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*'''Range:''' Frank has several far reaching normals and specials that allow him to convert from almost any range. Most notably, when leveled up, his 8LP, 6LP, 3LP, 236LP, and 623LK offer him many pick ups where most characters simply poke. | *'''Range:''' Frank has several far reaching normals and specials that allow him to convert from almost any range. Most notably, when leveled up, his 8LP, 6LP, 3LP, 236LP, and 623LK offer him many pick ups where most characters simply poke. | ||
*'''Aerial Coverage:''' Frank's short hop 8LP once leveled up is almost impossible to contest without an incredibly reliable anti-air. Going in the air against him will likely result in either | *'''Aerial Coverage:''' Frank's short hop 8LP once leveled up is almost impossible to contest without an incredibly reliable anti-air. Going in the air against him will likely result in you either getting swatted by chainsaws or caught by his Funny Face Crusher anti-air hyper. | ||
*'''Defense:''' Frank's long reaching normals allow him to poke his way out of the corner from a distance. When his opponent is on top of him, he has a roll to swap sides and reliably tag out, an invincible Shopping Cart hyper, an anti-air Funny Face Crusher Hyper, and a level 3 command grab hyper that levels him up to level 5 instantly or does increased damage if he's already level 5 (making it the most damaging level 3 in the game). | *'''Defense:''' Frank's long reaching normals allow him to poke his way out of the corner from a distance. When his opponent is on top of him, he has a roll to swap sides and reliably tag out, an invincible Shopping Cart hyper, an anti-air Funny Face Crusher Hyper, and a level 3 command grab hyper that levels him up to level 5 instantly or does increased damage if he's already level 5 (making it the most damaging level 3 in the game). | ||
*'''Synergy:''' Due to it being much easier to level up than in MVC3, Frank has great synergy with almost anyone. Once leveled up, his giant normals and lingering specials make for great ways to tag in a partner for a combo or mixup. | *'''Synergy:''' Due to it being much easier to level up than in MVC3, Frank has great synergy with almost anyone. Once leveled up, his giant normals and lingering specials make for great ways to tag in a partner for a combo or mixup. |
Revision as of 01:25, 22 March 2022
Story
Frank West is a freelance photojournalist who made a name for himself after investigating the town of Willamette, Colorado during a zombie outbreak. Making it out by the skin of his teeth, he learned what it takes to survive against a horde of zombies: taking anything in sight and using it as a weapon. Although usually a pacifist, Frank won't hesitate to defend himself if his life is in danger. He dedicated himself to investigating the government's involvement in the zombie outbreaks, with help from Chuck Greene, and aims to expose the people in power for who they really are.
Gameplay
Frank West has a unique level up mechanic. For every hit in a combo, he gets that amount of PP after using his snapshot. He has 5 levels total, and only gets better with each one. His goal is to get to level 5 as quickly as possible so he can bombard his opponent with pesky normals. Once leveled up, he becomes incredibly competent and offers great value either on point or as a partner.
Strengths | Weaknesses |
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Players to Watch
Character Vitals
Move List
Unique Trait
Level Up: Frank can gain access to higher strength attacks after taking a snap shot of the enemy. You gain higher levels based on the number of hits in the combo prior to taking the picture. Getting well over 50 hits will give Frank access to the ever powerful chain saw attacks and new specials.
- 5 Hits for Level 2
- 20 Hits for Level 3
- 50 Hits for Level 4
- 100 Hits for Level 5
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | 6 | -5 | -4 | |||||
Standing Heavy Punch![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
LEVEL 1-2 | High | 13 | -9 | -14 | |||||
LEVEL 3 | High | 13 | -9 | -14 | |||||
LEVEL 4-5 | High | 14 | -7 | -12 | |||||
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | 7 | -2 | -5 | |||||
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | 15 | -18 | -23 | |||||
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | 6 | -5 | -4 | |||||
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | 10 | -10 | ![]() | |||||
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Low | 7 | -16 | -19 | |||||
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Low | 12 | -9 | ![]()
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Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid(Lv. 1-3) High(Lv. 4+) | 7 | |||||||
Jumping Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | 13 | |||||||
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | 7 | |||||||
Jumping Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | 11 | ![]() ![]() | ||||||
Command Normals
This Looks Useful![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
LEVEL 1-2 | High | 10 | -8 | -11 | |||||
LEVEL 3 | High | 10 | -8 | -11 | |||||
LEVEL 4-5 | High | 10 | 4 | -16 | |||||
Object Throw![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | 23 (Lv.1-2) 19 (Lv.3) 12 (Lv.4+) | -19 (Lv.1-2,4-5) -16 (Lv.3) | -16 (Lv.1-2,4-5) -13 (Lv.3) | ![]() | ||||
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
3 | 1 | |||||||
Additional damage scales by 50% |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
3 | 1 | |||||||
Additional damage scales by 50% |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Tools of Survival LP![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
LEVEL 1-2 | High | 15 | 0 | -21 | ![]() ![]() | ||||
LEVEL 3 | High | 15 | -4 | ![]() ![]() | |||||
LEVEL 4-5 | High | 15 | 6 | -12 | ![]() ![]() | ||||
Hammer Throw![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
High | 31 | -4 | Grounded![]() ![]() ![]() | |||||
![]() |
High | 40 | -5 | Grounded![]() ![]() ![]() | |||||
Hypers
![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind