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* At Levels 1 and 2, Franks Tools of Survival {{#motion: h}} will still ground bounce, but at a VERY low height. However, using it to finish an Air Combo allows Frank to land soon enough to relaunch, extending even Level 1 combos greatly. | * At Levels 1 and 2, Franks Tools of Survival {{#motion: h}} will still ground bounce, but at a VERY low height. However, using it to finish an Air Combo allows Frank to land soon enough to relaunch, extending even Level 1 combos greatly. | ||
* Using multi-hitting assists in conjunction with OTG Camera shots can allow extra relaunches, or even an extra Camera hit, netting Frank a huge amount of "experience". | * Using multi-hitting assists in conjunction with OTG Camera shots can allow extra relaunches, or even an extra Camera hit, netting Frank a huge amount of "experience". | ||
* Frank can use his Bottoms Up command to drink. While in this state, Frank gains double experience from Camera shots. However, after about ten seconds, Frank will throw up. Both drinking and throwing up have massive recovery and cannot be canceled at all. However, tagging Frank out will remove the double experience status, and therefore remove the | * Frank can use his Bottoms Up command to drink. While in this state, Frank gains double experience from Camera shots. However, after about ten seconds, Frank will throw up. Both drinking and throwing up have massive recovery and cannot be canceled at all. However, tagging Frank out will remove the double experience status, and therefore remove the recovery sickness. | ||
recovery sickness. | |||
=== Combos === | === Combos === |
Revision as of 20:07, 27 November 2011


Frank West
TBW
In a nutshell
Frank West is a melee-based character with a unique level up mechanic, meant to imitate the mechanics of his home game, Dead Rising. By leveling up with his photography, Frank can gain new specials, enhance his current specials, and vastly improve the range and damage of his normal attacks. Additionally, Frank has above-average health, handy assists, and a solid OTG Hyper that can be used in THCs, making him both a strong point character, or a backup character in the second or third slots of your team.
Video Walkthrough
Move List
Assist Types
Normal Moves
All Levels
Only delay on landing can
be canceled into
Specials and Hypers.
Level 1 / Level 2
nocancel
projectile
Level 3
nocancel
projectile
groundbounce softknockdown
Level 4 / Level 5
nocancel
projectile
aircombofinisher
groundbounce softknockdown
Throws
Special Moves
Level 1 / Level 2
softknockdown caused only by last hit
projectile
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
Level 2 and Above
Level 1 / Level 2
wallbounce
softknockdown
goundbounce
Level 3
strike caused only by last hit
wallbounce
softknockdown
goundbounce
Level 4 / Level 5
wallbounce ;
wallbounce caused only by last hit
softknockdown
goundbounce
Hyper Moves
All Levels
wallbounce ; Mashable.
wallbounce caused only by last hit.
Level 3 and Above
Mashable.
Level 1 / Level 2
Level 3
Level 4 / Level 5
Strategy
Tips and Tricks
- Frank's Camera can OTG, and an OTG camera shot can me canceled into his Survival Techniques hyper for big damage and DHC opportunities. This is a great way to finish any combo.
- At Levels 1 and 2, Franks Tools of Survival {{#motion: h}} will still ground bounce, but at a VERY low height. However, using it to finish an Air Combo allows Frank to land soon enough to relaunch, extending even Level 1 combos greatly.
- Using multi-hitting assists in conjunction with OTG Camera shots can allow extra relaunches, or even an extra Camera hit, netting Frank a huge amount of "experience".
- Frank can use his Bottoms Up command to drink. While in this state, Frank gains double experience from Camera shots. However, after about ten seconds, Frank will throw up. Both drinking and throwing up have massive recovery and cannot be canceled at all. However, tagging Frank out will remove the double experience status, and therefore remove the recovery sickness.
Combos
Basic Strategy
-Every time Frank hits an opponent with the Camera, the number of hits in the combo are put towards Frank's invisible "experience" meter. This Experience breaks down as:
- 0 - 4 XP - Level 1
- 5 - 19 xp - Level 2
- 20-49 xp - Level 3
- 50-99 xp - Level 4
- 100+ xp - Level 5
Also note that every time Frank levels up, he regains a portion of his red health, giving him more survival time.
The first priority with Frank is to reach level 2, to unlock his roll move. This increases his mobility, evasion, and mixup potential. At level 3, he gains his anti-air grab Hyper, and his Tools of Survival {{#motion: h}} move bounces the opponent high enough to be a valuable OTG move. At levels 4 and 5, he gains range and damage, but these are far less valuable in the long run than even reaching level 2. Rule of thumb, beyond level 3, focus more on dealing as much damage to the opponent as possible over leveling up, if the choice is necessary.