I don’t even play this team, but came across this messing around with them in training mode exploring Chris’ Grenade Launcher super since everyone sleeps on the creative stuff you can do with it since the second shot causes a forced knockdown. The string to start it all is safe and easy to confirm, but it’s still outlandish IMO. I’d never play this team seriously, but I felt like building a team to just show off random tech with.
The levelling boils down to Frank doing a camera shot after Vergil’s Rapid Slash, but the more hits in it, the tighter the time frame there is for the camera shot.
cr.:l:, cr.,:h:, :l: Grenade Toss (mine), Grenade Launcher super.
Once the second shot (one aimed in the air, that tracks) goes off and you can see a solid smoketrail from it, DHC to Blue Light Special and mash for your life.
After the wall bounce, the grenade should continue to fall and bounce them. This will let Frank do…
:s:, super jump,,,:h:, Knee Drop, call Vergil (Rapid Slash), :h: Tools Of Destruction, Camera Shot. If you time it correctly, you should be at level 3 and have dealt 709K guaranteed.
Wait for the airtech and do Funny Face Crusher. Landed it? Roundhouse + Chris (Combo Punch), roll, Camera Shot to super. FFC alone will push the damage to about 970K and the follow up should kill anyone else.If you use Grenade Toss assist with Chris, you can do a full combo after instead, but Combo Punch would have more practical uses later on.
You can start with a j.:s: for Chris, throw a Stun Rod before the mine, and add a cr.:h: before Frank’s :s: relaunch but more hits = stricter timing for the camera. All those extra hits turn this from costing 3 bars to 2 bars with the meter you’ll build.
It works midscreen, but timing the DHC becomes wacky. Too early and they flip out after the wall bounce from Blue Light Special. Too late means they get hit during Blue Light Special, and not after the wall bounce.