< UMVC3


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.
Character Vitals
CHARACTER DATA
Health:
1,050,000
Zig-Zag
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
? %
? %
? %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
? %
? %
? %
? %
? %
X-Factor Lvl 1:
? %
? %
? %
? %
? %
X-Factor Lvl 2:
? %
? %
? %
? %
? %
X-Factor Lvl 3:
? %
? %
? %
? %
? %
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
All Levels
Standing Light
l
48,000
Crouching Light
d + l
45,000
Crouching Heavy
d + h
63,000
low softknockdown
Jumping Light
air l
50,000
high
Jumping Heavy
air h
65,000
high
Knee Drop
air d + h
75,000
high hardknockdown ;
Only delay on landing can
be canceled into
Specials and Hypers.
Only delay on landing can
be canceled into
Specials and Hypers.
Level 1 / Level 2
Standing Medium
m
60,000
Crouching Medium
d + m
58,000
Standing Heavy
h
70,000
Special
s
80,000
launch nocancel
Object Throw
f + h
50,000
chipdamage
nocancel
proj
nocancel
proj
Jumping Medium
air m
63,000
high
Jumping Special
air s
70,000
high aircombofinisher
Level 3
Standing Medium
m
68,000
Crouching Medium
d + m
63,000
Standing Heavy
h
90,000
Special
s
90,000
launch nocancel
Object Throw
f + h
80,000
chipdamage
nocancel
proj
nocancel
proj
Jumping Medium
air m
70,000
high
Jumping Special
air s
90,000
high aircombofinisher
groundbounce softknockdown
groundbounce softknockdown
Level 4 / Level 5
Standing Medium
m
45,000 x 3
chipdamage
Crouching Medium
d + m
43,000 x 3
chipdamage
Standing Heavy
h
45,000 x 5
chipdamage
Special
s
100,000
launch nocancel
Object Throw
f + h
75,000
chipdamage
nocancel
proj
nocancel
proj
Jumping Medium
air m
45,000 x 3
high chipdamage
Jumping Special
air s
110,000
high chipdamage
aircombofinisher
groundbounce softknockdown
aircombofinisher
groundbounce softknockdown
Throws
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown
Special Moves
Level 1 / Level 2
Giant Swing (L)
qcb + l
50,000 + 80,000
softknockdown ;
softknockdown caused only by last hit
softknockdown caused only by last hit
Giant Swing (M)
qcb + m
100,000
Giant Swing (H)
qcb + h
100,000
Hammer Throw (L/M)
charge b , f + l / m
80,000
Hammer Throw (H)
charge b , f + h
80,000
cptr (ground only)
Snapshot
qcf + s
10,000
airok otg
proj
proj
Bottoms Up
d , d + s
0
Doubles gained experience.
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
Level 2 and Above
Roundhouse Kick (L)
dp + l
0
Roundhouse Kick (M)
dp + m
70,000
hardknockdown
Roundhouse Kick (H)
dp + h
70,000
low otg
softknockdown
softknockdown
Barrel Roll
atk + s
0
Level 1 / Level 2
Tools of Survival (L)
qcf + l
30,000 x 4
airok
Tools of Survival (M)
qcf + m
90,000
airok strk
wallbounce
wallbounce
Tools of Survival (H)
qcf + h
80,000
airok otg
softknockdown
groundbounce
softknockdown
groundbounce
Level 3
Tools of Survival (L)
qcf + l
35,000 x 8
airok strk ;
strk caused only by last hit
strk caused only by last hit
Tools of Survival (M)
qcf + m
120,000
airok strk
wallbounce
wallbounce
Tools of Survival (H)
qcf + h
100,000
airok otg
softknockdown
groundbounce
softknockdown
groundbounce
Level 4 / Level 5
Tools of Survival (L)
qcf + l
25,000 x 10
airok
Tools of Survival (M)
qcf + m
30,000 x 8
airok hardknockdown
wallbounce ;
wallbounce caused only by last hit
wallbounce ;
wallbounce caused only by last hit
Tools of Survival (H)
qcf + h
150,000
airok otg
softknockdown
groundbounce
softknockdown
groundbounce
Hyper Moves
All Levels
Blue Light Special
qcf + atk + atk
30,000 x 8 + 70,000
otg softknockdown
wallbounce ; Mashable.
wallbounce caused only by last hit.
wallbounce ; Mashable.
wallbounce caused only by last hit.
Level 3 and Above
Funny Face Circuit
dp + atk + atk
20,000 x 6 + 40,000
+ 100,000
+ 100,000
airthrow hardknockdown ;
Mashable.
Mashable.
Level 1 / Level 2
Survival Techniques
qcb + atk + atk
253,100
softknockdown
Level 3
Survival Techniques
qcb + atk + atk
312,000
softknockdown
Level 4 / Level 5
Survival Techniques
qcb + atk + atk
356,100
softknockdown
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.