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

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=Introduction=
{{TVC Character Intro|char=Frank West|content=
==Introduction==
Frank West from the Dead Rising Series makes his Fighting Game Debut. Effectively taking over for Jill Valentine from Marvel 2, he summons Zombies and uses every day objects to win the match. He's very much not a beginner character but definitely fun. Everyone loves a real megabuster


=Moves List=
{{Content Box|content=
==Normal Moves==
*j.2C-Air Stomp-Frank does an air stomp on the enemy. You can use this during an air combo, or when the enemy is lying on the ground (for additional damage). If you are positioned correctly, you can combo into (by summoning) a C version Zombie Spree (which causes the enemy to wall slam).
*5C-Golf Club Swing-Note: You can use this normal move as an off-the-ground (OTG) hit (meaning you can use this normal move while your enemy is lying on the ground for an additional hit).
==Special Moves==
*Roundhouse Kick-Charge 4 for a few seconds, then press 6A/B/C-Frank does a generic roundhouse kick at his enemy. Each version has a different roundhouse kick. The A version is a fake roundhouse kick, you can use this to make your opponent block or attack you (if your opponent attacks you, you can cancel the A version of Roundhouse Kick into a super, such as The Real Mega Buster); the B version does a horizontal roundhouse kick (which you can use during a ground combo, causes knockdown);and the C version does a sweeping kick (which you can you during a ground combo, causes knockdown).
*Zombie Attack-623A/B/C-Frank calls out a zombie to attack his enemy. Each version summons a zombie in different parts of the screen. The A version will call out zombie behind Frank, the B version will call out a zombie behind your opponent, and the C version will summon a zombie from above (literally, a zombie falls from the screen...of course, the zombie gets up and walks towards the enemy). You can combo into a Zombie attack (if you carefully plan and space your zombie).
**Notes: You can only summon one Zombie Attack at a time (you have to wait for the zombie to disappear until you can summon another); you can get attacked and take minor damage if a zombie touches you (leaving you open for attack); you can still take damage if you touch a zombie lying on the ground (which will leave you open-you will go in a hit stun (as if you were being hit by a 5A, for example); you can block a zombie (even Advance Guard a zombie if you want to!); if you travel too far out of the screen while a zombie is out walking, you can actually lose your zombie; you can do a Zombie Spree while a zombie is walking around the screen (the zombie in the cart can hit the walking zombie); you can hit the zombie with a Grand Slam (both ground and air versions) attack or with a 5C (Golf Club Swing). Each version makes the zombie fly at different trajectories: A version of Grand Slam hitting a zombie will make the zombie fly straight across the screen (if the enemy is hit, the enemy will go into a juggling stage, making it possible to combo after the zombie hits the enemy) B version of Grand Slam hitting a zombie will make the zombie fly slightly above your opponent's head (making this a good anti-air attack...if you ever get the chance to actually set that up; if the enemy is hit, the enemy will go into a juggling stage, making it possible to combo after the zombie hits the enemy), the C version of Grand Slam hitting a zombie will make the zombie fly into the air at a 45 degree angle (and very fast too!; if the enemy is hit, the enemy will go into a juggling stage, making it possible to combo after the zombie hits the enemy); hitting the zombie with 5C (Golf Club Swing)  will make the the zombie travel in an arc, landing the zombie at the other end of the screen (if the enemy is hit with this, the enemy will go into a staggering state); Frank can hit zombies with other normal attacks (if the enemy is hit with any of the following normal attacks, the enemy will go in a hit stun (as if you were being hit by a 5A, for example):5B, j.A, .B, j.C, j.2C.
*Zombie Spree-421A/B/C-Frank summons a zombie in a shopping cart...Each version has its own properties. The A version of Zombie Spree will call out a zombie in a blue shopping cart (travels at a moderate pace, if the enemy is hit; the enemy will fly slightly into the air-making it possible to continue a ground or air combo (if you and your enemy is near or in the corner)); B version of Zombie Spree will summon a zombie in a yellow cart (travels fast, causes knockdown if the enemy is hit-making it possible to continue a ground or air combo (if you and your enemy is near or in the corner)); C version of Zombie Spree will summon a zombie in a red cart (travels very fast, causes wall slam if the enemy is hit-making is very possible to continue a ground or air combo (even when you and your enemy is not near or in the corner). You can combo into a Zombie spree after a 2C, with a proper Assist from your second character, or Frank's Dead Rising super. This move can also be used as an off-the-ground (OTG).
*Grand Slam-236A/B/C (this can be performed both on the ground and in the air)-Frank takes out a baseball bat and hits his enemy right in the face. Each version (both ground and air) has its own properties. The A version of Grand Slam will make the enemy fly slightly in the air, the B version of Grand Slam will make the enemy fly across the screen, and the C version of Grand Slam will cause the enemy to wall bounce. A and B versions of Grand Slam can be used in a ground or air combo; however, C version is difficult to use in a ground or air combo (unless you have the right set-up, such as being in the corner with your enemy, of if a zombie is attacking your enemy...). Grand Slam can also reflect (or bounce, hit, etc.) projectiles (such as Ippatsuman's baseball special move, Rainball).
*Giant Swing-When close, 63214A/B/C-Frank will grab his enemy and spin them around (counts it as 6 hits). Each version his different damage outputs. A version of Giant Swing does around 4,800 Billion Damage, B version of Giant Swing does around 6,100 Billion Damage, and C version of Giant Swing does around 7,700 Billion Damage. You can ground combo into any version of Giant Swing.
*Roll-22+A/B/C-Frank rolls (or dodges, you can say) on the ground. A and B version of Roll rolls towards the enemy (about half-way across the screen) while C version of Roll rolls away from the enemy (again, about half-way across the screen). Note: B version of Roll can pass through your enemy (literally), even in some cases, your enemies normal/special moves. You can also cancel your ground combos (or even a normal ground hit) into a Roll to start mix-ups (and to confuse your opponent).


==Super Moves==
{{ProConTable
*The Real Mega Buster-236+Any two attack buttons-Frank puts on his Mega Man costume (original Mega Man costume by the way) and shoots a huge energy beam at his enemy. This super is very fast, covers a large amount of the screen, and is great to use to punish your opponent's mistake(s). You can use this in a ground or air (under certain circumstances) combo.
|pros=
*Dead Rising-When close, 63214+Any two attack buttons-Frank grabs the enemy, spins the enemy around (counts as 7 hits), throws the enemy into the air, and ends the super with Frank hitting the enemy with his baseball bat (a home run hit!). The enemy lands (with fire effect-like a meteor) on the ground. You can follow up with this super with a 5C or with any version of Zombie Spree special to continue your ground combo.
* Absolute OTG King
*Zombie Charge-(Level 3 Super)-623+Any two attack buttons-Frank puts a Servbot head on the enemy's head, punches the back of his enemy into a field of zombies, ending his level 3 super by body slamming (face first) his enemy into a group of zombies. You can ground or air combo (under certain circumstances) into his level 3 super.
* Easiest Infinite in the game
*Big Bad Explosion (Level 3 Super, Note:You can only use this version of Frank's Level 3 Super when you are fighting against PTX-40A or Gold Lightan)-623+Any two attack buttons-Frank looks up in the air and says "Oh no! Not again!" A zombie is falling from the sky. If the zombie hits a giant, two zombies will bite the giant(s) in the face (as a distraction). The super ends with Frank placing tanks around the giant, says "Hey, smile!" and shoots the tanks with a shotgun, causing a major explosion. Note: the level 3 super can whiff (or miss) the giant. If this happens, you cannot hit the zombie, nor will you take damage if you walk past the zombie. The zombie will simply disappear.
* Can turn into a psuedo command grab character
=Infinite Combo=
* Has a normal for every situation and can convert any stray hit into a combo/infinite
Frank West has an infinite combo. To do his infinite combo, do any normal ground combo into Frank's launcher (3C), immediately canceling his launcher (3C) into Giant Swing special move (the move will miss, or whiff). As the enemy is falling back to the ground (it will be fast), do another launcher (3C)->immediately into Giant Swing (over and over). So, in notation, it's this:
* Can get out of any situation with a roll
5AB(just an example starting ground combo) [3C (launcher) xx -> 63214A/B/C (Giant Swing special)] x N (repeat brackets) (Note: "N," means as many times as you want to do the combo). Have fun!
* Commands the air with his knee drop
* Covers space effectively
* Real Megabuster stops any and all offense on the ground
* Can tear through Giants like paper by himself
|cons=


=As An Assist=
* Trying to setup zombies requires some foresight due to the startup
Frank jumps out with his camera, says "Hey, smile!" and takes a shot at his enemy (causing the enemy to go into a hit stun, as if the enemy is being hit by a 5A). You can combo into Franks Assist; however, his Assist does zero damage. His assist is good to stop your opponent's attacks.
* While not mandatory he does benefit a bit more with an OTG Assist (Roll, Casshan)
* Has a normal for every situation, which can translate to "Oh I forgot that normal doesn't work in this route or this situation"
* Has only one really good super, one is just a combo filler and the other is a reset gamble
* Very execution heavy and big brained in general
* Can kill himself with his zombies
}}
}}
}}


=The Basics=


=Advanced Strategy=
==Moves List==
===Normal Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


=Match-Ups=
|-
| '''5A''' || 7 || 2 || 21 || - || 800 || - || Normal jab, nothing notable
|-
| '''2A''' || 7 || 2 || 25 || - || 720 || Low || Low Jab, slightly larger reach than 5A, but still just average
|-
| '''5B''' || 11 || 2 || 34 || - || 1440 || - || Standard mid attack, Frank leans forward, again nothing crazy
|-
| '''2B''' || 10 || 2 || 30 || - || 1360 || - || Okay here's the crazy, Frank sits down and punches the air. If your opponent is crouching it will whiff %100 of the time. It however has merit as an anti-air.
|-
| '''5C''' || 23 || 3 || 31 || - || 3280|| - || Frank whips out the golf club and gives a swing, hits all around him. Doesn't link from any of his other normals so you have to use this mid juggle if you want to combo it. Causes soft knockdown and knockback.
|-
| '''3C''' || 15 || 3 || 22 || - || 2400|| Launcher || Frank walks forward and does a shoulder tackle. This launcher is notable for having two extremely weird properties.
*The first is that's it, you've already done half his infinite. Do the launcher and immediately input his command grab, then repeat. congrats you're a frank player
*Second is the movement frank does with the launcher, after doing the infintie, if you microdash a bit and launch again, Frank will switch sides, which is important for learning his alternate combo routes
|-
| '''2C''' || 15 || 7 || 45 || - || 2400|| Low/Hard Knockdown|| Frank slides across the ground. On block you can cancel into roll or any of his specials, on hit the opponent is put in hard knockdown. Immediately on hit you can call a Heavy Shopping cart for the solo pickup midscreen but you do you.
|-
| '''j.A''' || 6 || 8 || 16 || - || 960 || Overhead || Really fast air normal, but expect it only to work air to air, hitting a grounded opponent isn't impossible but....no
|-
| '''j.B''' || 8 || 2 || 25 || - || 1040 || Overhead || Frank sticks his arm out 45 degrees for the air heisman. Offers decent hitstun. Much like j.A expect little success on grounded opponents
|-
| '''j.C''' || 12 || 3 || 23 || - || 2560 || Overhead || Frank jumps and gives a hard kick. Hits grounded opponents easier than the other attacks and an easy combo starter. Causes forced roll.
|-
| '''j.2C''' || 13 || - || 49 || - || 4800|| Hard Knockdown || Frank pauses and does a knee drop to the ground, EXTREMELY hard to challenge, on hit it's a hard knockdown. Whether you block it or not Frank can perform a special. If Frank does an air dash and cancels the dash into 2C within a few frames, he'll travel in the direction of that air dash
|-


|}
===Universal Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| '''Var Starter''' || 15 || 2 || - || - || 1760 || - ||
|-
|-
| '''Crossover Counter''' || 29 || 2 || - || - || 2160|| - ||
|-
|-
| '''Throw''' || 1 || - || - || - || 5200|| - ||
|-
|-
| '''Back Throw''' || 1 || - || - || - || 5200|| - ||
|-
|-
| '''Air Throw'''  || 1 || - || - || - || 6000|| - ||
|-
|-
| '''Air Back Throw'''  || 1 || - || - || - || 6000|| - ||
|-
|}
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| '''Round House Kick''' || Light: 10 <br> Medium: 16 <br> Heavy: 18  || Light: 0 <br> Medium : 3 <br> Heavy : 3 || - || - || Light: 0 <br> Medium/Heavy: 24 || Medium/Heavy: Hard Knockdown || This is essentially the same roundhouse from Marvel 3.
*A Roundhouse is a fakeout, frank cancels his movement
*B Roundhouse pushes the enemy fullscreen, has a slightly deceptive hitbox, can tag airborne opponents
*C Roundhouse is a sweep and pushes them barely half screen
|-
|-
| '''Zombie Summon''' || 22 || - || - || - || - || 2400 || Frank looks through his camera and spots a zombie, the zombie remains active until any player character hits the zombie or the zombie walks offscreen. The zombies can also interrupt attacks (Like Frank's shopping carts or take a hit from a beam super). If a zombie grabs a giant they are put in a juggle state. Zombies can be blocked and depending on the player's state the falling animation can have its own hitbox. If Frank performs his command grab on any zombie he'll start swinging the zombie around and gain super armor during the attack. Any Zombie hit Frank's bat or golf club turns into a projectile and the zombie landing temporarily turns it into a ground trap.
*A Zombie summons a zombie from behind frank
*B Zombie summons a zombie from the screen away from Frank
*C Zombie summons a zombie from the cieling
**C zombie is the only zombie with a hitbox on summon.
**After falling it can be hit with an OTG attack before it gets up
**IF Frank inputs his command grab while C Zombie is falling he can immediately grab it and perform giant swing on it
|-
|-
| '''Zombie Spree''' || 28 || - || 8 || - || 5200|| Projectile/OTG || A zombie zooms by in a shopping cart, festive!! After recovering frank has full mobility. One Durability Point
*A Zombie has a blue shopping cart, it is the slowest, optimal for cart loops or mixups
*B Zombie has a yellow shopping cart, it's moderately fast and anyone hit by it flies fullscreen
*C Zombie has a red shopping cart, is impossibly fast and causes wall bounce on hit.
|-
|-
| '''Grand Slam''' || Light: 15 <br> Medium: 20 <br> Heavy: 25 || - || - || - || Light: 2400 <br> Medium: 3200 <br> Heavy: 4000|| Heavy: Wallbounce|| Frank pulls out a bat and swings it at whatever is moving. Can launch zombie with it.
*A Bat is quick and launches enemies half screen
*B Bat has moderate speed and pushes enemies full screen
*C Bat is extremely slow and causes wallbounce
|-
|-
| '''Giant Swing'''  || 4 || 1 || - || - || Light: 4783 <br> Medium: 6089 <br> Heavy: 7654|| Hard Knockdown ||  Frank grabs the enemy and gives them a giant swing, Grab also works on zombies. As mentioned before it's the core component of his infinite, do 3C --> Giant Swing until you get tired of doing it.
|-
|-
| '''Dodge'''  || 3 || - || - || - || - || Invincible || Frank rolls out of harm's way. Has invincibility during dodge.
*A Dodge rolls towards opponent and pushes them
*B Dodge rolls towards opponent but Frank will roll behind them
*C Dodge rolls away from Opponent
|-
|}
===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| '''The Real Megabuster''' || 17 + 2|| - || - || - || 10072|| - || Frank puts on the mega suit and blasts the screen. Not mentioned in the frame data is the beam itself, which immediately covers non-super jump height frame one. If you are doing anything but blocking, the buster will hit.
|-
|-
| '''Dead Rising''' || 26 + 0|| - || - || - || 10252|| Hard Knockdown || Frank extends his arms for a hug and whacks you with the bat. Very easily telegraphed, there are some setups to try to get an unavoidable reset but they are not easy to do. After the super is done Frank can call any cart and combo from it
|-
|-
| '''Zombie Charge''' || 3 + 15|| - || - || - || 20590 || Hard Knockdown || Frank puts a servbot head on the opponent and shoves through a mob of zombies before giving them a faceplant. After the super is over Frank can OTG. The side Frank is on during the headplant is the direction he will face when the super is over.
|-
|-
| '''Giant Big Bad Explosion''' || 3 + 17|| - || - || - || 19440 || Hard Knockdown || Frank gets a super exclusively for Giants, Frank takes a picture before seeing zombies falling down on the giant. So to help out he puts gas canisters all around the giant and blows him up. Can follow up with an OTG.
|-
|}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 13:49, 2 November 2021

Introduction

Frank West from the Dead Rising Series makes his Fighting Game Debut. Effectively taking over for Jill Valentine from Marvel 2, he summons Zombies and uses every day objects to win the match. He's very much not a beginner character but definitely fun. Everyone loves a real megabuster

Strengths Weaknesses
  • Absolute OTG King
  • Easiest Infinite in the game
  • Can turn into a psuedo command grab character
  • Has a normal for every situation and can convert any stray hit into a combo/infinite
  • Can get out of any situation with a roll
  • Commands the air with his knee drop
  • Covers space effectively
  • Real Megabuster stops any and all offense on the ground
  • Can tear through Giants like paper by himself
  • Trying to setup zombies requires some foresight due to the startup
  • While not mandatory he does benefit a bit more with an OTG Assist (Roll, Casshan)
  • Has a normal for every situation, which can translate to "Oh I forgot that normal doesn't work in this route or this situation"
  • Has only one really good super, one is just a combo filler and the other is a reset gamble
  • Very execution heavy and big brained in general
  • Can kill himself with his zombies
TVC Frank West Art.png


Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 7 2 21 - 800 - Normal jab, nothing notable
2A 7 2 25 - 720 Low Low Jab, slightly larger reach than 5A, but still just average
5B 11 2 34 - 1440 - Standard mid attack, Frank leans forward, again nothing crazy
2B 10 2 30 - 1360 - Okay here's the crazy, Frank sits down and punches the air. If your opponent is crouching it will whiff %100 of the time. It however has merit as an anti-air.
5C 23 3 31 - 3280 - Frank whips out the golf club and gives a swing, hits all around him. Doesn't link from any of his other normals so you have to use this mid juggle if you want to combo it. Causes soft knockdown and knockback.
3C 15 3 22 - 2400 Launcher Frank walks forward and does a shoulder tackle. This launcher is notable for having two extremely weird properties.
  • The first is that's it, you've already done half his infinite. Do the launcher and immediately input his command grab, then repeat. congrats you're a frank player
  • Second is the movement frank does with the launcher, after doing the infintie, if you microdash a bit and launch again, Frank will switch sides, which is important for learning his alternate combo routes
2C 15 7 45 - 2400 Low/Hard Knockdown Frank slides across the ground. On block you can cancel into roll or any of his specials, on hit the opponent is put in hard knockdown. Immediately on hit you can call a Heavy Shopping cart for the solo pickup midscreen but you do you.
j.A 6 8 16 - 960 Overhead Really fast air normal, but expect it only to work air to air, hitting a grounded opponent isn't impossible but....no
j.B 8 2 25 - 1040 Overhead Frank sticks his arm out 45 degrees for the air heisman. Offers decent hitstun. Much like j.A expect little success on grounded opponents
j.C 12 3 23 - 2560 Overhead Frank jumps and gives a hard kick. Hits grounded opponents easier than the other attacks and an easy combo starter. Causes forced roll.
j.2C 13 - 49 - 4800 Hard Knockdown Frank pauses and does a knee drop to the ground, EXTREMELY hard to challenge, on hit it's a hard knockdown. Whether you block it or not Frank can perform a special. If Frank does an air dash and cancels the dash into 2C within a few frames, he'll travel in the direction of that air dash

Universal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Var Starter 15 2 - - 1760 -
Crossover Counter 29 2 - - 2160 -
Throw 1 - - - 5200 -
Back Throw 1 - - - 5200 -
Air Throw 1 - - - 6000 -
Air Back Throw 1 - - - 6000 -

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Round House Kick Light: 10
Medium: 16
Heavy: 18
Light: 0
Medium : 3
Heavy : 3
- - Light: 0
Medium/Heavy: 24
Medium/Heavy: Hard Knockdown This is essentially the same roundhouse from Marvel 3.
  • A Roundhouse is a fakeout, frank cancels his movement
  • B Roundhouse pushes the enemy fullscreen, has a slightly deceptive hitbox, can tag airborne opponents
  • C Roundhouse is a sweep and pushes them barely half screen
Zombie Summon 22 - - - - 2400 Frank looks through his camera and spots a zombie, the zombie remains active until any player character hits the zombie or the zombie walks offscreen. The zombies can also interrupt attacks (Like Frank's shopping carts or take a hit from a beam super). If a zombie grabs a giant they are put in a juggle state. Zombies can be blocked and depending on the player's state the falling animation can have its own hitbox. If Frank performs his command grab on any zombie he'll start swinging the zombie around and gain super armor during the attack. Any Zombie hit Frank's bat or golf club turns into a projectile and the zombie landing temporarily turns it into a ground trap.
  • A Zombie summons a zombie from behind frank
  • B Zombie summons a zombie from the screen away from Frank
  • C Zombie summons a zombie from the cieling
    • C zombie is the only zombie with a hitbox on summon.
    • After falling it can be hit with an OTG attack before it gets up
    • IF Frank inputs his command grab while C Zombie is falling he can immediately grab it and perform giant swing on it
Zombie Spree 28 - 8 - 5200 Projectile/OTG A zombie zooms by in a shopping cart, festive!! After recovering frank has full mobility. One Durability Point
  • A Zombie has a blue shopping cart, it is the slowest, optimal for cart loops or mixups
  • B Zombie has a yellow shopping cart, it's moderately fast and anyone hit by it flies fullscreen
  • C Zombie has a red shopping cart, is impossibly fast and causes wall bounce on hit.
Grand Slam Light: 15
Medium: 20
Heavy: 25
- - - Light: 2400
Medium: 3200
Heavy: 4000
Heavy: Wallbounce Frank pulls out a bat and swings it at whatever is moving. Can launch zombie with it.
  • A Bat is quick and launches enemies half screen
  • B Bat has moderate speed and pushes enemies full screen
  • C Bat is extremely slow and causes wallbounce
Giant Swing 4 1 - - Light: 4783
Medium: 6089
Heavy: 7654
Hard Knockdown Frank grabs the enemy and gives them a giant swing, Grab also works on zombies. As mentioned before it's the core component of his infinite, do 3C --> Giant Swing until you get tired of doing it.
Dodge 3 - - - - Invincible Frank rolls out of harm's way. Has invincibility during dodge.
  • A Dodge rolls towards opponent and pushes them
  • B Dodge rolls towards opponent but Frank will roll behind them
  • C Dodge rolls away from Opponent

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
The Real Megabuster 17 + 2 - - - 10072 - Frank puts on the mega suit and blasts the screen. Not mentioned in the frame data is the beam itself, which immediately covers non-super jump height frame one. If you are doing anything but blocking, the buster will hit.
Dead Rising 26 + 0 - - - 10252 Hard Knockdown Frank extends his arms for a hug and whacks you with the bat. Very easily telegraphed, there are some setups to try to get an unavoidable reset but they are not easy to do. After the super is done Frank can call any cart and combo from it
Zombie Charge 3 + 15 - - - 20590 Hard Knockdown Frank puts a servbot head on the opponent and shoves through a mob of zombies before giving them a faceplant. After the super is over Frank can OTG. The side Frank is on during the headplant is the direction he will face when the super is over.
Giant Big Bad Explosion 3 + 17 - - - 19440 Hard Knockdown Frank gets a super exclusively for Giants, Frank takes a picture before seeing zombies falling down on the giant. So to help out he puts gas canisters all around the giant and blows him up. Can follow up with an OTG.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants