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Frank West is a unique character that was built for supporting teams. He starts out weak, but by utilizing his snapshot ability, he can level himself up like Dead Rising and become stronger. However, leveling up is directly related to how many hits are done in a combo, so it's important to set up a big combo to maximize Frank's abilities. By reaching level 4 and 5, Frank can gain new specials, enhance his current specials, buff his hypers and vastly improve the range and damage of his normal attacks. To be accurate, he receives a 10% boost to damage as well as 10% damage reduction. Additionally, Frank's Snap Shot is an OTG and his Survival Techniques is easy to whiff, which means you can set up a DHC from a point character into a snap shot and level up. Though Frank can pose a threat on point, most teams have optimized Frank in the second or third slot.}} | Frank West is a unique character that was built for supporting teams. He starts out weak, but by utilizing his snapshot ability, he can level himself up like Dead Rising and become stronger. However, leveling up is directly related to how many hits are done in a combo, so it's important to set up a big combo to maximize Frank's abilities. By reaching level 4 and 5, Frank can gain new specials, enhance his current specials, buff his hypers and vastly improve the range and damage of his normal attacks. To be accurate, he receives a 10% boost to damage as well as 10% damage reduction. Additionally, Frank's Snap Shot is an OTG and his Survival Techniques is easy to whiff, which means you can set up a DHC from a point character into a snap {{shot}} and level up. Though Frank can pose a threat on point, most teams have optimized Frank in the second or third slot.}} | ||
=== Alternate Colors === | === Alternate Colors === | ||
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Shopping Cart | direct front | 20,000 x 7 | | Blue Light Special | | Shopping Cart | {{direct}} {{front}} | 20,000 x 7 | | Blue Light Special | ||
| Pick Me Up | extra instant | 0 | Gives Team 300,000<br>Hyper Meter Points | Blue Light Special | | Pick Me Up | {{extra}} {{instant}} | 0 | Gives Team 300,000<br>Hyper Meter Points | Blue Light Special | ||
| Tools of Survival | direct front | 30,000 x 4 /<br>35,000 x 8 /<br>25,000 x 10 | | Blue Light Special | | Tools of Survival | {{direct}} {{front}} | 30,000 x 4 /<br>35,000 x 8 /<br>25,000 x 10 | | Blue Light Special | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 48,000 <br> 52,800 (Lv. 5) | }} | {{MoveListRow | Standing Light | {{l}} | 48,000 <br> 52,800 (Lv. 5) | }} | ||
{{MoveListRow | Crouching Light | d + l | 45,000 <br> 49,500 (Lv. 5) | }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 <br> 49,500 (Lv. 5) | }} | ||
{{MoveListRow | Standing Medium | m | 60,000 <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }} | {{MoveListRow | Standing Medium | {{m}} | 60,000 <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | Inflicts {{chipdamage}} starting at Lv. 4 }} | ||
{{MoveListRow | Crouching Medium | d + m | 58,000 <br> 63,000 (Lv. 3) <br> 43,000 x 3 (Lv. 4) <br> 47,300 x 3 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 58,000 <br> 63,000 (Lv. 3) <br> 43,000 x 3 (Lv. 4) <br> 47,300 x 3 (Lv. 5) | Inflicts {{chipdamage}} starting at Lv. 4 }} | ||
{{MoveListRow | Standing Heavy | h | 70,000 <br> 90,000 (Lv. 3) <br> 45,000 x 5 (Lv. 4) <br> 49,500 x 5 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }} | {{MoveListRow | Standing Heavy | {{h}} | 70,000 <br> 90,000 (Lv. 3) <br> 45,000 x 5 (Lv. 4) <br> 49,500 x 5 (Lv. 5) | Inflicts {{chipdamage}} starting at Lv. 4 }} | ||
{{MoveListRow | Crouching Heavy | d + h | 63,000 <br> 69,300 (Lv. 5)| low softknockdown }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 63,000 <br> 69,300 (Lv. 5)| {{low}} {{softknockdown}} }} | ||
{{MoveListRow | Special | s | 80,000 <br> 90,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | launch nocancel <br> Inflicts chipdamage starting at Lv. 4}} | {{MoveListRow | Special | {{s}} | 80,000 <br> 90,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | {{launch}} {{nocancel}} <br> Inflicts {{chipdamage}} starting at Lv. 4}} | ||
{{MoveListRow | Object Throw | f + h | 50,000 <br> 80,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | chipdamage <br> nocancel <br> proj }} | {{MoveListRow | Object Throw | {{f}} + {{h}} | 50,000 <br> 80,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | {{chipdamage}} <br> {{nocancel}} <br> {{proj}} }} | ||
{{MoveListRow | Jumping Light | air l | 50,000 <br> 55,000 (Lv. 5) | high }} | {{MoveListRow | Jumping Light | air {{l}} | 50,000 <br> 55,000 (Lv. 5) | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 63,000 <br> 70,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | high <br> Inflicts chipdamage starting at Lv. 4 }} | {{MoveListRow | Jumping Medium | air {{m}} | 63,000 <br> 70,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | {{high}} <br> Inflicts {{chipdamage}} starting at Lv. 4 }} | ||
{{MoveListRow | Jumping Heavy | air h | 65,000 <br> 71,500 (Lv. 5) | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 65,000 <br> 71,500 (Lv. 5) | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 70,000 <br> 90,000 (Lv. 3) <br> 110,000 (Lv. 4) <br> 121,000 (Lv. 5) | high aircombofinisher <br> Inflicts a groundbounce state starting at Lv. 3 <br> Inflicts chipdamage starting at Lv. 4}} | {{MoveListRow | Jumping Special | air {{s}} | 70,000 <br> 90,000 (Lv. 3) <br> 110,000 (Lv. 4) <br> 121,000 (Lv. 5) | {{high}} {{aircombofinisher}} <br> Inflicts a {{groundbounce}} state starting at Lv. 3 <br> Inflicts {{chipdamage}} starting at Lv. 4}} | ||
{{MoveListRow | Knee Drop | air d + h | 70,000 <br> 77,000 (Lv. 5) | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }} | {{MoveListRow | Knee Drop | air {{d}} + {{h}} | 70,000 <br> 77,000 (Lv. 5) | {{high}} {{hardknockdown}} ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 80,000 <br> 88,000 (Lv. 5) | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 <br> 88,000 (Lv. 5) | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 <br> 88,000 (Lv. 5) | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 <br> 88,000 (Lv. 5) | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 80,000 <br> 88,000 (Lv. 5) | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 <br> 88,000 (Lv. 5) | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 <br> 88,000 (Lv. 5) | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 <br> 88,000 (Lv. 5) | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Tools of Survival L | qcf + l | 30,000 x 4 <br> 35,000 x 8 (Lv. 3) <br> 25,000 x 10 (Lv. 4) <br> 27,500 x 10 (Lv. 5) | airok <br> Lv. 3 version ONLY causes a strk on the last hit }} | {{MoveListRow | Tools of Survival L | {{qcf}} + {{l}} | 30,000 x 4 <br> 35,000 x 8 (Lv. 3) <br> 25,000 x 10 (Lv. 4) <br> 27,500 x 10 (Lv. 5) | {{airok}} <br> Lv. 3 version ONLY causes a {{strk}} on the last hit }} | ||
{{MoveListRow | Tools of Survival M | qcf + m | 90,000 <br> 120,000 (Lv. 3) <br> 30,000 x 8 (Lv. 4) <br> 33,000 x 8 (Lv. 5) | airok <br> wallbounce (caused only by the last hit when in Lv. 4 or 5)}} | {{MoveListRow | Tools of Survival M | {{qcf}} + {{m}} | 90,000 <br> 120,000 (Lv. 3) <br> 30,000 x 8 (Lv. 4) <br> 33,000 x 8 (Lv. 5) | {{airok}} <br> {{wallbounce}} (caused only by the last hit when in Lv. 4 or 5)}} | ||
{{MoveListRow | Tools of Survival H | qcf + h | 80,000 <br> 100,000 (Lv. 3) <br> 150,000 (Lv. 4) <br> 165,000 (Lv. 5) | airok otg <br> softknockdown <br> groundbounce }} | {{MoveListRow | Tools of Survival H | {{qcf}} + {{h}} | 80,000 <br> 100,000 (Lv. 3) <br> 150,000 (Lv. 4) <br> 165,000 (Lv. 5) | {{airok}} {{otg}} <br> {{softknockdown}} <br> {{groundbounce}} }} | ||
{{MoveListRow | Giant Swing (L) | qcb + l | 50,000 + 80,000 <br> 55,000 + 88,000 (Lv. 5) | Last hit causes a softknockdown }} | {{MoveListRow | Giant Swing (L) | {{qcb}} + {{l}} | 50,000 + 80,000 <br> 55,000 + 88,000 (Lv. 5) | Last hit causes a {{softknockdown}} }} | ||
{{MoveListRow | Giant Swing (M) | qcb + m | 50,000 x 2 + 80,000 <br> 55,000 x 2 + 88,000 (Lv. 5) | }} | {{MoveListRow | Giant Swing (M) | {{qcb}} + {{m}} | 50,000 x 2 + 80,000 <br> 55,000 x 2 + 88,000 (Lv. 5) | }} | ||
{{MoveListRow | Giant Swing (H) | qcb + h | 50,000 x 3 + 80,000 <br> 55,000 x 3 + 88,000 (Lv. 5) | }} | {{MoveListRow | Giant Swing (H) | {{qcb}} + {{h}} | 50,000 x 3 + 80,000 <br> 55,000 x 3 + 88,000 (Lv. 5) | }} | ||
{{MoveListRow | Hammer Throw | charge b , f + atk | 80,000 <br> 88,000 (Lv. 5) | h version puts grounded opponents in a cptr state on hit }} | {{MoveListRow | Hammer Throw | charge {{b}} , {{f}} + {{atk}} | 80,000 <br> 88,000 (Lv. 5) | {{h}} version puts grounded opponents in a {{cptr}} state on hit }} | ||
{{MoveListRow | Snapshot | qcf + s | 10,000 <br> 11,000 (Lv. 5) | airok otg <br> proj <br> The core to Frank's level up mechanic. Gives Frank "experience points" based on the current number of hits in the hit counter. }} | {{MoveListRow | Snapshot | {{qcf}} + {{s}} | 10,000 <br> 11,000 (Lv. 5) | {{airok}} {{otg}} <br> {{proj}} <br> The core to Frank's level up mechanic. Gives Frank "experience points" based on the current number of hits in the hit counter. }} | ||
{{MoveListRow | Bottoms Up | d , d + s | 0 | Doubles gained experience for 10 seconds. When the effect wears off, Frank performs a vomiting animation, which can only be canceled by activating X-Factor. Tagging Frank out will remove the effect but will also prevent Frank from vomitting when tagged back in. }} | {{MoveListRow | Bottoms Up | {{d}} , {{d}} + {{s}} | 0 | Doubles gained experience for 10 seconds. When the effect wears off, Frank performs a vomiting animation, which can only be canceled by activating X-Factor. Tagging Frank out will remove the effect but will also prevent Frank from vomitting when tagged back in. }} | ||
{{MoveListRow | Roundhouse Kick | dp + atk | 70,000 <br> 77,000 (Lv. 5) | Can only be performed at Lv. 2 or above. <br> l version is a feint. <br> m version puts opponent in a hardknockdown state. <br> h version hits low, puts opponents in a softknockdown state, and can otg }} | {{MoveListRow | Roundhouse Kick | {{dp}} + {{atk}} | 70,000 <br> 77,000 (Lv. 5) | Can only be performed at Lv. 2 or above. <br> {{l}} version is a feint. <br> {{m}} version puts opponent in a {{hardknockdown}} state. <br> {{h}} version hits low, puts opponents in a {{softknockdown}} state, and can {{otg}} }} | ||
{{MoveListRow | Barrel Roll | atk + s | 0 | Can only be performed at Lv. 2 or above. Frank performs a quick combat roll that can pass through opponents. Useful for cross-ups and for passing through careless Hyper Combos to set up punishes with Survival Techniques. }} | {{MoveListRow | Barrel Roll | {{atk}} + {{s}} | 0 | Can only be performed at Lv. 2 or above. Frank performs a quick combat roll that can pass through opponents. Useful for cross-ups and for passing through careless Hyper Combos to set up punishes with Survival Techniques. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Blue Light Special | qcf + atk + atk | 30,000 x (8~17) + 70,000 <br> 33,000 x (8~17) + 77,000 (Lv. 5) | otg softknockdown <br> Last hit causes wallbounce <br> Mash for more hits. }} | {{MoveListRow | Blue Light Special | {{qcf}} + {{atk}} + {{atk}} | 30,000 x (8~17) + 70,000 <br> 33,000 x (8~17) + 77,000 (Lv. 5) | {{otg}} {{softknockdown}} <br> Last hit causes {{wallbounce}} <br> Mash for more hits. }} | ||
{{MoveListRow | Survival Techniques | qcb + atk + atk | 253,100 <br> 312,000 (Lv. 3) <br> 356,100 (Lv. 4) <br> 391,700 (Lv. 5) | softknockdown }} | {{MoveListRow | Survival Techniques | {{qcb}} + {{atk}} + {{atk}} | 253,100 <br> 312,000 (Lv. 3) <br> 356,100 (Lv. 4) <br> 391,700 (Lv. 5) | {{softknockdown}} }} | ||
{{MoveListRow | Funny Face Crusher | dp + atk + atk | 20,000 x 6 + 40,000 + 100,000 <br> 22,000 x 6 + 44,000 + 110,000 (Lv. 5) <br> "Mashed" hits do 2,000 (2,200 at Lv. 5) | airthrow hardknockdown <br> Can only be performed at Lv. 3 or above. The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it will decrease the total damage of the followup combo. }} | {{MoveListRow | Funny Face Crusher | {{dp}} + {{atk}} + {{atk}} | 20,000 x 6 + 40,000 + 100,000 <br> 22,000 x 6 + 44,000 + 110,000 (Lv. 5) <br> "Mashed" hits do 2,000 (2,200 at Lv. 5) | {{airthrow}} {{hardknockdown}} <br> Can only be performed at Lv. 3 or above. The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it will decrease the total damage of the followup combo. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* Frank's Camera can OTG, and an OTG camera shot can be canceled into his Survival Techniques hyper for big damage and DHC opportunities. This is a great way to finish any combo. | * Frank's Camera can OTG, and an OTG camera shot can be canceled into his Survival Techniques hyper for big damage and DHC opportunities. This is a great way to finish any combo. | ||
* At Levels 1 and 2, Franks Tools of Survival {{ | * At Levels 1 and 2, Franks Tools of Survival {{ h}} will still ground bounce, but at a VERY low height. However, using it to finish an Air Combo allows Frank to land soon enough to relaunch, extending even Level 1 combos greatly. | ||
* Using multi-hitting assists in conjunction with OTG Camera shots can allow extra relaunches, or even an extra Camera hit, netting Frank a huge amount of "experience". | * Using multi-hitting assists in conjunction with OTG Camera shots can allow extra relaunches, or even an extra Camera hit, netting Frank a huge amount of "experience". | ||
* Frank can use his Bottoms Up command to drink. While in this state, Frank gains double experience from Camera shots. However, after about ten seconds, Frank will throw up. Both drinking and throwing up have massive recovery and cannot be canceled at all. However, tagging Frank out will remove the double experience status, and therefore remove the recovery sickness. | * Frank can use his Bottoms Up command to drink. While in this state, Frank gains double experience from Camera shots. However, after about ten seconds, Frank will throw up. Both drinking and throwing up have massive recovery and cannot be canceled at all. However, tagging Frank out will remove the double experience status, and therefore remove the recovery sickness. | ||
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* Solo Combo 1) | * Solo Combo 1) | ||
{{ | {{ {{l}} , {{m}} , {{h}} , {{d}} + {{h}} , {{s}} (launch), air {{l}} , air {{m}} , air {{h}} , air {{qcf}} + {{h}} (land), {{d}} + {{l}} , {{d}} + {{m}} , {{d}} + {{h}} , {{s}} (launch), air {{l}} , air {{m}} , air {{m}} , air {{h}} , air {{d}} + {{h}} (land), {{qcf}} + {{s}} , {{qcb}} + {{atk}} + atk}} | ||
=== Basic Strategy === | === Basic Strategy === | ||
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* Note that every time Frank levels up, he regains a portion of his red health, giving him more survival time. | * Note that every time Frank levels up, he regains a portion of his red health, giving him more survival time. | ||
* The first priority with Frank is to reach level 2, to unlock his roll move. This increases his mobility, evasion, and mixup potential. At level 3, he gains his anti-air grab Hyper, and his Tools of Survival {{ | * The first priority with Frank is to reach level 2, to unlock his roll move. This increases his mobility, evasion, and mixup potential. At level 3, he gains his anti-air grab Hyper, and his Tools of Survival {{ h}} move bounces the opponent high enough to be a valuable OTG move. At levels 4 and 5, he gains range and damage, but these are far less valuable in the long run than even reaching level 2. Rule of thumb, beyond level 3, focus more on dealing as much damage to the opponent as possible over leveling up, if the choice is necessary. | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
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*Frank West has a tough time getting in against zoners. Good space control with projectiles will make it tough for him to get an opening. | *Frank West has a tough time getting in against zoners. Good space control with projectiles will make it tough for him to get an opening. | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:13, 8 December 2020


Frank West
In a nutshell
Frank West is a unique character that was built for supporting teams. He starts out weak, but by utilizing his snapshot ability, he can level himself up like Dead Rising and become stronger. However, leveling up is directly related to how many hits are done in a combo, so it's important to set up a big combo to maximize Frank's abilities. By reaching level 4 and 5, Frank can gain new specials, enhance his current specials, buff his hypers and vastly improve the range and damage of his normal attacks. To be accurate, he receives a 10% boost to damage as well as 10% damage reduction. Additionally, Frank's Snap Shot is an OTG and his Survival Techniques is easy to whiff, which means you can set up a DHC from a point character into a snap and level up. Though Frank can pose a threat on point, most teams have optimized Frank in the second or third slot.
Alternate Colors
Players to Watch
FizzyKups, Cless, Slipsization, Bee, Kusorou, Solid Abyss, Justin Wong, ApologyMan
Character Vitals
Video Walkthrough
Team Showcase
More Mag/Dante/Frank tech
Optimized Mag/Dante/Frank set ups
Combos
Combos by HonzoGonzo
Optimized combos by The Cape
Technology
Funny Face Crusher examples
Incoming Guard Break with Snapshot
Guard Break with Jam Session
Leveling Techniques
This thread has a lot of important information and has a much bigger list of characters: http://forums.shoryuken.com/discussion/167438/frank-west-level-up-strategies
Solo Techniques: No DHC, X-factor or THC
Amaterasu: Hard Tag concept, using slow down DHC
Captain America: BnB to DHC
Chris Redfield: Grenade Launcher DHC, Level 5 Fire Grenade hard tags with Eye of Agamatto, Hard tags with Shopping cart and Jam Session
Dante: lots of conversions
Deadpool: Great video featuring Dante
Doctor Doom: whiffed tools DHC
Doctor Strange: several ways to level up frank, with dante
Firebrand: Hard Tag from BnB, DHC with firebrand
Iron Man: hard tag from Level 3
Magneto: Optimized set ups with Dante
Nova: BnB to DHC, Throw BnB
Sentinel: THC synergy
Shuma Gorath: Shuma/Frank/Vergil tech
Spencer: Spencer/Frank/Wesker tech, with bonus Nova stuff
Thor: using hard tags and DHC
Vergil: Using wall bounce and sword throw
Wesker: using TAC and THC, hard tag confirm from counter super
Move List
Assist Types
Normal Moves

52,800 (Lv. 5)


49,500 (Lv. 5)

68,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)



63,000 (Lv. 3)
43,000 x 3 (Lv. 4)
47,300 x 3 (Lv. 5)


90,000 (Lv. 3)
45,000 x 5 (Lv. 4)
49,500 x 5 (Lv. 5)



69,300 (Lv. 5)



90,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)


Inflicts



80,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)




55,000 (Lv. 5)


70,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)

Inflicts


71,500 (Lv. 5)


90,000 (Lv. 3)
110,000 (Lv. 4)
121,000 (Lv. 5)


Inflicts a

Inflicts



77,000 (Lv. 5)


Only delay on landing can
be canceled into
Specials and Hypers.
Throws


88,000 (Lv. 5)




88,000 (Lv. 5)




88,000 (Lv. 5)




88,000 (Lv. 5)


Special Moves


35,000 x 8 (Lv. 3)
25,000 x 10 (Lv. 4)
27,500 x 10 (Lv. 5)

Lv. 3 version ONLY causes a



120,000 (Lv. 3)
30,000 x 8 (Lv. 4)
33,000 x 8 (Lv. 5)




100,000 (Lv. 3)
150,000 (Lv. 4)
165,000 (Lv. 5)






55,000 + 88,000 (Lv. 5)



55,000 x 2 + 88,000 (Lv. 5)


55,000 x 3 + 88,000 (Lv. 5)



88,000 (Lv. 5)




11,000 (Lv. 5)



The core to Frank's level up mechanic. Gives Frank "experience points" based on the current number of hits in the hit counter.





77,000 (Lv. 5)








Hyper Moves



33,000 x (8~17) + 77,000 (Lv. 5)


Last hit causes

Mash for more hits.



312,000 (Lv. 3)
356,100 (Lv. 4)
391,700 (Lv. 5)




22,000 x 6 + 44,000 + 110,000 (Lv. 5)
"Mashed" hits do 2,000 (2,200 at Lv. 5)


Can only be performed at Lv. 3 or above. The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it will decrease the total damage of the followup combo.
Mission Mode
Strategy
Tips and Tricks
- Frank's Camera can OTG, and an OTG camera shot can be canceled into his Survival Techniques hyper for big damage and DHC opportunities. This is a great way to finish any combo.
- At Levels 1 and 2, Franks Tools of Survival
will still ground bounce, but at a VERY low height. However, using it to finish an Air Combo allows Frank to land soon enough to relaunch, extending even Level 1 combos greatly.
- Using multi-hitting assists in conjunction with OTG Camera shots can allow extra relaunches, or even an extra Camera hit, netting Frank a huge amount of "experience".
- Frank can use his Bottoms Up command to drink. While in this state, Frank gains double experience from Camera shots. However, after about ten seconds, Frank will throw up. Both drinking and throwing up have massive recovery and cannot be canceled at all. However, tagging Frank out will remove the double experience status, and therefore remove the recovery sickness.
- Giant Swing is safe on block. Use this to make block strings safe, or to have more potent approaches.
Combos
- Solo Combo 1)
{{ ,
,
,
+
,
(launch), air
, air
, air
, air
+
(land),
+
,
+
,
+
,
(launch), air
, air
, air
, air
, air
+
(land),
+
,
+
+ atk}}
Basic Strategy
- Every time Frank hits an opponent with the Snapshot, the number of hits in the combo are put towards Frank's invisible "experience" meter, known in the Dead Rising series as "Prestige Points." The PP breaks down as:
- 0 - 4 PP - Level 1
- 5 - 19 PP - Level 2
- 20 - 49 PP - Level 3
- 50 - 99 PP - Level 4
- 100+ PP - Level 5
- Note that every time Frank levels up, he regains a portion of his red health, giving him more survival time.
- The first priority with Frank is to reach level 2, to unlock his roll move. This increases his mobility, evasion, and mixup potential. At level 3, he gains his anti-air grab Hyper, and his Tools of Survival
move bounces the opponent high enough to be a valuable OTG move. At levels 4 and 5, he gains range and damage, but these are far less valuable in the long run than even reaching level 2. Rule of thumb, beyond level 3, focus more on dealing as much damage to the opponent as possible over leveling up, if the choice is necessary.
Advanced Strategy
Strategy vs. Frank West
- Frank West has no real lows other than his Crouching H which is very slow to come out. So you can pretty much block/advancing guard standing against his "rushdown" if he is at levels (1-3) and only crouch block when he does his crouching H.
- Frank West has a tough time getting in against zoners. Good space control with projectiles will make it tough for him to get an opening.