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=== Players to Watch === | === Players to Watch === | ||
Fizzy Kups, ApologyMan, Cless, Bee, Kusorou, Solid Abyss, Justin Wong | |||
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Revision as of 18:20, 17 January 2014


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.
Players to Watch
Fizzy Kups, ApologyMan, Cless, Bee, Kusorou, Solid Abyss, Justin Wong
Character Vitals
Video Walkthrough
Combos
Combos by HonzoGonzo
Optimized combos by The Cape
Technology
Funny Face Crusher examples
Guard Break
Guard Break with Jam Session
Leveling Techniques
Solo Techniques: No DHC, X-factor or THC
Dante: lots of conversions
Dr. Strange: several ways to level up frank, with dante
Amaterasu: Hard Tag concept, using slow down DHC
Thor: using hard tags and DHC
Vergil: Using wall bounce and sword throw
Wesker: using TAC and THC, hard tag confirm from counter super
Nova: BnB to DHC, Throw BnB
Captain America: BnB to DHC
Chris Redfield: Grenade Launcher DHC
Doctor Doom: whiffed tools DHC
Iron Man: hard tag from Level 3
Sentinel: THC synergy
Firebrand: Hard Tag from BnB
Move List
Assist Types
Normal Moves
All Levels
Only delay on landing can
be canceled into
Specials and Hypers.
Level 1 / Level 2
nocancel
proj
Level 3
nocancel
proj
groundbounce softknockdown
Level 4 / Level 5
nocancel
proj
aircombofinisher
groundbounce softknockdown
Throws
Special Moves
Level 1 / Level 2
softknockdown caused only by last hit
proj
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
Level 2 and Above
softknockdown
Level 1 / Level 2
wallbounce
softknockdown
groundbounce
Level 3
strk caused only by last hit
wallbounce
softknockdown
groundbounce
Level 4 / Level 5
wallbounce ;
wallbounce caused only by last hit
softknockdown
groundbounce
Hyper Moves
All Levels
wallbounce ; Mashable.
wallbounce caused only by last hit.
Level 3 and Above
+ 100,000
Mashable.
Level 1 / Level 2
Level 3
Level 4 / Level 5
Mission Mode
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.
- Giant Swing is safe on block. Use this to make block strings safe, or to have more potent approaches.
Combos
Basic Strategy
- Every time Frank hits an opponent with the Snapshot, the number of hits in the combo are put towards Frank's invisible "experience" meter, known in the Dead Rising series as "Prestige Points." The PP breaks down as:
- 0 - 4 PP - Level 1
- 5 - 19 PP - Level 2
- 20 - 49 PP - Level 3
- 50 - 99 PP - Level 4
- 100+ PP - Level 5
- 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.