Uploader Comments (biffotasty)
Top Comments
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@shinkounova8485 It's possible that you've misunderstood the point of this video.
All Comments (67)
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you forgot to mention that getting this combo to go in is also GREATLY dependent on how far the opponent is from the back wall as well as their height when the cart connects. if they are in the corner for ex. on the lv3 and lv4-5 one, the rest of the combo isnt connectable
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i cant seem to link it at all has it been fixed or something in the update
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I didn't know Dale Winton was in this game...
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That snap back was beautifully funny looking.
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Desk just walk into Capcom's office and say hey.
PS- can anyone tell me their movement strategies when using frank? Even after getting the roll I tend to become really predictable between it and superjump kneedrop. I get to Lvl4 really fast but I end up bunny hopping and spamming j.M until I can convert it into combo but it isn't very effective if the enemy runs away. Any tips? My assists are Centurian Rush and Peekaboo.
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@GatDayume .... Some people HAVEN'T seen this before and this is for them......If you can't imagine an aspiring frank player that could learn something from this video, then well, I feel bad for you son...
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Frank just became the most godlike anchor ever. As well as assist and point character of course.
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Hmmmm, I think I just discovered how to make frank even more deadly, thank you.
wtf how do you follow up after spending that meter? is it strictly from ground bounce only?
UltimateMach5 3 months ago 7
@UltimateMach5 They just have to be a certain height from the ground when the super connects. An easy way to set it up is to sacrifice your ground bounce into Super. There's more detail on the UMvC3 Frank West page on my blog.
biffotasty 3 months ago 22