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

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! colspan="2" | Legend
! colspan="2" | Legend
|-
|-
| <span style="color:#87CEEB;">Light Attack (A):</span> || <span style="color:#87CEEB;">Blue</span>
| <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:#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:#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="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="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>
| <span style="color:#FFFFFF;">Partner Assist:</span>  
| <span style="color:#FFFFFF;">White</span>
|}
|}


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|-
|-
|[[File:Frank Combo 1.webm|thumb]]   
|[[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.
|  
{{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]]   
|[[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.
|  
{{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]]   
|[[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.
|  
(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]]   
|[[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.
|  
{{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]]   
|[[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=medium|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.
|  
{{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=medium|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]]   
|[[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.
|  
{{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]]   
|[[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.
|  
(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]]   
|[[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.
|  
'''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
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 15:38, 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

B

3C

sjc   j.A

j.B

j.C

The absolute bare minimum of a combo, basic magic series.

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.

(With zombie active on field)   3C

Giant Swing

B

B Dodge Roll

Zombie Grab

B

2C

C Zombie Spree

B Dodge Roll

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.

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.

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.

A

B

2C

C Zombie Spree

B Dodge Roll

A Zombie Spree

B

3C

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   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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants