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Monday
Jan042010

HYPER COMBOS

THE REAL MEGA BUSTER

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

Frank dons his Real Mega Man outfit and blasts his opponent with a huge wide beam. Very fast startup and can be used to punish from anywhere on screen.

 

 

 

 

DEAD RISING

     
HALF CIRCLE BACK + ANY TWO ATTACKS

Frank pauses for a moment before initiating a super flash. He grabs the opponent, spins them around his head and throws them into the air before hitting them with a baseball bat. The opponent will be gone from the screen for about a second before they come plummeting in from the other side to slam into the ground while on fire. This grab is special in that once the super flash has activated, the opponent CANNOT escape it by jumping, so it is incredibly valuable for pressure. Once it hits, Frank can use a heavy Zombie Spree to pop the opponent back into the air and can continue the combo into a launcher, making it one of his better tools for dealing damage.

 

 

 

 

 

ZOMBIE CHARGE

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Frank slaps a Servbot mask on his opponent and grabs their head, ramming them through a horde of zombies before slamming their face into the ground. This has some startup time and can snag airborn opponents. It hits overhead but can be blocked standing. When it does hit, hit does very poor damage for a level 3 Hyper, but it isn't bothered too much by damage scaling, making it a decent way to end a combo. It also makes a fairly good anti-air.