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Movelist table size comparisons
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Frank West stuff
Normal Moves
Standing Light
l
48,000
52,800 (Lv. 5)
52,800 (Lv. 5)
Crouching Light
d + l
45,000
49,500 (Lv. 5)
49,500 (Lv. 5)
Standing Medium
m
60,000
68,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
68,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
Inflicts chipdamage starting at Lv. 4
Crouching Medium
d + m
58,000
63,000 (Lv. 3)
43,000 x 3 (Lv. 4)
47,300 x 3 (Lv. 5)
63,000 (Lv. 3)
43,000 x 3 (Lv. 4)
47,300 x 3 (Lv. 5)
Inflicts chipdamage starting at Lv. 4
Standing Heavy
h
70,000
90,000 (Lv. 3)
45,000 x 5 (Lv. 4)
45,000 x 5 (Lv. 5)
90,000 (Lv. 3)
45,000 x 5 (Lv. 4)
45,000 x 5 (Lv. 5)
Inflicts chipdamage starting at Lv. 4
Crouching Heavy
d + h
63,000
69,300 (Lv. 5)
69,300 (Lv. 5)
low softknockdown
Special
s
80,000
90,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
90,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
launch nocancel
Inflicts chipdamage starting at Lv. 4
Inflicts chipdamage starting at Lv. 4
Object Throw
f + h
50,000
80,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
80,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
chipdamage
nocancel
proj
nocancel
proj
Jumping Light
air l
50,000
55,000 (Lv. 5)
55,000 (Lv. 5)
high
Jumping Medium
air m
63,000
70,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
70,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
high
Inflicts chipdamage starting at Lv. 4
Inflicts chipdamage starting at Lv. 4
Jumping Heavy
air h
65,000
71,500 (Lv. 5)
71,500 (Lv. 5)
high
Jumping Special
air s
70,000
90,000 (Lv. 3)
110,000 (Lv. 4)
121,000 (Lv. 5)
90,000 (Lv. 3)
110,000 (Lv. 4)
121,000 (Lv. 5)
high aircombofinisher
Inflicts a groundbounce state starting at Lv. 3
Inflicts chipdamage starting at Lv. 4
Inflicts a groundbounce state starting at Lv. 3
Inflicts chipdamage starting at Lv. 4
Knee Drop
air d + h
70,000
77,000 (Lv. 5)
77,000 (Lv. 5)
high hardknockdown ;
Only delay on landing can
be canceled into
Specials and Hypers.
Only delay on landing can
be canceled into
Specials and Hypers.
Throws
Forward Throw
f + h
80,000
88,000 (Lv. 5)
88,000 (Lv. 5)
throw hardknockdown
Back Throw
b + h
80,000
88,000 (Lv. 5)
88,000 (Lv. 5)
throw hardknockdown
Forward Air Throw
air f + h
80,000
88,000 (Lv. 5)
88,000 (Lv. 5)
airthrow hardknockdown
Back Air Throw
air b + h
80,000
88,000 (Lv. 5)
88,000 (Lv. 5)
airthrow hardknockdown
Special Moves
Tools of Survival (L)
qcf + l
30,000 x 4 (Lv. 1-2)
35,000 x 8 (Lv. 3)
25,000 x 10 (Lv. 4-5)
35,000 x 8 (Lv. 3)
25,000 x 10 (Lv. 4-5)
airok
Lv. 3 version ONLY causes a strk on the last hit
Lv. 3 version ONLY causes a strk on the last hit
Tools of Survival (M)
qcf + m
90,000 (Lv. 1-2)
120,000 (Lv. 3)
30,000 x 8 (Lv. 4-5)
120,000 (Lv. 3)
30,000 x 8 (Lv. 4-5)
airok strk
wallbounce (caused only by the last hit when in Lv. 4 or 5)
wallbounce (caused only by the last hit when in Lv. 4 or 5)
Tools of Survival (H)
qcf + h
80,000 (Lv. 1-2)
100,000 (Lv. 3)
150,000 (Lv. 4-5)
100,000 (Lv. 3)
150,000 (Lv. 4-5)
airok otg
softknockdown
groundbounce
softknockdown
groundbounce
Giant Swing (L)
qcb + l
50,000 + 80,000
Last hit causes a softknockdown
Giant Swing (M)
qcb + m
50,000 x 2 + 80,000
Giant Swing (H)
qcb + h
50,000 x 3 + 80,000
Hammer Throw
charge b , f + atk
80,000
h version puts grounded opponents in a cptr state
Snapshot
qcf + s
10,000
airok otg
proj
The core to Frank's level up mechanic. Gives Frank "experience points" based on the current number of hits in the hit counter.
proj
The core to Frank's level up mechanic. Gives Frank "experience points" based on the current number of hits in the hit counter.
Bottoms Up
d , d + s
0
Doubles gained experience for 10 seconds. When the effect wears off, Frank performs a vomiting animation, which can only be canceled by activating X-Factor. Tagging Frank out will remove the effect but will also prevent Frank from vomitting when tagged back in.
Roundhouse Kick
dp + atk
70,000
Can only be performed at Lv. 2 or above.
l version is a feint.
m version puts opponent in a hardknockdown state.
h version hits low, puts opponents in a softknockdown state, and can otg
l version is a feint.
m version puts opponent in a hardknockdown state.
h version hits low, puts opponents in a softknockdown state, and can otg
Barrel Roll
atk + s
0
Can only be performed at Lv. 2 or above. Frank performs a quick combat roll that can pass through opponents. Useful for cross-ups and for passing through careless Hyper Combos to set up punishes with Survival Techniques.
Hyper Moves
Blue Light Special
qcf + atk + atk
30,000 x (8~17) + 70,000
33,000 x (8~17) + 77,000 (Lv. 5)
33,000 x (8~17) + 77,000 (Lv. 5)
otg softknockdown
Last hit causes wallbounce
Mash for more hits.
Last hit causes wallbounce
Mash for more hits.
Survival Techniques
qcb + atk + atk
253,100
312,000 (Lv. 3)
356,100 (Lv. 4-5)
312,000 (Lv. 3)
356,100 (Lv. 4-5)
softknockdown
Funny Face Circuit
dp + atk + atk
20,000 x 6 + 40,000
+ 100,000
+ 100,000
airthrow hardknockdown
The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it willdecrease the total damage of the followup combo.
The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it willdecrease the total damage of the followup combo.