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

From SuperCombo Wiki
No edit summary
No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{TVC Character Subnav|char=Frank West|sub=1}}
{{TVC Character Subnav|char=Frank West|sub=1}}


===Legend===
{{TvCComboHeader
{| class="wikitable" style="text-align: left; width: 50%;"
|header=Combos
|-
}}
! colspan="2" | Legend
{{TvCCombo
|-
|video=[[File:Frank Combo 1.webm|thumb]]
| <span style="color:#87CEEB;">Light Attack (A):</span>
|notation={{TvCInput|A}} {{TvCInput|B}} {{TvCInput|3C}} {{TvCInput|sjc}} {{TvCInput|j.A}} {{TvCInput|j.B}} {{TvCInput|j.C}}
| <span style="color:#87CEEB;">Blue</span>
|notes=The absolute bare minimum of a combo, basic magic series.
|-
}}
| <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===
{{TvCCombo
{|class = "wikitable" style="text-align: center;"
|video=[[File:Frank Combo 2.webm|thumb]]
!Move !! Inputs !! Notes
|notation={{TvCInput|A}} {{TvCInput|B}} {{TvCInput|3C}} {{TvCInput|sjc}} {{TvCInput|j.B}} {{TvCInput|j.B}} {{TvCInput|8}} {{TvCInput|j.2C}}
|-
|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.
|[[File:Frank Combo 1.webm|thumb]]
}}
|  
<span style="color:#87CEEB;">A</span> &ensp;
<span style="color:#FFD700;">B</span> &ensp;
<span style="color:#FF6347;">3C</span> &ensp;
sjc &ensp;
j.<span style="color:#87CEEB;">A</span> &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
j.<span style="color:#FF6347;">C</span>
|| The absolute bare minimum of a combo, basic magic series.


|-
{{TvCCombo
|[[File:Frank Combo 2.webm|thumb]]
|video=[[File:Frank Combo 3.webm|thumb]]
|  
|notation=(With zombie active on field) {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|hcbx}} {{TvCInput|b}} {{TvCInput|22b}} {{TvCInput|66}} {{TvCInput|b}} {{TvCInput|2c}} {{TvCInput|421c}} {{TvCInput|22b}} {{TvCInput|421a}}
<span style="color:#87CEEB;">A</span> &ensp;
|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.
<span style="color:#FFD700;">B</span> &ensp;
}}
<span style="color:#FF6347;">3C</span> &ensp;
sjc &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
jc &ensp;
j.<span style="color:#FF6347;">2C</span>
|| 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 <span style="color:#FF6347;">5C</span> and pick up with a cart.


|-
{{TvCCombo
|[[File:Frank Combo 3.webm|thumb]]
|video=[[File:Frank Combo 4.webm|thumb]]
|  
|notation={{TvCInput|A}} [{{TvCInput|B}} {{TvCInput|3C}} {{TvCInput|hcbx}}] repeating
(With zombie active on field) &ensp;
|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.
<span style="color:#FF6347;">3C</span> &ensp;
}}
<span style="color:#90EE90;">Giant Swing</span> &ensp;
<span style="color:#FFD700;">B</span> &ensp;
<span style="color:#FFD700;">B Dodge Roll</span> &ensp;
<span style="color:#90EE90;">Zombie Grab</span> &ensp;
<span style="color:#FFD700;">B</span> &ensp;
<span style="color:#FF6347;">2C</span> &ensp;
<span style="color:#FF6347;">C Zombie Spree</span> &ensp;
<span style="color:#FFD700;">B Dodge Roll</span> &ensp;
<span style="color:#87CEEB;">A Zombie Spree</span>
|| 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 5.webm|thumb]]
|  
|notation={{TvCInput|A}} {{TvCInput|B}} {{TvCInput|3C}} {{TvCInput|hcbx}} {{TvCInput|66}} [{{TvCInput|2b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|8}} {{TvCInput|j2c}} {{TvCInput|421a}} {{TvCInput|66}}] * 4  {{TvCInput|421c}} {{TvCInput|236XX}}
<span style="color:#87CEEB;">A</span> &ensp;
|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.
[<span style="color:#FFD700;">B</span> &ensp;
}}
<span style="color:#FF6347;">3C</span> &ensp;
<span style="color:#90EE90;">Giant Swing</span>] &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.


|-
{{TvCCombo
|[[File:Frank Combo 5.webm|thumb]]
|video=[[File:Frank Combo 6.webm|thumb]]
|  
|notation={{TvCInput|a}} {{TvCInput|b}} {{TvCInput|2c}} {{TvCInput|421c}} {{TvCInput|22b}} {{TvCInput|421a}} {{TvCInput|22b}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|j2c}}
<span style="color:#87CEEB;">A</span> &ensp;
|notes=Midscreen pickup.
<span style="color:#FFD700;">B</span> &ensp;
}}
<span style="color:#FF6347;">3C</span> &ensp;
<span style="color:#90EE90;">Giant Swing</span> &ensp;
66 &ensp;
<span style="color:#FFD700;">2B</span> &ensp;
[<span style="color:#FF6347;">3C</span> sjc &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
jc &ensp;
j.<span style="color:#FF6347;">2C</span> &ensp;
<span style="color:#87CEEB;">A Zombie Spree</span> &ensp;
66] * 4 &ensp;
<span style="color:#FF6347;">C Zombie Spree</span> &ensp;
<span style="color:#90EE90;">Real Megabuster</span>
|| Frank's cart loop; after starting his infinite micro dash and launch. Some players use <span style="color:#FFD700;">B</span> and some <span style="color:#87CEEB;">2B</span> and some raw <span style="color:#FF6347;">3C</span> 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 7.webm|thumb]]
|  
|notation=(Active Zombie) {{TvCInput|c}} {{TvCInput|236xx}}
<span style="color:#87CEEB;">A</span> &ensp;
|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.
<span style="color:#FFD700;">B</span> &ensp;
}}
<span style="color:#FF6347;">2C</span> &ensp;
<span style="color:#FF6347;">C Zombie Spree</span> &ensp;
<span style="color:#FFD700;">B Dodge Roll</span> &ensp;
<span style="color:#87CEEB;">A Zombie Spree</span> &ensp;
<span style="color:#FFD700;">B</span> &ensp;
<span style="color:#FF6347;">3C</span> &ensp;
sjc &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
j.<span style="color:#FF6347;">2C</span>
|| Midscreen pickup.


|-
{{TvCCombo
|[[File:Frank Combo 7.webm|thumb]]
|video=[[File:Frank Combo 8.webm|thumb]]
|  
|notation={{TvCInput|hcbxx}} {{TvCInput|44}} {{TvCInput|421a}} {{TvCInput|66}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|8}} {{TvCInput|j2c}} {{TvCInput|421a}} {{TvCInput|66}} {{TvCInput|b}} {{TvCInput|3c}} {{TvCInput|sjc}} {{TvCInput|jb}} {{TvCInput|8}} {{TvCInput|j2c}} {{TvCInput|421c}} {{TvCInput|236xx}}
(Active Zombie) &ensp;
|notes=Dead Rising is the easiest zombie confirm; backdash once, call cart, then loop normally.
<span style="color:#FF6347;">C</span> &ensp;
}}
<span style="color:#90EE90;">Real Megabuster</span>
|| 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''' &ensp;
44 &ensp;
<span style="color:#87CEEB;">A Zombie Spree</span> &ensp;
66 &ensp;
<span style="color:#FFD700;">B</span> &ensp;
<span style="color:#FF6347;">3C</span> &ensp;
sjc &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
jc &ensp;
j.<span style="color:#FF6347;">2C</span> &ensp;
<span style="color:#87CEEB;">A Zombie Spree</span> &ensp;
66 &ensp;
<span style="color:#FFD700;">B</span> &ensp;
<span style="color:#FF6347;">3C</span> &ensp;
sjc &ensp;
j.<span style="color:#FFD700;">B</span> &ensp;
jc &ensp;
j.<span style="color:#FF6347;">2C</span> &ensp;
<span style="color:#FF6347;">C Zombie Spree</span> &ensp;
<span style="color:#90EE90;">Real Megabuster</span>
|| 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]]

Latest revision as of 12:56, 31 December 2024


Combos

Combos

Video Notation Notes

TVC-L.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-L.png j.TVC-M.png j.TVC-H.png

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

TVC-L.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-M.png TVC-8.png j.TVC-2.pngTVC-H.png

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)

TVC-M.png TVC-3.png TVC-H.png TVC-63214.png TVC-AT.png TVC-M.png TVC-2.png TVC-2.png TVC-M.png TVC-6.png TVC-6.png TVC-M.png TVC-2.png TVC-H.png TVC-421.png TVC-H.png TVC-2.png TVC-2.png TVC-M.png TVC-421.png TVC-L.png

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

TVC-L.png   [ TVC-M.png TVC-3.png TVC-H.png TVC-63214.png TVC-AT.png] 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

TVC-L.png TVC-M.png TVC-3.png TVC-H.png TVC-63214.png TVC-AT.png TVC-6.png TVC-6.png [ TVC-2.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png TVC-8.png j.TVC-2.pngTVC-H.png TVC-421.png TVC-L.png TVC-6.png TVC-6.png] * 4 TVC-421.png TVC-H.png TVC-236.png TVC-AT.png TVC-AT.png

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

TVC-L.png TVC-M.png TVC-2.png TVC-H.png TVC-421.png TVC-H.png TVC-2.png TVC-2.png TVC-M.png TVC-421.png TVC-L.png TVC-2.png TVC-2.png TVC-M.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png j.TVC-2.pngTVC-H.png

Midscreen pickup.
Video Notation Notes
(Active Zombie)

TVC-H.png TVC-236.png TVC-AT.png TVC-AT.png

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

TVC-63214.png TVC-AT.pngTVC-AT.png TVC-4.png TVC-4.png TVC-421.png TVC-L.png TVC-6.png TVC-6.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png TVC-8.png j.TVC-2.pngTVC-H.png TVC-421.png TVC-L.png TVC-6.png TVC-6.png TVC-M.png TVC-3.png TVC-H.png TVC-SJC.png j.TVC-M.png TVC-8.png j.TVC-2.pngTVC-H.png TVC-421.png TVC-H.png TVC-236.png TVC-AT.png TVC-AT.png

Dead Rising is the easiest zombie confirm; backdash once, call cart, then loop normally.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants