UMVC3/Frank West

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Frank West

Umvc3 frankwest face.jpg



In a nutshell

Frank West is a unique character that was built for supporting teams. He starts out weak, but by utilizing his snapshot ability, he can level himself up like Dead Rising and become stronger. However, leveling up is directly related to how many hits are done in a combo, so it's important to set up a big combo to maximize Frank's abilities. By reaching level 4 and 5, Frank can gain new specials, enhance his current specials, buff his hypers and vastly improve the range and damage of his normal attacks. To be accurate, he receives a 10% boost to damage as well as 10% damage reduction. Additionally, Frank's Snap Shot is an Otg.png and his Survival Techniques is easy to whiff, which means you can set up a DHC from a point character into a snap Shot.png and level up. Though Frank can pose a threat on point, most teams have optimized Frank in the second or third slot.

Alternate Colors

Frank colors.jpg

Players to Watch

FizzyKups, Cless, Slipsization, Bee, Kusorou, Solid Abyss, Justin Wong, ApologyMan

Character Vitals

CHARACTER DATA
Health:
1050k.jpg
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:
5.0 %
10.0 %
15.0 %
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:
20 %
20 %
20 %
20 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %

Video Walkthrough


Team Showcase


More Mag/Dante/Frank tech
Optimized Mag/Dante/Frank set ups

Combos

Combos by HonzoGonzo
Optimized combos by The Cape

Technology


Funny Face Crusher examples
Incoming Guard Break with Snapshot
Guard Break with Jam Session

Leveling Techniques

This thread has a lot of important information and has a much bigger list of characters: http://forums.shoryuken.com/discussion/167438/frank-west-level-up-strategies

Solo Techniques: No DHC, X-factor or THC

Amaterasu: Hard Tag concept, using slow down DHC
Captain America: BnB to DHC
Chris Redfield: Grenade Launcher DHC, Level 5 Fire Grenade hard tags with Eye of Agamatto, Hard tags with Shopping cart and Jam Session
Dante: lots of conversions
Deadpool: Great video featuring Dante
Doctor Doom: whiffed tools DHC
Doctor Strange: several ways to level up frank, with dante
Firebrand: Hard Tag from BnB, DHC with firebrand
Iron Man: hard tag from Level 3
Magneto: Optimized set ups with Dante
Nova: BnB to DHC, Throw BnB
Sentinel: THC synergy
Shuma Gorath: Shuma/Frank/Vergil tech
Spencer: Spencer/Frank/Wesker tech, with bonus Nova stuff
Thor: using hard tags and DHC
Vergil: Using wall bounce and sword throw
Wesker: using TAC and THC, hard tag confirm from counter super

Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shopping Cart
Direct.png Front.png
20,000 x 7
Blue Light Special
Beta2.png Tools of Survival
Direct.png Front.png
30,000 x 4 /
35,000 x 8 /
25,000 x 10
Blue Light Special
Gamma2.png Pick Me Up
Extra.png Instant.png
0
Gives Team 300,000
Hyper Meter Points
Blue Light Special

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
48,000
52,800 (Lv. 5)
Crouching Light
D.png + L.png
45,000
49,500 (Lv. 5)
Standing Medium
M.png
60,000
68,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
Inflicts Chipdamage.png starting at Lv. 4
Crouching Medium
D.png + M.png
58,000
63,000 (Lv. 3)
43,000 x 3 (Lv. 4)
47,300 x 3 (Lv. 5)
Inflicts Chipdamage.png starting at Lv. 4
Standing Heavy
H.png
70,000
90,000 (Lv. 3)
45,000 x 5 (Lv. 4)
49,500 x 5 (Lv. 5)
Inflicts Chipdamage.png starting at Lv. 4
Crouching Heavy
D.png + H.png
63,000
69,300 (Lv. 5)
Low.png Softknockdown.png
Special
S.png
80,000
90,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
Launch.png Nocancel.png
Inflicts Chipdamage.png starting at Lv. 4
Object Throw
F.png + H.png
50,000
80,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
Chipdamage.png
Nocancel.png
Proj.png
Jumping Light
air L.png
50,000
55,000 (Lv. 5)
High.png
Jumping Medium
air M.png
63,000
70,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
High.png
Inflicts Chipdamage.png starting at Lv. 4
Jumping Heavy
air H.png
65,000
71,500 (Lv. 5)
High.png
Jumping Special
air S.png
70,000
90,000 (Lv. 3)
110,000 (Lv. 4)
121,000 (Lv. 5)
High.png Aircombofinisher.png
Inflicts a Groundbounce.png state starting at Lv. 3
Inflicts Chipdamage.png starting at Lv. 4
Knee Drop
air D.png + H.png
70,000
77,000 (Lv. 5)
High.png Hardknockdown.png ;
Only delay on landing can
be canceled into
Specials and Hypers.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
88,000 (Lv. 5)
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
88,000 (Lv. 5)
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
88,000 (Lv. 5)
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
88,000 (Lv. 5)
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Tools of Survival L
Qcf.png + L.png
30,000 x 4
35,000 x 8 (Lv. 3)
25,000 x 10 (Lv. 4)
27,500 x 10 (Lv. 5)
Airok.png
Lv. 3 version ONLY causes a Strk.png on the last hit
Tools of Survival M
Qcf.png + M.png
90,000
120,000 (Lv. 3)
30,000 x 8 (Lv. 4)
33,000 x 8 (Lv. 5)
Airok.png
Wallbounce.png (caused only by the last hit when in Lv. 4 or 5)
Tools of Survival H
Qcf.png + H.png
80,000
100,000 (Lv. 3)
150,000 (Lv. 4)
165,000 (Lv. 5)
Airok.png Otg.png
Softknockdown.png
Groundbounce.png
Giant Swing (L)
Qcb.png + L.png
50,000 + 80,000
55,000 + 88,000 (Lv. 5)
Last hit causes a Softknockdown.png
Giant Swing (M)
Qcb.png + M.png
50,000 x 2 + 80,000
55,000 x 2 + 88,000 (Lv. 5)
Giant Swing (H)
Qcb.png + H.png
50,000 x 3 + 80,000
55,000 x 3 + 88,000 (Lv. 5)
Hammer Throw
charge B.png , F.png + Atk.png
80,000
88,000 (Lv. 5)
H.png version puts grounded opponents in a Cptr.png state on hit
Snapshot
Qcf.png + S.png
10,000
11,000 (Lv. 5)
Airok.png Otg.png
Proj.png
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.png , D.png + S.png
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.png + Atk.png
70,000
77,000 (Lv. 5)
Can only be performed at Lv. 2 or above.
L.png version is a feint.
M.png version puts opponent in a Hardknockdown.png state.
H.png version hits low, puts opponents in a Softknockdown.png state, and can Otg.png
Barrel Roll
Atk.png + S.png
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

Name
Command
Damage
Notes (glossary)
Blue Light Special
Qcf.png + Atk.png + Atk.png
30,000 x (8~17) + 70,000
33,000 x (8~17) + 77,000 (Lv. 5)
Otg.png Softknockdown.png
Last hit causes Wallbounce.png
Mash for more hits.
Survival Techniques
Qcb.png + Atk.png + Atk.png
253,100
312,000 (Lv. 3)
356,100 (Lv. 4)
391,700 (Lv. 5)
Softknockdown.png
Funny Face Crusher
Dp.png + Atk.png + Atk.png
20,000 x 6 + 40,000 + 100,000
22,000 x 6 + 44,000 + 110,000 (Lv. 5)
"Mashed" hits do 2,000 (2,200 at Lv. 5)
Airthrow.png Hardknockdown.png
Can only be performed at Lv. 3 or above. The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it will decrease the total damage of the followup combo.

Mission Mode

Strategy

Tips and Tricks

  • Frank's Camera can OTG, and an OTG camera shot can be 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 H.png 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

  • Solo Combo 1)

{{ L.png , M.png , H.png , D.png + H.png , S.png (launch), air L.png , air M.png , air H.png , air Qcf.png + H.png (land), D.png + L.png , D.png + M.png , D.png + H.png , S.png (launch), air L.png , air M.png , air M.png , air H.png , air D.png + H.png (land), Qcf.png + S.png , Qcb.png + Atk.png + atk}}

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 H.png 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.

Advanced Strategy

Strategy vs. Frank West

  • Frank West has no real lows other than his Crouching H which is very slow to come out. So you can pretty much block/advancing guard standing against his "rushdown" if he is at levels (1-3) and only crouch block when he does his crouching H.
  • Frank West has a tough time getting in against zoners. Good space control with projectiles will make it tough for him to get an opening.

Game Navigation

General
Controls
System
Strategy
HUD
Glossary
FAQ
Framedata
Archived Information
Capcom Characters
Akuma
Amaterasu
Arthur
C. Viper
Chris
Chun-Li
Dante
Felicia
Firebrand
Frank West
Haggar
Hsien-Ko
Jill
Morrigan
Nemesis T-Type
Phoenix Wright
Ryu
Spencer
Strider Hiryu
Trish
Tron
Vergil
Viewtiful Joe
Wesker
Zero
Marvel Characters
Captain America
Deadpool
Doctor Doom
Doctor Strange
Dormammu
Ghost Rider
Hawkeye
Hulk
Iron Fist
Iron Man
Magneto
M.O.D.O.K.
Nova
Phoenix
Rocket Raccoon
Sentinel
She-Hulk
Shuma-Gorath
Spider-Man
Storm
Super-Skrull
Taskmaster
Thor
Wolverine
X-23