Tatsunoko vs Capcom: Ultimate All Stars/Frank West: Difference between revisions
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| '''3C''' || 15 || 3 || 22 || - || 2400|| Launcher || Frank walks forward and does a shoulder tackle. This launcher is notable for having two extremely weird properties. | | '''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 | *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 | *Second is the movement frank does with the launcher, after doing the infinite, if you microdash a bit and launch again, Frank will switch sides, which is important for learning his alternate combo routes | ||
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| '''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. | | '''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. | ||
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===Universal Moves=== | ===Universal Moves=== | ||
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Revision as of 13:53, 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 |
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Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
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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.
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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 Heavy: Low |
This is essentially the same roundhouse from Marvel 3.
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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.
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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
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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.
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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.
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Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
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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. |