Combos
Combos
Video | Notation | Notes |
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Strongly preferred over his magic series; the 2C is special cancellable so you can call a zombie when landing or dodge or whatever. With Roll or Casshan you could baroque into 5C and pick up with a cart. |
Video | Notation | Notes |
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(With zombie active on field) | Dirty mixup; if a zombie is active but you have the hit dodge and get a mixup which is a free starter. If the zombie gets blocked you can just giant swing your opponent or whatever mixup/neutral you have in mind. |
Video | Notation | Notes |
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Frank's infinite, easiest to do in the game, timing is not strict. As soon as 3C hits, just command grab and it'll work. |
Video | Notation | Notes |
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Frank's cart loop; after starting his infinite micro dash and launch. Some players use B and some 2B and some raw 3C as a starter. It's more a personal preference but the timing is different for each. The loop is also weird as you have to delay the jump on 3C to crossup but if you wait too late it'll drop; try to get the timing down. Also can be started with 3C sjc j.B jc IAD j.3C which causes Frank's 2C to crossup on landing. |
Video | Notation | Notes |
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(Active Zombie) | A zombie on the ground is a trap; any hit from zombie confirms to real megabuster. With megabuster's quick startup you can confirm on hit with time to spare. |