Tatsunoko vs Capcom: Ultimate All Stars/Frank West/Combos: Difference between revisions

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{{TVC Character Subnav|char=Frank West|sub=1}}
{{TVC Character Subnav|char=Frank West|sub=1}}
===Legend===
{| class="wikitable" style="text-align: left; width: 50%;"
|-
! colspan="2" | Legend
|-
| <span style="color:#87CEEB;">Light Attack (A):</span> || <span style="color:#87CEEB;">Blue</span>
|-
| <span style="color:#FFD700;">Medium Attack (B):</span> || <span style="color:#FFD700;">Yellow</span>
|-
| <span style="color:#FF6347;">Heavy Attack (C):</span> || <span style="color:#FF6347;">Red</span>
|-
| <span style="color:#90EE90;">Special Moves:</span> || <span style="color:#90EE90;">Green</span>
|-
| <span style="background: linear-gradient(to right, #FF69B4, #ADFF2F, #FFA500, #FFD700, #00CED1); -webkit-background-clip: text; color: transparent; text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);">BBQ (Baroque):</span> || <span style="background: linear-gradient(to right, #FF69B4, #ADFF2F, #FFA500, #FFD700, #00CED1); -webkit-background-clip: text; color: transparent; text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);">Rainbow</span>
|-
| <span style="color:#FFFFFF;">Partner Assist:</span> || <span style="color:#FFFFFF;">White</span>
|}


===Combos===
===Combos===
{|class = wikitable style="text-align: center;"
{|class = "wikitable" style="text-align: center;"
  !Move !! Inputs!! Notes
  !Move !! Inputs !! Notes
|-
|-
|[[File:Frank Combo 1.webm|thumb]]  ||A B 3C sjc j.A j.B j.C || The absolute bare minimum of a combo, basic magic series.
|[[File:Frank Combo 1.webm|thumb]]   
|| {{TvCNotation|type=light|name=A}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; sjc &ensp; j.{{TvCNotation|type=light|name=A}} &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; j.{{TvCNotation|type=heavy|name=C}} || The absolute bare minimum of a combo, basic magic series.
|-
|-
|[[File:Frank Combo 2.webm|thumb]]  ||A B 3C sjc j.B j.B jc j.2C || 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.
|[[File:Frank Combo 2.webm|thumb]]   
|| {{TvCNotation|type=light|name=A}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; sjc &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; jc &ensp; j.{{TvCNotation|type=heavy|name=2C}} || 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 {{TvCNotation|type=heavy|name=5C}} and pick up with a cart.
|-
|-
|[[File:Frank Combo 3.webm|thumb]]  ||(With zombie active on field) 3C '''giant swing''' 5 '''B dodge roll ''' '''Zombie Grab''' B 2C '''C Zombie Spree''' '''B Dodge''' '''A Zombie Spree''' '''B Dodge'''|| 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.
|[[File:Frank Combo 3.webm|thumb]]   
|| (With zombie active on field) &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; {{TvCNotation|type=special|name=Giant Swing}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=medium|name=B Dodge Roll}} &ensp; {{TvCNotation|type=special|name=Zombie Grab}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=2C}} &ensp; {{TvCNotation|type=heavy|name=C Zombie Spree}} &ensp; {{TvCNotation|type=medium|name=B Dodge Roll}} &ensp; {{TvCNotation|type=light|name=A Zombie Spree}} || 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.
|-
|-
|[[File:Frank Combo 4.webm|thumb]]  ||A [B 3C '''Giant Swing'''] repeating|| 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
|[[File:Frank Combo 4.webm|thumb]]   
|| {{TvCNotation|type=light|name=A}} &ensp; [{{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; {{TvCNotation|type=special|name=Giant Swing}}] &ensp; repeating || 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.
|-
|-
|[[File:Frank Combo 5.webm|thumb]]  ||A B 3C '''Giant Swing''' 66 2B [3C sjc j.B jc j.2C '''A zombie spree''' 66] * 4 '''C Zombie Spree''' '''Real Megabuster'''|| 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.
|[[File:Frank Combo 5.webm|thumb]]   
|| {{TvCNotation|type=light|name=A}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; {{TvCNotation|type=special|name=Giant Swing}} &ensp; 66 &ensp; {{TvCNotation|type=light|name=2B}} &ensp; [{{TvCNotation|type=heavy|name=3C}} sjc &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; jc &ensp; j.{{TvCNotation|type=heavy|name=2C}} &ensp; {{TvCNotation|type=light|name=A Zombie Spree}} &ensp; 66] * 4 &ensp; {{TvCNotation|type=heavy|name=C Zombie Spree}} &ensp; {{TvCNotation|type=special|name=Real Megabuster}} || Frank's cart loop; after starting his infinite micro dash and launch. Some players use {{TvCNotation|type=medium|name=B}} and some {{TvCNotation|type=light|name=2B}} and some raw {{TvCNotation|type=heavy|name=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.
|-
|-
|[[File:frank Combo 6.webm|thumb]]  ||A B 2C '''C Zombie Spree''' '''B Dodge''' '''A Zombie Spree''' '''B Dodge''' B 3C sjc j.B j.2C|| Midscreen pickup
|[[File:frank Combo 6.webm|thumb]]   
|| {{TvCNotation|type=light|name=A}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=2C}} &ensp; {{TvCNotation|type=heavy|name=C Zombie Spree}} &ensp; {{TvCNotation|type=medium|name=B Dodge Roll}} &ensp; {{TvCNotation|type=light|name=A Zombie Spree}} &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; sjc &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; j.{{TvCNotation|type=heavy|name=2C}} || Midscreen pickup.
|-
|-
|[[File:Frank Combo 7.webm|thumb]]  ||(Active Zombie) C '''Real Megabuster'''|| 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
|[[File:Frank Combo 7.webm|thumb]]   
|| (Active Zombie) &ensp; {{TvCNotation|type=heavy|name=C}} &ensp; {{TvCNotation|type=special|name=Real Megabuster}} || 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.
|-
|-
|[[File:Frank Combo 8.webm|thumb]]  ||'''Dead Rising''' 44 '''A Zombie Spree''' 66 B 3C sjc j.B jc j.2C '''A Zombie Spree''' 66 B 3C sjc j.B jc j.2C '''C Zombie Spree''' '''Real Megabuster'''|| Dead rising is the easiest zombie confirm, backdash once, call cart, then loop normally
|[[File:Frank Combo 8.webm|thumb]]   
 
|| '''Dead Rising''' &ensp; 44 &ensp; {{TvCNotation|type=light|name=A Zombie Spree}} &ensp; 66 &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; sjc &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; jc &ensp; j.{{TvCNotation|type=heavy|name=2C}} &ensp; {{TvCNotation|type=light|name=A Zombie Spree}} &ensp; 66 &ensp; {{TvCNotation|type=medium|name=B}} &ensp; {{TvCNotation|type=heavy|name=3C}} &ensp; sjc &ensp; j.{{TvCNotation|type=medium|name=B}} &ensp; jc &ensp; j.{{TvCNotation|type=heavy|name=2C}} &ensp; {{TvCNotation|type=heavy|name=C Zombie Spree}} &ensp; {{TvCNotation|type=special|name=Real Megabuster}} || Dead Rising is the easiest zombie confirm; backdash once, call cart, then loop normally.
 
 
|}
|}


{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom

Revision as of 08:45, 29 August 2024

Legend

Legend
Light Attack (A): Blue
Medium Attack (B): Yellow
Heavy Attack (C): Red
Special Moves: Green
BBQ (Baroque): Rainbow
Partner Assist: White

Combos

Move Inputs Notes
A
B3C
  sjc   j.A
  j.B
  j.C
The absolute bare minimum of a combo, basic magic series.
A
B3C
  sjc   j.B
  j.B
  jc   j.2C
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.
(With zombie active on field)   3C
Giant SwingBB Dodge RollZombie GrabB2CC Zombie SpreeB Dodge RollA Zombie Spree
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.
A
  [B3CGiant Swing

]   repeating || 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.

A
B3CGiant Swing
  66   2B
  [3C
sjc   j.B
  jc   j.2CA Zombie Spree
  66] * 4   C Zombie SpreeReal Megabuster
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.
A
B2CC Zombie SpreeB Dodge RollA Zombie SpreeB3C
  sjc   j.B
  j.2C
Midscreen pickup.
(Active Zombie)   C
Real Megabuster
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.
Dead Rising   44   A Zombie Spree
  66   B3C
  sjc   j.B
  jc   j.2CA Zombie Spree
  66   B3C
  sjc   j.B
  jc   j.2CC Zombie SpreeReal Megabuster
Dead Rising is the easiest zombie confirm; backdash once, call cart, then loop normally.

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