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{{MoveListRow | Jumping Light | air l | 50,000 | high }} | {{MoveListRow | Jumping Light | air l | 50,000 | high }} | ||
{{MoveListRow | Jumping Heavy | air h | 65,000 | high }} | {{MoveListRow | Jumping Heavy | air h | 65,000 | high }} | ||
{{MoveListRow | Knee Drop | air d + h | 75,000 | high hardknockdown ;<br>Only delay on landing can<br>be canceled into<br>Specials and Hypers. }} | {{MoveListRow | Knee Drop | air d + h | 75,000 | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===== Level 1 / Level 2 ===== | ===== Level 1 / Level 2 ===== | ||
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{{MoveListRow | Standing Heavy | h | 70,000 | }} | {{MoveListRow | Standing Heavy | h | 70,000 | }} | ||
{{MoveListRow | Special | s | 80,000 | launch nocancel }} | {{MoveListRow | Special | s | 80,000 | launch nocancel }} | ||
{{MoveListRow | Object Throw | f + h | 50,000 | chipdamage <br> nocancel <br> | {{MoveListRow | Object Throw | f + h | 50,000 | chipdamage <br> nocancel <br> proj }} | ||
{{MoveListRow | Jumping Medium | air m | 63,000 | high }} | {{MoveListRow | Jumping Medium | air m | 63,000 | high }} | ||
{{MoveListRow | Jumping Special | air s | 70,000 | high aircombofinisher }} | {{MoveListRow | Jumping Special | air s | 70,000 | high aircombofinisher }} | ||
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{{MoveListRow | Standing Heavy | h | 90,000 | }} | {{MoveListRow | Standing Heavy | h | 90,000 | }} | ||
{{MoveListRow | Special | s | 90,000 | launch nocancel }} | {{MoveListRow | Special | s | 90,000 | launch nocancel }} | ||
{{MoveListRow | Object Throw | f + h | 80,000 | chipdamage <br> nocancel <br> | {{MoveListRow | Object Throw | f + h | 80,000 | chipdamage <br> nocancel <br> proj }} | ||
{{MoveListRow | Jumping Medium | air m | 70,000 | high }} | {{MoveListRow | Jumping Medium | air m | 70,000 | high }} | ||
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> groundbounce softknockdown }} | {{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> groundbounce softknockdown }} | ||
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{{MoveListRow | Standing Heavy | h | 45,000 x 5 | chipdamage }} | {{MoveListRow | Standing Heavy | h | 45,000 x 5 | chipdamage }} | ||
{{MoveListRow | Special | s | 100,000 | launch nocancel }} | {{MoveListRow | Special | s | 100,000 | launch nocancel }} | ||
{{MoveListRow | Object Throw | f + h | 75,000 | chipdamage <br> nocancel <br> | {{MoveListRow | Object Throw | f + h | 75,000 | chipdamage <br> nocancel <br> proj }} | ||
{{MoveListRow | Jumping Medium | air m | 45,000 x 3 | high chipdamage }} | {{MoveListRow | Jumping Medium | air m | 45,000 x 3 | high chipdamage }} | ||
{{MoveListRow | Jumping Special | air s | 110,000 | high chipdamage <br> aircombofinisher <br> groundbounce softknockdown }} | {{MoveListRow | Jumping Special | air s | 110,000 | high chipdamage <br> aircombofinisher <br> groundbounce softknockdown }} | ||
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{{MoveListRow | Giant Swing (H) | qcb + h | 100,000 | }} | {{MoveListRow | Giant Swing (H) | qcb + h | 100,000 | }} | ||
{{MoveListRow | Hammer Throw (L/M) | charge b , f + l / m | 80,000 | }} | {{MoveListRow | Hammer Throw (L/M) | charge b , f + l / m | 80,000 | }} | ||
{{MoveListRow | Hammer Throw (H) | charge b , f + h | 80,000 | | {{MoveListRow | Hammer Throw (H) | charge b , f + h | 80,000 | cptr (ground only) }} | ||
{{MoveListRow | Snapshot | qcf + s | 10,000 | airok otg <br> | {{MoveListRow | Snapshot | qcf + s | 10,000 | airok otg <br> proj }} | ||
{{MoveListRow | Bottoms Up | d , d + s | 0 | Doubles gained experience.<br>After 10 seconds, Frank vomits.<br>Tag Frank out to make sober. }} | {{MoveListRow | Bottoms Up | d , d + s | 0 | Doubles gained experience. <br> After 10 seconds, Frank vomits. <br> Tag Frank out to make sober. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===== Level 2 and Above ===== | ===== Level 2 and Above ===== | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Tools of Survival (L) | qcf + l | 30,000 x 4 | airok }} | {{MoveListRow | Tools of Survival (L) | qcf + l | 30,000 x 4 | airok }} | ||
{{MoveListRow | Tools of Survival (M) | qcf + m | 90,000 | airok | {{MoveListRow | Tools of Survival (M) | qcf + m | 90,000 | airok strk <br> wallbounce }} | ||
{{MoveListRow | Tools of Survival (H) | qcf + h | 80,000 | airok otg <br> softknockdown <br> | {{MoveListRow | Tools of Survival (H) | qcf + h | 80,000 | airok otg <br> softknockdown <br> groundbounce }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===== Level 3 ===== | ===== Level 3 ===== | ||
{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Tools of Survival (L) | qcf + l | 35,000 x 8 | airok | {{MoveListRow | Tools of Survival (L) | qcf + l | 35,000 x 8 | airok strk ; <br> strk caused only by last hit }} | ||
{{MoveListRow | Tools of Survival (M) | qcf + m | 120,000 | airok | {{MoveListRow | Tools of Survival (M) | qcf + m | 120,000 | airok strk <br> wallbounce }} | ||
{{MoveListRow | Tools of Survival (H) | qcf + h | 100,000 | airok otg <br> softknockdown <br> | {{MoveListRow | Tools of Survival (H) | qcf + h | 100,000 | airok otg <br> softknockdown <br> groundbounce }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===== Level 4 / Level 5 ===== | ===== Level 4 / Level 5 ===== | ||
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{{MoveListRow | Tools of Survival (L) | qcf + l | 25,000 x 10 | airok }} | {{MoveListRow | Tools of Survival (L) | qcf + l | 25,000 x 10 | airok }} | ||
{{MoveListRow | Tools of Survival (M) | qcf + m | 30,000 x 8 | airok hardknockdown <br> wallbounce ; <br> wallbounce caused only by last hit }} | {{MoveListRow | Tools of Survival (M) | qcf + m | 30,000 x 8 | airok hardknockdown <br> wallbounce ; <br> wallbounce caused only by last hit }} | ||
{{MoveListRow | Tools of Survival (H) | qcf + h | 150,000 | airok otg <br> softknockdown <br> | {{MoveListRow | Tools of Survival (H) | qcf + h | 150,000 | airok otg <br> softknockdown <br> groundbounce }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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===== All Levels ===== | ===== All Levels ===== | ||
{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Blue Light Special | qcf + atk + atk | 30,000 x 8 + 70,000 | otg softknockdown <br> wallbounce ; Mashable.<br> wallbounce caused only by last hit. }} | {{MoveListRow | Blue Light Special | qcf + atk + atk | 30,000 x 8 + 70,000 | otg softknockdown <br> wallbounce ; Mashable. <br> wallbounce caused only by last hit. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===== Level 3 and Above ===== | ===== Level 3 and Above ===== | ||
{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Funny Face Circuit | dp + atk + atk | 20,000 x 6 + 40,000 <br> + 100,000 | airthrow hardknockdown ;<br>Mashable. }} | {{MoveListRow | Funny Face Circuit | dp + atk + atk | 20,000 x 6 + 40,000 <br> + 100,000 | airthrow hardknockdown ; <br> Mashable. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===== Level 1 / Level 2 ===== | ===== Level 1 / Level 2 ===== |
Revision as of 22:00, 27 November 2011


Frank West
TBW
In a nutshell
Frank West is a melee-based character with a unique level up mechanic, meant to imitate the mechanics of his home game, Dead Rising. By leveling up with his photography, Frank can gain new specials, enhance his current specials, and vastly improve the range and damage of his normal attacks. Additionally, Frank has above-average health, handy assists, and a solid OTG Hyper that can be used in THCs, making him both a strong point character, or a backup character in the second or third slots of your team.
Video Walkthrough
Move List
Assist Types
Normal Moves
All Levels
Only delay on landing can
be canceled into
Specials and Hypers.
Level 1 / Level 2
nocancel
proj
Level 3
nocancel
proj
groundbounce softknockdown
Level 4 / Level 5
nocancel
proj
aircombofinisher
groundbounce softknockdown
Throws
Special Moves
Level 1 / Level 2
softknockdown caused only by last hit
proj
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
Level 2 and Above
Level 1 / Level 2
wallbounce
softknockdown
groundbounce
Level 3
strk caused only by last hit
wallbounce
softknockdown
groundbounce
Level 4 / Level 5
wallbounce ;
wallbounce caused only by last hit
softknockdown
groundbounce
Hyper Moves
All Levels
wallbounce ; Mashable.
wallbounce caused only by last hit.
Level 3 and Above
+ 100,000
Mashable.
Level 1 / Level 2
Level 3
Level 4 / Level 5
Strategy
Tips and Tricks
- Frank's Camera can OTG, and an OTG camera shot can me 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 {{#motion: 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".
- 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.
Combos
Basic Strategy
- Every time Frank hits an opponent with the Camera, the number of hits in the combo are put towards Frank's invisible "experience" meter. This Experience breaks down as:
- 0 - 4 XP - Level 1
- 5 - 19 xp - Level 2
- 20-49 xp - Level 3
- 50-99 xp - Level 4
- 100+ xp - Level 5
Also 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 {{#motion: 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.