b, l.tools, j.s (land), snapshot xx Survival Techniques

tha’ts probably possible.

What’s the point of his dp + l? The feint? Seems pointless

works great for Tic throws/fakeouts. Certain teams can combo off a forward throw with roundhouse + assist. Frank can solo combo off throws in levels 3/4 on about 12 members of the cast. Heck, with the right setups from midscreen you can even set up an inescapable FFC reset off a throw.

I was playing around with giant swing, followed up by the feint. Didn’t take it anywhere past that, but he recovers fast enough for a possible mixup afterwards, or if you wanted to do giant swing, call an assist etc. You can probably roll then cancel into dp+l to feint and cover a lot of ground in the same time. Also you can cancel either roll or the feint into FFC or ST.

Does anyone have a screenshot of Frank West’s camera’s hitbox?

24_umvc3hitboxes01.jpg

Thank you sir!