(Started example team template. Again, a stub) |
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| [[File:UMVC3 Magneto Icon.png|60px]][[File:UMVC3 Dante Icon.png|60px]][[File:UMVC3 Frank_West Icon.png|60px]] | | [[File:UMVC3 Magneto Icon.png|60px]][[File:UMVC3 Dante Icon.png|60px]][[File:UMVC3 Frank_West Icon.png|60px]] | ||
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* Has several options | * Has several relatively versatile options for levelling Frank | ||
* Powerful team that can level up Frank, deal massive damage, and can easily snowball into winning entire matches | * Powerful team that can level up Frank, deal massive damage, and can easily snowball into winning entire matches | ||
* Disruptor is a great horizontal assist for Frank, giving him coverage while not scaling combos | * Disruptor is a great horizontal assist for Frank, giving him coverage while not scaling combos |
Revision as of 18:11, 6 July 2024
Team Building
Frank West teams are built around maximizing Frank's win condition through making level ups faster and easier while inflicting high damage. This means that Frank West will never really start a match as the Point Character. There are 2 team types that Frank West teams generally fall under, the "Hard Tag to Frank style", which will have Frank in the 3rd slot to hard tag to, and the "DHC to Frank" style, which generally have Frank in the second slot. DHC to Frank teams tend to be easier, but have a lower damage cap and tend to have point characters with assists that are not as useful to Frank. The Hard Tag to Frank teams feature better point characters, but are also harder to play. While many characters have assists or tech that helps Frank level up, these are generally considered the best and/or most efficient of these.
This page is currently under construction.
Notable Points
Magneto

Zero


Vergil

Spencer

Nova

Tron Bonne

Notable Supports
Dante

Dante is Frank's best partner in crime, by quite a margin. First off, Jam Session is by far, the best assist for Frank West for several reasons. It makes for easy level ups in just about any situation, allowing for double snapshots with 10 extra hits for more PP. Sticking Jam session at the end of any basic Frank combo will functionally allow said combo to gain another level, so if a combo would get Frank to level 3 solo, Jam can get that combo to advance Frank to level 4. It aids Frank in confirms, controls the area above Frank that he would have trouble covering, helps keeps foes pinned down when pressuring, makes Frank's lower level pressure safer, and allows Frank to do very nasty incoming mixups when he's at least level 2. There's more that Jam Session does for Frank, but basically, this assist does just about everything Frank wants from an assist, in terms of pressure, level ups, confirms, combo extensions, etc. Also Dante has the best THC with Frank in front. Not only does Million Dollars add several hits, it keeps the foe pinned down to allow Frank to get a Snapshot towards the end and extend the combo for more damage. It's also possible to position Frank deep in the corner before using it to save what would otherwise be a depleted wall bounce. It can also be a decent surprise option in special situations against foes that lack an invincible reversal hyper with hard reads as well. Dante also has many ways to get Frank in at the end of combos, through Hard Tags, Team Hyper Combos, and Team Aerial Combos. While Dante may not deal high damage, he does enough hits in a combo to make it worth using to level Frank West if he's still at level 1. Lastly, Dante has very practical TAC Infinites that can be used for either inflicting enough hits to almost kill and then hard tag to Frank for level 5 or running the clock to deplete the match timer.
There's more but there's quite a dropoff after Dante.