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==Special Moves== | ==Special Moves== | ||
'''Zapper (qcf + A)''' <font color=red>'''[Breakshot]'''</font> - Franco’s projectile. He swings his fist at the ground and sends off a wave of energy (ala O. Chris’ Honoo) along the ground about ½ - ¾ screen range. Though it’s the longest ranged attack he has (aside from his dashing attacks: the Barom Punch, Golden Bomber & Megaton Uppercut) its startup and recovery leave a huge amount to be desired. Even using it to counter projectiles would put him at such a frame disadvantage as to make it worthless. To be honest, most of the time I forget that he has this move, although it could be useful as a one-in-a-blue-moon surprise attack. | |||
'''Double Kong (qcb + A ) <font color=red>[Breakshot] [Overhead]</font> ''' - “DOUBLE KONNNNNNG!” The tried n’ true Double Kong has one of, if not the, best specials Franco has in his collection. He sweeps his firt along the ground and rises with a punch to the gut that leaves an aura of energy resembling his fist, then comes around with a pile-driving punch to the top of the head and crushes the aura fist of the first punch. While not as fast as it was in FF3 and RB1 (where if you blinked, you missed it) it is still extremely fast to have an overhead property. The first hit scrapes along the ground, often making people crouch on reaction, before getting crushed by the second hit which is an overhead. It’s fast enough to combo from any bufferable normal, even if the first hit misses. It also keeps him low to the ground, enabling him to get under attacks that he wouldn’t be able to normally. And it’s also very safe on block. You’ll be amazed at how often you’ll land this in a match. | |||
'''Gut's Dunk (qcf, uf + K) <font color=red>[Breakshot] [Overhead]</font>''' - “NOOOOOOOOOO!” Franco’s replacement to his old Power Bicycle kick (which was basically a juggle-able anti-air kick-version of a Waving Blow). Franco leaps up high into the air with his foot high above his head before coming down with a massive stomp that explodes when he lands. While it's somewhat effective as an anti-air, it has more minuses than pluses. It has fast startup, good priority, juggles from a launcher and Megaton Uppercut, knocks down on the first hit and is overhead on the way down. Now for the bad: it has very limited invincibility, meaning that you’ll most likely be trading hits (though 90% of the time, Franco will recover faster), and it the first hit misses, the 2nd hit will leave you open whether it hits or not, as it has a fair amount of recovery. That said, though, it’s Franco’s best anti-air and defensive move. Here’s hoping you won’t be forced into using it -too- often. | |||
'''Golden Bomber (charge db 1 sec., f + C) <font color=red>[Breakshot]</font>''' - “RAAAAAAAAAAA!” Franco’s most damaging special. Franco crouches down with his back turned before whipping around with an enormous hook trailing with golden stars. Best used as a breakshot, the down-back charge makes it tricky to combo into, though it’s possible. The startup is decent, but if this move whiffs or is blocked, you’re served up on a silver platter to eat a boatload of damage. It’s okay as a ranged punisher, but he has moves that are better suited for that. It’s been my experience that this move gets me into more trouble than anything else (especially when it comes out on accident). | |||
'''Waving Blow (qcf + D)''' - “WAVING BLOOOOOW” Finally, after 4 different changes to this move, it truly shines. The Waving Blow is right up there with the Double Kong as being the best move in his arsenal. He swings with a fast hook to the face, then another crushing hook to the body that sends the opponent to the backplane. In addition having the 2nd fastest startup and fastest recovery of all his specials, this is the only special in the game that sends the opponent to the backplane! This is HUGE. Because it leaves the opponent in a very disadvantageous position if they get hit by it and forces them into a guessing game. Unless they’re smart (not to mention a bit lucky) they’re very likely to eat another combo, which you could end with another Waving Blow, which puts them -right- back where they started. It doesn’t have the -best- range, but that’s about the only downside to this devastating move. | |||
Also, because of it's fast recovery, it's possible to trick the opponent into opening themselves up to an attack when they try to retaliate against a blocked Waving Blow (much in the same way Rick can trick opponents with a blocked Shooting Star). | |||
==Super Moves== | ==Super Moves== |
Revision as of 20:11, 12 June 2008
Introduction
Franco Bash is the enormous, muscle-bound, screaming, beer-chugging Italian Western kickboxer. Despite his huge size, Franco is extremely fast, able to keep up with some of the fastest characters in the game.
His range is matched by only a handful of other characters and he has an amazing array of normals and specials. Something else that unusual about Bash is that he has among the sickest mixup games in any fighter. It's absolute high-low madness, and he's a pro and keeping people off-balance. It's only a matter of time before Franco finds a chip in the armor of a turtler and rips it open. Also, because many of his specials keeps the opponent on their feet, there's no breather that comes with a knockdown for the opponent to plan their next attack.
However, Bash is not without his weaknesses. His huge size can be a liability at times (such as not being able to duck under Krauser’s high Blitz Balls), which also makes for a problem against characters with better pokes than him (Billy, Yamazaki, Laurence, for example). His defense isn’t the greatest either. His Sucker Punch is probably the shortest-ranged move in the game, so you can't rely on it. His most effective defensive move is the Gut's Dunk, however while it has decent priority, it has very little invincibility: which means that you’ll likely have to trade hits in order to go back onto the offensive (where Franco excels).
Moves List
Normal Moves
Command Normals
Slipping Jab (df + A during a dash) - Franco performs far A jab while sliding forward. When performed late in a dash, it has nearly the range of a Barom Punch and it's also bufferable into specials and supers. I discovered it by accident in a match one day and though I haven't used it much yet, it could be very useful tool for opening Franco's mindgames.
Sucker Punch (A + B) - Franco's sidestep attack. Argueably the worst one in the game due to it's awful range. Though it has a bit of invincibility at startup and is bufferable into specials and supers, it's total lack of range makes this thing the worst move Franco has.
Rising Upper (C when waking up) - Franco leaps to his feet with a quick uppercut that knocks down on hit. Though fast, it doesn't have great priority, practically no invincibility, and isn't bufferable into anything. Other than a once-in-a-blue-moon sneak attack when the opponent's on your toes, you're better off using something else.
Chopping Kick (f + B) [Kara-Cancellable] - Franco performs a crushing roundhouse to the ribs that sends the opponent into the backplane. Though it's not all that fast, it has a good bit of range and sets up some of his more damaging combos when combo into the D. It's also cancellable into any special just as long as it's done before the actual hitbox of the kick comes out.
Barom Punch (B + C) - While not technically a special, this command attack is one of Franco’s best moves. He charges across the screen in his version of a Juggernaut Punch that has excellent recovery. This is your #1 multi-purpose distance-closing / punisher / and general harassing attack. If you mange to hit with the last few frames of this punch, you’ll be able to combo from it. It’s an excellent and much needed move in his arsenal. You can also use it as a version of Rick's Divine Blast (qcb+C), which, in a lot of ways, is even superior!
Special Moves
Zapper (qcf + A) [Breakshot] - Franco’s projectile. He swings his fist at the ground and sends off a wave of energy (ala O. Chris’ Honoo) along the ground about ½ - ¾ screen range. Though it’s the longest ranged attack he has (aside from his dashing attacks: the Barom Punch, Golden Bomber & Megaton Uppercut) its startup and recovery leave a huge amount to be desired. Even using it to counter projectiles would put him at such a frame disadvantage as to make it worthless. To be honest, most of the time I forget that he has this move, although it could be useful as a one-in-a-blue-moon surprise attack.
Double Kong (qcb + A ) [Breakshot] [Overhead] - “DOUBLE KONNNNNNG!” The tried n’ true Double Kong has one of, if not the, best specials Franco has in his collection. He sweeps his firt along the ground and rises with a punch to the gut that leaves an aura of energy resembling his fist, then comes around with a pile-driving punch to the top of the head and crushes the aura fist of the first punch. While not as fast as it was in FF3 and RB1 (where if you blinked, you missed it) it is still extremely fast to have an overhead property. The first hit scrapes along the ground, often making people crouch on reaction, before getting crushed by the second hit which is an overhead. It’s fast enough to combo from any bufferable normal, even if the first hit misses. It also keeps him low to the ground, enabling him to get under attacks that he wouldn’t be able to normally. And it’s also very safe on block. You’ll be amazed at how often you’ll land this in a match.
Gut's Dunk (qcf, uf + K) [Breakshot] [Overhead] - “NOOOOOOOOOO!” Franco’s replacement to his old Power Bicycle kick (which was basically a juggle-able anti-air kick-version of a Waving Blow). Franco leaps up high into the air with his foot high above his head before coming down with a massive stomp that explodes when he lands. While it's somewhat effective as an anti-air, it has more minuses than pluses. It has fast startup, good priority, juggles from a launcher and Megaton Uppercut, knocks down on the first hit and is overhead on the way down. Now for the bad: it has very limited invincibility, meaning that you’ll most likely be trading hits (though 90% of the time, Franco will recover faster), and it the first hit misses, the 2nd hit will leave you open whether it hits or not, as it has a fair amount of recovery. That said, though, it’s Franco’s best anti-air and defensive move. Here’s hoping you won’t be forced into using it -too- often.
Golden Bomber (charge db 1 sec., f + C) [Breakshot] - “RAAAAAAAAAAA!” Franco’s most damaging special. Franco crouches down with his back turned before whipping around with an enormous hook trailing with golden stars. Best used as a breakshot, the down-back charge makes it tricky to combo into, though it’s possible. The startup is decent, but if this move whiffs or is blocked, you’re served up on a silver platter to eat a boatload of damage. It’s okay as a ranged punisher, but he has moves that are better suited for that. It’s been my experience that this move gets me into more trouble than anything else (especially when it comes out on accident).
Waving Blow (qcf + D) - “WAVING BLOOOOOW” Finally, after 4 different changes to this move, it truly shines. The Waving Blow is right up there with the Double Kong as being the best move in his arsenal. He swings with a fast hook to the face, then another crushing hook to the body that sends the opponent to the backplane. In addition having the 2nd fastest startup and fastest recovery of all his specials, this is the only special in the game that sends the opponent to the backplane! This is HUGE. Because it leaves the opponent in a very disadvantageous position if they get hit by it and forces them into a guessing game. Unless they’re smart (not to mention a bit lucky) they’re very likely to eat another combo, which you could end with another Waving Blow, which puts them -right- back where they started. It doesn’t have the -best- range, but that’s about the only downside to this devastating move.
Also, because of it's fast recovery, it's possible to trick the opponent into opening themselves up to an attack when they try to retaliate against a blocked Waving Blow (much in the same way Rick can trick opponents with a blocked Shooting Star).
Super Moves
The Basics
Advanced Strategy
Match-Ups
General | Introduction | Notation | Game Mechanics | Basic Strategy | Advanced Strategy | Tiers | |
The Characters | Andy Bogard | Billy Kane | Blue Mary | Bob Wilson | Cheng Sinzan | Duck King | Franco Bash | Geese Howard | Hon Fu | Jin Chonrei | Jin Chonshu | Joe Higashi | Kim Kaphwan | Laurence Blood | Li Xiangfei | Mai Shiranui | Rick Strowd | Ryuji Yamazaki | Sokaku Mochizuki | Terry Bogard | Tung Fu Rue | Wolfgang Krauser |