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

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===Combos===
===Combos===
{|class = "wikitable" style="text-align: center;"
!Move !! Inputs !! Notes
|-
|[[File:Frank Combo 1.webm|thumb]] 
|
{{TvC-Colors|blue|A}}  
{{TvC-Colors|yellow|B}}  
{{TvC-Colors|red|3C}}  
sjc  
j.{{TvC-Colors|blue|A}}  
j.{{TvC-Colors|yellow|B}}  
j.{{TvC-Colors|red|C}}
|| The absolute bare minimum of a combo, basic magic series.


|-
{{TvCCombo
|[[File:Frank Combo 2.webm|thumb]]
|video=[[File:Frank Combo 1.webm|thumb]]
|  
|notation={{TvC-Colors|blue|A}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   sjc   j.{{TvC-Colors|blue|A}}   j.{{TvC-Colors|yellow|B}}   j.{{TvC-Colors|red|C}}
{{TvC-Colors|blue|A}}  
|notes=The absolute bare minimum of a combo, basic magic series.
{{TvC-Colors|yellow|B}}  
}}
{{TvC-Colors|red|3C}}  
sjc  
j.{{TvC-Colors|yellow|B}}  
j.{{TvC-Colors|yellow|B}}  
jc  
j.{{TvC-Colors|red|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 {{TvC-Colors|red|5C}} and pick up with a cart.


|-
{{TvCCombo
|[[File:Frank Combo 3.webm|thumb]]
|video=[[File:Frank Combo 2.webm|thumb]]
|  
|notation={{TvC-Colors|blue|A}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   sjc   j.{{TvC-Colors|yellow|B}}   j.{{TvC-Colors|yellow|B}}   jc   j.{{TvC-Colors|red|2C}}
(With zombie active on field)  
|notes=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 {{TvC-Colors|red|5C}} and pick up with a cart.
{{TvC-Colors|red|3C}}  
}}
{{TvC-Colors|green|Giant Swing}}  
{{TvC-Colors|yellow|B}}  
{{TvC-Colors|yellow|B Dodge Roll}}  
{{TvC-Colors|green|Zombie Grab}}  
{{TvC-Colors|yellow|B}}  
{{TvC-Colors|red|2C}}  
{{TvC-Colors|red|C Zombie Spree}}  
{{TvC-Colors|yellow|B Dodge Roll}}  
{{TvC-Colors|blue|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.


|-
{{TvCCombo
|[[File:Frank Combo 4.webm|thumb]]
|video=[[File:Frank Combo 3.webm|thumb]]
|  
|notation=(With zombie active on field)   {{TvC-Colors|red|3C}}   {{TvC-Colors|green|Giant Swing}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|yellow|B Dodge Roll}}   {{TvC-Colors|green|Zombie Grab}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|2C}}   {{TvC-Colors|red|C Zombie Spree}}   {{TvC-Colors|yellow|B Dodge Roll}}   {{TvC-Colors|blue|A Zombie Spree}}
{{TvC-Colors|blue|A}}  
|notes=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.
[{{TvC-Colors|yellow|B}}  
}}
{{TvC-Colors|red|3C}}  
{{TvC-Colors|green|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.


|-
{{TvCCombo
|[[File:Frank Combo 5.webm|thumb]]
|video=[[File:Frank Combo 4.webm|thumb]]
|  
|notation={{TvC-Colors|blue|A}}   [{{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   {{TvC-Colors|green|Giant Swing}}]   repeating
{{TvC-Colors|blue|A}}  
|notes=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.
{{TvC-Colors|yellow|B}}  
}}
{{TvC-Colors|red|3C}}  
{{TvC-Colors|green|Giant Swing}}  
66  
{{TvC-Colors|yellow|2B}}  
[{{TvC-Colors|red|3C}} sjc  
j.{{TvC-Colors|yellow|B}}  
jc  
j.{{TvC-Colors|red|2C}}  
{{TvC-Colors|blue|A Zombie Spree}}  
66] * 4  
{{TvC-Colors|red|C Zombie Spree}}  
{{TvC-Colors|green|Real Megabuster}}
|| Frank's cart loop; after starting his infinite micro dash and launch. Some players use {{TvC-Colors|yellow|B}} and some {{TvC-Colors|blue|2B}} and some raw {{TvC-Colors|red|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.


|-
{{TvCCombo
|[[File:Frank Combo 6.webm|thumb]]
|video=[[File:Frank Combo 5.webm|thumb]]
|  
|notation={{TvC-Colors|blue|A}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   {{TvC-Colors|green|Giant Swing}}   66   {{TvC-Colors|yellow|2B}}   [{{TvC-Colors|red|3C}} sjc   j.{{TvC-Colors|yellow|B}}   jc   j.{{TvC-Colors|red|2C}}   {{TvC-Colors|blue|A Zombie Spree}}   66] * 4   {{TvC-Colors|red|C Zombie Spree}}   {{TvC-Colors|green|Real Megabuster}}
{{TvC-Colors|blue|A}}  
|notes=Frank's cart loop; after starting his infinite micro dash and launch. Some players use {{TvC-Colors|yellow|B}} and some {{TvC-Colors|blue|2B}} and some raw {{TvC-Colors|red|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.
{{TvC-Colors|yellow|B}}  
}}
{{TvC-Colors|red|2C}}  
{{TvC-Colors|red|C Zombie Spree}}  
{{TvC-Colors|yellow|B Dodge Roll}}  
{{TvC-Colors|blue|A Zombie Spree}}  
{{TvC-Colors|yellow|B}}  
{{TvC-Colors|red|3C}}  
sjc  
j.{{TvC-Colors|yellow|B}}  
j.{{TvC-Colors|red|2C}}  
|| Midscreen pickup.


|-
{{TvCCombo
|[[File:Frank Combo 7.webm|thumb]]
|video=[[File:Frank Combo 6.webm|thumb]]
|  
|notation={{TvC-Colors|blue|A}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|2C}}   {{TvC-Colors|red|C Zombie Spree}}   {{TvC-Colors|yellow|B Dodge Roll}}   {{TvC-Colors|blue|A Zombie Spree}}   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   sjc   j.{{TvC-Colors|yellow|B}}   j.{{TvC-Colors|red|2C}}
(Active Zombie)  
|notes=Midscreen pickup.
{{TvC-Colors|red|C}}  
}}
{{TvC-Colors|green|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.


|-
{{TvCCombo
|[[File:Frank Combo 8.webm|thumb]]
|video=[[File:Frank Combo 7.webm|thumb]]
|  
|notation=(Active Zombie)   {{TvC-Colors|red|C}}   {{TvC-Colors|green|Real Megabuster}}
'''Dead Rising'''  
|notes=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.
44  
}}
{{TvC-Colors|blue|A Zombie Spree}}  
 
66  
{{TvCCombo
{{TvC-Colors|yellow|B}}  
|video=[[File:Frank Combo 8.webm|thumb]]
{{TvC-Colors|red|3C}}  
|notation='''Dead Rising'''   44   {{TvC-Colors|blue|A Zombie Spree}}   66   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   sjc   j.{{TvC-Colors|yellow|B}}   jc   j.{{TvC-Colors|red|2C}}   {{TvC-Colors|blue|A Zombie Spree}}   66   {{TvC-Colors|yellow|B}}   {{TvC-Colors|red|3C}}   sjc   j.{{TvC-Colors|yellow|B}}   jc   j.{{TvC-Colors|red|2C}}   {{TvC-Colors|red|C Zombie Spree}}   {{TvC-Colors|green|Real Megabuster}}
sjc  
|notes=Dead Rising is the easiest zombie confirm; backdash once, call cart, then loop normally.
j.{{TvC-Colors|yellow|B}}  
}}
jc  
j.{{TvC-Colors|red|2C}}  
{{TvC-Colors|blue|A Zombie Spree}}  
66  
{{TvC-Colors|yellow|B}}  
{{TvC-Colors|red|3C}}  
sjc  
j.{{TvC-Colors|yellow|B}}  
jc  
j.{{TvC-Colors|red|2C}}  
{{TvC-Colors|red|C Zombie Spree}}  
{{TvC-Colors|green|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: Ultimate All Stars]]

Revision as of 09:35, 4 October 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

Video Notation Notes
AB3C   sjc   j.A   j.B   j.C The absolute bare minimum of a combo, basic magic series.
Video Notation Notes
AB3C   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.
Video Notation Notes
(With zombie active on field)   3CGiant 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.
Video Notation Notes
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.
Video Notation Notes
AB3CGiant 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.
Video Notation Notes
AB2CC Zombie SpreeB Dodge RollA Zombie SpreeB3C   sjc   j.B   j.2C Midscreen pickup.
Video Notation Notes
(Active Zombie)   CReal 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.
Video Notation Notes
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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

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