UMVC3/Frank West

From SuperCombo Wiki


Introduction

A freelance investigative journalist debuting in Dead Rising, Frank quickly became a fan favorite by embodying his home game's unique mix of gory zombie horror and slapstick humor. Although he knows how to handle a gun, Frank is most famous for fighting with a mix of pro wrestling moves and scavenged, makeshift weaponry.


In UMvC3, Frank sports a mechanic exclusive to him that is loosely based on his original game. Frank starts at level 1, where he is a very underwhelming character. By using his 236S Camera special to take photos, he can level up. Higher levels improve the range, damage and chip damage potential of his attacks, while also unlocking entirely new moves. Teams featuring Frank are usually focused on quickly getting him to a high level, allowing him to perform very nasty incoming mixups with assists while also KOing the victim and more.

Strengths Weaknesses
  • Great Assists: Frank's Shopping Cart assist is one of the game's best. Although awkward to use in combos, it provides a massive amount of lockdown, shutting down the grounded portion of the screen for a good amount of time. It is unpopular due to the strength of Cart assist, but Frank is also one of only three characters in the game to have a dedicated meter-build assist.
  • Big Payoff: When Frank reaches higher levels, he gets access to tools that would be insanely strong on other characters. Higher level Frank has access to tons of invincibility, great range, easy confirms off almost any hit, great chip damage, and even solo guard break setups.
  • Slow Start: Level 1 Frank West (aka "Frank Whack") isn't unplayable, but is at a huge disadvantage in a direct fight. Frank starts off with essentially an incomplete moveset, limited mixup potential, a linear gameplan and underwhelming damage. If Frank is brought in as a point character before he has had a chance to level up, he is likely to die quickly without accomplishing much, or require you to burn resources in order to save him.
  • No Air Mobility: Frank has buttons that give him air presence but his lack of an air dash or double jump makes it very difficult to catch characters that stall or runaway at the top of the screen, even when levelled up. This also make him susceptible to air based zoning.
  • Opportunity Cost: Frank West-focused teams tend to use the first clean hit they get with any character to level up Frank, either using a TAC, DHC, or Hard Tag setup. Other teams could have instead used that hit to score an outright kill. Although Frank-leveling combos can kill, they usually cost more meter to do so, require use of a risky TAC setup, or require very specific team setups built for this purpose.

Unique Mechanics

Frank West has an "experience" value that is tracked throughout the match. The exact experience Frank currently holds is not displayed, but his "level" is displayed next to his icon on the health bar. Frank starts every match at level 1 with 0 experience, but can gain experience throughout the match. Experience is gained by taking pictures using Frank's 236S special, which has a large range and also hits Otg.png. If Frank's Snapshot hits an opponent, he gains experience equal to the number of hits in the current combo. A "raw" 236S, with no combo leading up to it, awards one experience point. Frank's levels, the experience needed to reach them, and a broad overview of their benefits are listed below:

  • Level 2 - 5 total experience needed. Frank unlocks his Barrel Roll (X+S) and Roundhouse Kick (623X) special moves.
  • Level 3 - 20 total experience needed. Some of Frank's normals, his 236X specials, and his 214XX hyper are replaced with upgraded versions that have improved damage and properties. Also unlocks his 623XX anti-air command grab hyper.
  • Level 4 - 50 total experience needed. Franks normals, 236X specials and 214XX hyper are replaced again. Their range and damage are increased even further, and Frank's normals now deal chip damage on block.
  • Level 5 - 100 total experience needed. Does not add or improve any moves, but Frank gets an across-the-board 10% increase to damage dealt, as well as a 10% reduction to damage taken. While level 5, Frank has a glowing aura.

Frank does not need to progress through each level in order and could, for example, go directly from level 1 to level 5 by taking a picture at the end of a 100-hit combo.

Frank West
Umvc3 frankwest face.jpg
Character Data
Health 1,050,000
Ground Magic Series Zig-Zag
Air Chain Combo Limit None
Forward Dash Duration 30 frames
Backdash Duration 30 frames
Jump Duration 44 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 35% / 60% / 85%
X-Factor Speed Boost (1/2/3) 5% / 10% / 15%
Minimum Damage Scaling (Normals, Specials) 20%
Minimum Damage Scaling (Hypers) 30%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Shopping Cart
Assist A
Damage Startup Active Recovery
20,000 x7 31 35 104, 74
On Hit On Block Guard Properties
- - Mid -

THC Hyper: Blue Light Special. This is an assist-only attack, that acts like a powered-down version of Frank's 236XX hyper. Frank charges forward while pushing a shopping cart. This assist covers most of the stage at ground level, comparable to a beam assist. It causes a very significant amount of blockstun due to its high duration, and is a generally powerful lockdown tool. This is a physical hit, and has no projectile element.

Has a much higher hit count than similar assists such as Akuma's tatsu or most beams. As a result, combos that follow from this assist will be more heavily affected by damage scaling.

Tools of Survival L
Assist B
Damage Startup Active Recovery
30,000 x4 (level 1-2), 35,000 x8 (level 3), 25,000 x10 (level 4-5) 39 2(5)3(4)3(4)3 134, 104
On Hit On Block Guard Properties
- - Mid -

THC Hyper: Blue Light Special. This assist improves as Frank gains levels in the same way that the point version of 236L does. Even at max level, it is still worse than Shopping Cart.

Pick Me Up
Assist Y
Damage Startup Active Recovery
- 25 - 177, 147
On Hit On Block Guard Properties
- - - -

THC Hyper: Blue Light Special. Assist-exclusive move that Frank cannot perform on point, although it looks very similar to his "Bottom's Up" special. When Frank uses this assist successfully, your team is given 30% of a hyper meter bar. This assist has no other effect. One of three meter-building assists in the game, along with Amaterasu's Bloom and Morrigan's Dark Harmonizer. They all have identical startup, but Morrigan's assist has the fastest recovery by far, and is thus the only practical choice.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
48,000 6 3 12
On Hit On Block Guard Properties
+1 -1 Mid -

-

Standing Medium
5M
Level 1/2 Damage Startup Active Recovery
60,000 10 3 22
On Hit On Block Guard Properties
-4 -7 Mid -
Level 3 Damage Startup Active Recovery
68,000 10 3 22
On Hit On Block Guard Properties
-4 -7 Mid -
Level 4/5 Damage Startup Active Recovery
45,000 x3 10 5 22
On Hit On Block Guard Properties
-2 -5 Mid Chipdamage.png

Level 1 version has very respectable horizontal range, which further improves with levels. 2H is the only button that consistently confirms from this attack, as 5H and 5S will whiff at the outer edges of 5M range.

Level 3 version is almost identical to basic 5M, but with slightly more damage and even longer range. The extra range is difficult to capitalize on, as even 2H will not confirm from that far out.

Level 4/5 version has incredible range and deals chip damage, and is an excellent poke. It also causes additional hitstun and blockstun, making it safer and more spammable.

Standing Heavy
5H
Level 1/2 Damage Startup Active Recovery
70,000 14 4 28
On Hit On Block Guard Properties
-6 -9 Mid -
Level 3 Damage Startup Active Recovery
90,000 14 3 29
On Hit On Block Guard Properties
-6 -9 Mid -
Level 4/5 Damage Startup Active Recovery
45,000 x5 14 7 30
On Hit On Block Guard Properties
-7 -10 Mid Chipdamage.png

Level 1, 2 and 3 versions are mostly identical, although this move does gain a nice damage boost at level 3.

Level 4 plus version turns into a multi-hitting chainsaw attack that causes almost no pushback.


Crouching Light
2L
Damage Startup Active Recovery
45,000 6 2 15
On Hit On Block Guard Properties
-1 -3 Mid -

Note: not a low attack. Decent for mashing out of pressure.

Frank's standard crouching hurtbox has a low profile and can naturally duck under beams or similar attacks. However, 2L raises Frank's profile slightly, causing him to be hit by these attacks.

Crouching Medium
2M
Level 1/2 Damage Startup Active Recovery
58,000 9 3 22
On Hit On Block Guard Properties
-4 -7 Mid -
Level 3 Damage Startup Active Recovery
63,000 9 3 22
On Hit On Block Guard Properties
-4 -7 Mid -
Level 4/5 Damage Startup Active Recovery
43,000 x3 9 7 20
On Hit On Block Guard Properties
-2 -5 Mid Chipdamage.png

Note: not a low. As with standing medium, 2M gets slightly improved range at level 3 and is otherwise very similar. At level 4, it becomes a chainsaw attack with excellent range, multiple hits, and chip damage. Good for juggling airborne opponents before they reach the ground, such as after 236M.

Frank's standard crouching hurtbox has a low profile and can naturally duck under beams or similar attacks. However, 2M raises Frank's profile slightly, causing him to be hit by these attacks.

Crouching Heavy
2H
Damage Startup Active Recovery
63,000 10 12 19
On Hit On Block Guard Properties
- -8 Low Strk.png, Softknockdown.png

Frank slides along the ground, attacking while moving forward. Lowers Frank's crouching hurtbox even further, allowing him to safely traverse underneath many attacks, especially when combined with Barrel Roll (X+S). 2H advances Frank about 1/4 of fullscreen length. As a sliding attack, it hits later if Frank is spaced farther away from the opponent, and thus is safer on block at long range.

Very useful for confirming from Frank's longer-ranged pokes, and a generally great neutral tool. This is Frank's only normal low attack, and the only low attack he has access to at Level 1.


Launcher/Special
5S
Level 1/2 Damage Startup Active Recovery
80,000 9 5 25
On Hit On Block Guard Properties
- -7 Mid Launch.png, Nocancel.png
Level 3 Damage Startup Active Recovery
90,000 9 5 25
On Hit On Block Guard Properties
- -7 Mid Launch.png, Nocancel.png
Level 4/5 Damage Startup Active Recovery
100,000 x3 9 5 25
On Hit On Block Guard Properties
- -7 Mid Launch.png, Nocancel.png

Fairly standard launcher with solid range. Does not deal chip at level 4+ the way many of Frank's other enhanced attacks do.

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
50,000 5 8 13
On Hit On Block Guard Properties
+13 +11 OH -

Works naturally as an instant overhead even against normal-sized characters, although Frank struggles to confirm this hit into anything without assists or X-Factor.

Jumping Medium
j.5M
Level 1/2 Damage Startup Active Recovery
63,000 7 3 22
On Hit On Block Guard Properties
+19 +16 Mid -
Level 3 Damage Startup Active Recovery
70,000 7 3 22
On Hit On Block Guard Properties
+19 +16 Mid -
Level 4/5 Damage Startup Active Recovery
45,000 x3 7 12 22
On Hit On Block Guard Properties
+18 +15 Mid Chipdamage.png

Works naturally as an instant overhead against normal sized characters, even at level 1, although the timing and spacing requirements at level 1 are very precise. If used as an instant overhead, Frank can cancel into j.2H Knee Drop to combo into a hard knockdown and continue the combo from there.

Leveling up improves the range of this attack greatly, especially the vertical range. This makes the instant overhead timing much easier, and allows for better confirms. At level 4, Frank can chain into another j.5M instead of j.2H to confirm without having to use a hardknockdown -> OTG setup.

Besides its use as an instant overhead, this is a great general purpose neutral tool, especially at level 4+ where it can be spammed for low-risk harassment and chip damage.

Jumping Heavy
j.5H
Damage Startup Active Recovery
65,000 11 5 20
On Hit On Block Guard Properties
+21 +18 OH -

Standard jumping heavy attack.


Jumping Special
j.55
Level 1/2 Damage Startup Active Recovery
70,000 13 3 23
On Hit On Block Guard Properties
+16 +13 OH Aircombofinisher.png
Level 3 Damage Startup Active Recovery
90,000 13 4 22
On Hit On Block Guard Properties
- +18 OH Aircombofinisher.png, otherwise Groundbounce.png
Level 4/5 Damage Startup Active Recovery
110,000 13 4 22
On Hit On Block Guard Properties
- +17 OH Chipdamage.png, Aircombofinisher.png, otherwise Groundbounce.png

Useful even outside its property as an Aircombofinisher.png for its solid hitbox and large amounts of hitstun, enabling jump loops in certain circumstances. From level 3 onwards, this attack gains the Groundbounce.png property when not used as an Aircombofinisher.png. This drastically improves Frank's air-to-air game as he can not confirm almost any stray aerial hit into a j.5S to start a full combo.


Command Normals

Object Throw
6H
Level 1/2
Pie
Damage Startup Active Recovery
50,000 12 - 35
On Hit On Block Guard Properties
-10 -13 Mid Chipdamage.png, Priority: Low, Durability: 3
Level 3
Juice
Damage Startup Active Recovery
80,000 12 - 35
On Hit On Block Guard Properties
-7 -10 Mid Chipdamage.png, Priority: Low, Durability: 4
Level 4/5
Bottle
Damage Startup Active Recovery
100,000 12 - 35
On Hit On Block Guard Properties
-5 -8 OH Chipdamage.png, Priority: Low, Durability: 5

Standard and fairly quick projectile that travels horizontally across the screen. Level-ups improve the projectile's damage, hitstun/blockstun, and durability.


Knee Drop
j.2H
Damage Startup Active Recovery
70,000 13 Until Grounded 13
On Hit On Block Guard Properties
- +4 OH Hardknockdown.png

Frank immediately halts and aerial momentum he previously had, and plummets straight down towards the ground. The attack is aimed below him, and can hit as a cross-up.

Works as an airthrow OS when input as 3H or 1H. Frank's forward airthrow has better conversion potential, and so 3H is preferred at the cost of not also covering a block input. This is also a great defensive tool against an opponent's throw game, as an early input will attack the opponent jumping up for a throw, while a later input will tech the throw.

Can be thrown out very safely as it is almost impossible to punish if blocked. In the event of a whiffed air normal or failed throw attempt, Frank can cancel into this move to escape back down to the ground. This move always causes a Hardknockdown.png on hit, versus grounded or airborne, and is a major threat in situations where Frank can relaunch off an OTG hit. It also works as an alternative to j.5S to end air combos or to confirm stray air-to-airs.


Special Moves

Tools of Survival L
236L
Level 1/2 Damage Startup Active Recovery
30,000 x4 15 2(5)3(4)3(4)3 22 (in air: 7)
On Hit On Block Guard Properties
+1 -2 Mid Airok.png
Level 3 Damage Startup Active Recovery
35,000 x8 15 2(6)3(3)3(4)3 20 (in air: 7)
On Hit On Block Guard Properties
- - Mid Airok.png Strk.png
Level 4+ Damage Startup Active Recovery
25,000 x10 15 25 11 (in air: 8)
On Hit On Block Guard Properties
+8 +5 Mid Airok.png

Multi-hitting forward attack. This special is mainly useful in the air as a combo tool. When used in the air, it halts Frank's aerial momentum, and recovers much faster than normal. This allows Frank to link normals after the attack, extending his air combos and padding the combo count for gaining additional experience points.

The level 1 version has a "suction" effect, pulling the opponent slightly closer on hit, which helps to compensate for its lower range and ensure all hits connect.

Level 3 version (and ONLY the level 3 version) has the Strk.png property, causing a knockdown on hit even against grounded opponents.

The level 4+ Chainsaw version is advantageous on block and deals heavy chip, but opponents can simply pushblock this attack's lengthy animation to avoid most of the danger.


Tools of Survival M
236M
Level 1/2 Damage Startup Active Recovery
90,000 20 3 33
On Hit On Block Guard Properties
- -13 Mid Airok.png, Wallbounce.png
Level 3 Damage Startup Active Recovery
120,000 20 3 33
On Hit On Block Guard Properties
- -13 Mid Airok.png, Wallbounce.png
Level 4+ Damage Startup Active Recovery
30,000 x8 20 11(1)2 22
On Hit On Block Guard Properties
- -7 Mid Airok.png, Wallbounce.png

Forward swinging attack with a very similar animation and range to Frank's 5H. This special is mainly notable as an easy-to-use Wallbounce.png for combo extensions. When used midscreen, it can be difficult for Frank to catch the opponent after the wallbounce - this can be alleviated slightly by performing 236M in the air, which will bounce the opponent higher and give Frank more time to reposition.

Higher level versions deal additional damage and cause a larger Wallbounce.png, making it easier for Frank to pick up afterwards.


Tools of Survival H
236H
Level 1/2 Damage Startup Active Recovery
80,000 27 3 31
On Hit On Block Guard Properties
- -11 OH Airok.png, Otg.png, very small Groundbounce.png
Level 3 Damage Startup Active Recovery
110,000 27 4 30
On Hit On Block Guard Properties
- -11 OH Airok.png, Otg.png, Groundbounce.png
Level 4+ Damage Startup Active Recovery
150,000 20 11(1)2 22
On Hit On Block Guard Properties
- -7 OH Airok.png, Otg.png, very large Groundbounce.png

Overhead attack. Mainly useful for combos due to its slow speed. Higher levels improve the damage output and size of the Groundbounce.png, making follow-ups easier.

Level 1 236H causes a groundbounce so small that Frank can not meaningfully combo after the grounded version. He can work around this limitation by using the aerial version instead. After using the air version, Frank can land-cancel the recovery and thus act in time to connect a 2M, 2H or even 5S.

Once Frank hits level 3, this move bounces high enough for him to follow-up the grounded version. This improves the threat of his offense by allowing him to solo pick up after airthrows, Knee Drops, and other hard knockdowns.


Snapshot
236S
Damage Startup Active Recovery
10,000 15 10 31
On Hit On Block Guard Properties
-25 -27 Mid Airok.png, Otg.png

Core move for Frank, as this move is used to gain experience points and level him up. When Frank successfully lands a Snapshot, he gains experience points equal to the number of hits in his current combo (including the Snapshot itself), and can level up if he reaches a certain total experience. As a fast Otg.png, it is also one of Frank's main ways to end combos - by cancelling an OTG Snapshot into a hyper.

The camera creates a large, invisible hitsphere that reaches a good distance above, below, and in front of Frank. It is not a projectile, but can use its massive disjoint to hit opponents from behind their own projectiles. Famously, it was once used against Dormammu's Stalking Flare hyper in tournament. The flare disappears if Dormammu is hit, which can allow Frank to avoid chip death against that hyper or other similar ones.


Bottoms Up
22S
Damage Startup Active Recovery
- 60 - 145
On Hit On Block Guard Properties
- - - -

Frank takes a drink, which requires a full second to complete, making it very difficult to use safely. If he successfully completes his drink, Frank gains a buff which doubles experience gained from photos for 10 seconds. At the end of the 10-second duration, Frank is forced into a 145-frame vomiting animation which can not be canceled except via X-Factor, effectively giving the opponent a free hit.

Tagging Frank out by any method cancels the buff, disabling the double EXP gain and preventing Frank from vomiting.


Giant Swing
214X
L
Qcb.png + L.png
Damage Startup Active Recovery
50,000 + 80,000 28 21 8
On Hit On Block Guard Properties
- +17 Mid Strk.png
M
Qcb.png + M.png
Damage Startup Active Recovery
50,000 x2 + 80,000 38 21 8
On Hit On Block Guard Properties
- +17 Mid Strk.png
H
Hcb.png + H.png
Damage Startup Active Recovery
50,000 x3 + 80,000 48 31 8
On Hit On Block Guard Properties
- +17 Mid Strk.png

Frank spins a zombie around, using it as a weapon to attack enemies. He spins 1, 2, or 3 times depending on button strength used. Afterwards, he releases the zombie, causing it to fly forward in an arc for the final hit.

This move is not considered a projectile, even the final portion where the zombie is thrown. It does not interact with projectiles and does not trigger projectile counters. However, it is also not a physical hit, and will not trigger that type of counter either, even during the initial melee portion of the move.

This move has substantial blockstun and is very advantageous on hit or block, but has lengthy startup. The long startup can be covered using an assist, or by using it as a meaty attack against an oncoming opponent.


Hammer Throw
[4]6X
L
B.png(charge),F.png + L.png
Damage Startup Active Recovery
80,000 30 - 10
On Hit On Block Guard Properties
+15 +15 Mid Priority: Low, Durability: 1
M
B.png(charge),F.png + M.png
Damage Startup Active Recovery
80,000 30 - 10
On Hit On Block Guard Properties
+15 +15 Mid Priority: Low, Durability: 1
H
B.png(charge),F.png + H.png
Damage Startup Active Recovery
80,000 30 - 10
On Hit On Block Guard Properties
+101 +15 Mid Priority: Low, Durability: 1, Cptr.png

Frank tosses a zombie, which walks (or runs) along the ground. The L.png version moves slowly, the M.png version moves quickly. The H.png version travels at the same speed as the M.png version, with an added bonus: if it hits a grounded opponent, they will be put into a Cptr.png state for 111 frames, making it very easy to follow up.

Has several unique properties. First, despite having Priority and Durability, it is not a projectile, and will not trigger projectile counters on contact. If the zombie comes in to contact with any single low-priority projectile, they will cancel each other out. No matter how much durability the other projectile has, both will be fully negated. This does not work on beams, which will only lose 1 durability to destroy the zombie.

The zombie is considered to be a separate character from Frank (like an assist call). Thus, pushblocking the zombie will not cause Frank to be moved. He can use this to safely cover his advance.

This is a charge move, which requires Frank to be holding back for a certain amount of time in order to perform it. If Frank wants to move forward without losing his back charge, he has a few options:

  • Use Barrel Roll (X+S), which advances him forward and can be input even while holding back or down-back. As a bonus, Barrel Roll can be canceled directly into Hsmmer Throw or any other special.
  • Use dashblocking (editors note: link to the relevant page once it's written)


Roundhouse Kick
Requires Level 2+
623X
L
Dp.png + L.png
Damage Startup Active Recovery
- 25 - -
On Hit On Block Guard Properties
- - - -
M
Dp.png + M.png
Damage Startup Active Recovery
70,000 16 5 24
On Hit On Block Guard Properties
- -6 Mid Hardknockdown.png
H
Dp.png + H.png
Damage Startup Active Recovery
70,000 18 5 32
On Hit On Block Guard Properties
- -14 Low Otg.png, Softknockdown.png

Frank spins around and performs a short-range kick, with properties that change based on button strength. Can only be used once Frank reaches level 2.

  • L.png version is a fakeout with no attack. With 25 total frames of animation, it can be used to cancel 5H and recover slightly faster.
  • M.png version is a mid-hitting kick that causes a Hardknockdown.png.
  • H.png version is an Otg.png-capable low attack. It is useful as an alternative to Snapshot once Frank is leveled, as it deals much more damage.


Barrel Roll
Requires Level 2+
X+S
Damage Startup Active Recovery
- 15(?) - 15(?, total duration is 30 frames)
On Hit On Block Guard Properties
- - - Invuln until frame 15(?), Passthrough

Frank performs a forward roll that can pass through opponents. It has some invulnerability (15 frames?) starting from frame 1, but the exact amount is currently not known. One of Frank's only mobility tools, he can use it to advance through projectiles and other attacks, potentially even punishing them. By utilizing the low profile of 2H, canceling into Barrel Roll, then cancelling that into an invulnerable hyper, Frank can cross nearly the entire screen while avoiding danger.

Barrel Roll can be canceled into other specials during its recovery, in addition to being able to be hyper-canceled as normal.

Hyper Combos

Blue Light Special
236XX (1 bar)
Damage Startup Active Recovery
30,000 x8 - x17 + 70,000 12+2 62 45
On Hit On Block Guard Properties
- -35 Mid Otg.png, Wallbounce.png, Projnull.png, mashable

Frank charges forward with a shopping cart full of weapons. This hyper is not invincible, but has a great hitbox and nullifies projectiles.

Having the Otg.png property greatly enhances this hyper's effectiveness in THCs. Any character that scores a hard knockdown can call a THC with Frank backing them up, and Blue Light will pick the opponent up (along with any assists) to be hit by the rest of the team's hypers. Frank himself can make good use of this property. Pair Frank up with a character with a long-duration THC hyper, such as Dante, then score a knockdown using j.2H or airthrow. A THC will pick the opponent up into your teammate's hyper, allowing Frank to take several pictures and rack up EXP before finally finishing the combo.

Frank can not normally utilize the Wallbounce.png caused by this hyper, but by using X-Factor or a DHC to a fast hyper such as an install, it can make the following combo very easy.


Survival Techniques
214XX (1 bar)
Level 1/2 Damage Startup Active Recovery
253,100 8+4 15 21
On Hit On Block Guard Properties
- -13 Mid Softknockdown.png
Level 3 Damage Startup Active Recovery
312,000 8+4 15 21
On Hit On Block Guard Properties
- -13 Mid Invuln until frame 17, Softknockdown.png
Level 4/5 Damage Startup Active Recovery
356,100 8+4 15 21
On Hit On Block Guard Properties
- -13 Mid Invuln until frame 25, Softknockdown.png

Frank lunges forward. If he touches the opponent's point character, they are pulled into a cinematic where Frank deals heavy damage, ending in a Softknockdown.png. An early DHC instead causes a lengthy spinout where the opponent flies high into the air before landing in a Softknockdown.png.

At level 1, this hyper is dubiously useful. It deals less damage than Blue Light Special (when mashed), and is more difficult to land. This hyper starts to shine from Level 3 onward. It gains invulnerability, allowing it to be used as a reversal. It can even be combined with the invulnerability from Barrel Roll to quickly travel across the screen while avoiding enemy attacks. Additionally, it deals more damage than Blue Light starting at Level 3, and deals enormous damage at Level 4+.


Funny Face Crusher
(Requires Level 3 or higher)
623XX (1 bar)
Damage Startup Active Recovery
260,000* 6+4 5 21
On Hit On Block Guard Properties
- - Airthrow Invuln until frame 12, mashable, Hardknockdown.png

Anti-air command grab hyper. Requires Frank to be Level 3 or higher to activate. If it connects, it pulls the opponent into a cinematic that ends with the opponent in a Hardknockdown.png state next to Frank. This knockdown lasts long enough for Frank to pick up with one of his OTG attacks and start a combo, so it is very devastating to land.

Can be used for resets, Guard Break setups (by making an oncoming opponent block an attack to forfeit their throw immunity), and anti-Dark Phoenix setups (using its invincibility to blow through the shockwave of her activation hyper. Dark Phoenix is always considered airborne during her resurrection). DHCing into it from another hyper can potentially give any character access to an invincible, unblockable anti-air.

This hyper can be "mashed" by spinning the stick during the cinematic portion. Although this does add a small amount of damage, it also increases the number of hits in the hyper. This will apply more damage scaling to the follow-up combo, and thus cause lower damage overall. It is not recommended to mash this hyper.


Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that places the opponent next to Frank on the ground. Forward throw allows Frank to act slightly faster, although follow-ups are the same in either direction. Frank can pick up afterwards with 236S, 623H, or his 236XX hyper (either done normally or as part of a THC).

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in a hard knockdown. Forward airthrow allows Frank to act noticeably faster than backthrow. Can follow up with all the same OTG attacks as the ground throw. Additionally, Frank can connect a 236H after a forward airthrow, allowing him to solo relaunch if he is Level 3 or higher.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 4 25
On Hit On Block Guard Properties
- -6 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 21 33
On Hit On Block Guard Properties
- -12 OH Softknockdown.png

-


Team Position

Due to his unique mechanic, Frank is almost always played in the Second or Anchor positions. Frank players want to avoid having to actually fight with him at level 1, and ideally he will be brought in via a combo that also raises him to level 4 or 5. The most common strategies for leveling Frank involve DHCing multi-hitting hypers into a whiffed Survival Techniques 214XX, which is easiest to do when Frank is in the Second spot. Alternatively, you can put him in the Anchor position and have your Point character combo enough to build a full bar of meter without using Wall or Ground Bounces. Then hard tag Frank during a hard knockdown or an air dash cancel into Jumping S so Frank can THC with the character in the Second slot, preferrably Dante. Frank can then use the bounces to continue the combo while levelled up. It helps that Frank's Shopping Cart assist is very strong, so he is not exactly dead weight while waiting in the back line.


Notable Synergies

Magneto: Magneto is a strong point character that can build over a full bar of meter without using bounces and can easily setup a hard tag to Frank for a THC with Dante. This allows for combos that both level Frank and do massive damage that can KO the entire cast off of one touch. Disruptor is also a great beam assist for Frank since it's fast, doesn't scale combos since it hits once, and really good for neutral and pokes. In a pinch, Gravity Squeeze, if done in the corner or near it, can allow for a hard tag to Frank's Snapshot.

Players to Watch: FizzyKups/Readman (Magneto/Dante/Frank, Spencer/Dante/Frank), Noble (Magneto/Frank/Dante)

Zero: Zero is arguably the best point character in the game that can deal massive damage and level Frank at the same time. Zero can use his Lightning Loops to hard tag into Frank toward the end and thus level him up. If paired with Dante you have the Zero/Dante shell which is one of the strongest and self sufficient shells in the game and can result in matches where Zero and Jam Session plays everything and Frank is just there, which cause some to argue that Frank would be redundant on the team.

Players to Watch: EMP_Obama (Zero/Frank/Dante), Cless (Zero/Dante/Frank)

Vergil: Vergil is notable because while he starts off as the point character, the idea is to use Vergil's BnB & a Spiral Sword Loop to hard tag into Frank, thus putting Vergil into the anchor position while levelling up Frank to at least level 4. Rapid Slash assist is decent for incoming mixups if Frank meaties the target properly.

Dante: Dante's plethora of specials give him many ways to pull of an extended combo that, even if it is not the most damaging, can easily reach a high hit count for leveling Frank. His Million Dollars hyper alone scores 27 hits (not counting the final shot), with the second-to-last bullet causing a lengthy spinout animation that gives Frank time to take his picture. Frank can make use of this via DHC like the other common synergies, or he can make use of its potential as a THC, taking advantage of how Million Dollars has much longer duration than Blue Light Special. Dante has an unprecedented amount of options to support a leveled Frank using his popular Jam Session assist. Jam Session can be used to lock down the opponent for a significant amount of time, allows for double snapshots, extended combos, strong for incoming mixups, can be useful for esoteric frame traps, and more. These days it's heavily recommended that you play Frank with Dante because of how powerful Jam Session is for Frank as well as the Million Dollars THC option.

Players to Watch: FizzyKups/Readman (Magneto/Dante/Frank, Spencer/Dante/Frank), Noble (Magneto/Dante/Frank)

Nova: Besides wanting a good horizontal coverage assist (which Frank provides with Shopping Cart), Nova is a very self-sufficient point character who can be counted on to survive neutral and score a hit. After landing any hit or throw, he can combo into Super Nova (623XX), a mashable multi-hit hyper that deals as many as *80* hits when fully mashed. If Super Nova is DHC canceled on any hit before the last one, it causes a hard knockdown, making it easy for Frank to whiff his 214XX hyper, recover, and take a picture. Once Frank is leveled and takes over as the point character, Nova can support him with his overhead-hitting Centurion Rush assist, leading to easy unblockable setups.

Players to Watch: SolidAbyss (Nova/Frank/Dante), BestXbox (Nova/Frank/Dante), EMP_Obama (Nova/Frank/Dante, pre 2021)

Most Notable Players to Watch: FizzyKups/Readman (Magneto/Dante/Frank, Spencer/Dante/Frank), Noble (Magneto/Dante/Frank), EMP_Obama (Zero, Nova, Vergil/Frank/Dante), Cless (Zero/Dante/Frank), Bee (Spencer/Frank/Dante)

Other Players to Watch: Kusoru Ageojoe (Joe/Frank/Raccoon), Vairos (Skrull/Frank/Haggar), Apologyman (Skrull/Frank/Doom, but only a long time ago), Zansam (Nova/Frank/Raccoon)

Combos

Solo Combos

Video Solo Combo Guide

Level 1

If Frank is on point at level 1 and lands a hit, his primary goal is to acquire enough experience to reach at least level 3. Getting level 3 solo is fairly straightforward to perform, but getting higher levels in a single combo is generally considered almost impossible without the use of DHCs, assists, X-Factor or other resources. These combos are optimized to give at least 20 experience points.

2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, jump j.236H, rejump, j.5M > j.5M > j.5H > j.5S, land, 2H > 5S sjc. j.5L x2 > j.5M > j.5M > j.5H > j.2H, land, 236S xx 214XX (~597,000 damage for 1 bar, builds 1.1 bar and costs 1, grants exactly 20 PP.)

This is the "standard" level 1 Frank combo. If you use a longer confirm (such as 2L > 2M > 2H instead of raw 2H), then omit the j.5Ls near the end of the combo, as they will not work and are no longer necessary. Since 2H is Frank's only low and is a reasonably strong normal, its not unreasonable that your combos will start here.

2H > 5S sjc. j.5M xx 236L, 236L, j.5M > j.5S, land, dash and jump forward, j.236H, 2H > 5S sjc. j.5L x2 > j.5M x2 > j.5H > j.2H, land, 236S (~450,000 for 0 bar, or 565,000 damage with 1bar ender. Builds just over 1 bar of meter. Grants 23 PP.)

The primary purpose of this alternate route is that it builds slightly more PP than the standard at the cost of worse damage. This is best when combined with an assist in order to double picture at the end of the combo, as it is more likely to push Frank to the level 4 range.

j.5M (air-to-air) > j.5h > j.5S, rejump j.5M x2 > j.5H > j.5S, land, 2H > 5S sjc. j.5MMHS, rejump j.236H, land, 2H > 5S sjc. j.5M > j.5H > j.2H, land, 236S xx 214XX (598,000 damage for 1 bar, builds 1.1 bars of meter and grants exactly 20 PP.)

Confirming air-to-airs with Level 1 Frank efficiently is finicky, and will likely require modifying this basic idea on the fly based on experience. You can also try using j.236L to stabilize your height. If you get a hit a superjump height, just confirm into j.236H instead and take what you can get.

j.2H, rejump, j236H, 5M > 2M > 2H > 5S sjc. j.5M x2 xx 236L, j.5M > j.5S, land, 236S (~400,000 damage for 0 bar, builds 0.75 bars of meter and grants 15PP.)

~400,000 damage and builds about 0.75 bar, gives 15 PP. Getting a full confirm off raw Knee Slam is tough, so much that most players will not go for it. Instead, the safe play is j.2H, land, 236S (with an assist), or to just immediately THC. Still, it is possible to get a solo pickup with an immediate j.236H. With very precise timing, a second j.236L is possible during the air combo, pushing this above the 20PP threshold.

Level 3

At this stage, Frank has enough tools available that he can seriously consider going for damage rather than experience, but should still opt to move to level 4. Many of these combos still provide lots of PP since Frank has a much easier time with solo extensions once he reaches level 3. Some of these combos are only slight optimizations of their level 1 counterparts, and while you can also just use those instead, it's better to work toward combos that build at least 30PP to guarantee the level up from the next hit if you don't have an assist available to help.

2H > 5S, sjc. j.5MMHS, rejump, j.236H, land, 63214M, 5H > 5S sjc. j.5M x2 > j.5H > j.2H, land, 236S xx 214XX (Deals 690,000 damage if Frank is pushed to Level 4. Provides 17 PP.)

This is the standard BnB for damage at Level 3. Delay the j.236H as much as possible while still letting it connect, otherwise the buffer as you land and attempt zombie toss will screw you.

(2L > 2M >)2H > 5S, sjc. j.5M xx 236L, 236L, j.5M xx 236L, j.5S, land, dash/roll, 236H, 2H > 5S sjc. j.5H > j.2H, land, 236S xx 214XX (Deals 638,000 for 1 bar, grants 33 PP.)

Like with 236L loops at Level 1, this variant deals less damage in exchange for more experience gain.

j.2H, 236H, 2h > 5S sjc. j.5M > j.5H xx j.236L, j.5S, land, 236S (425,000 for 0 bar, grants 16 PP.)

Gaining Level 3 makes Knee Drop confirms much easier since grounded 236H is buffed. You can still attempt the j.236H confirm for larger damage if you would like. Near the corner, you can link a j.5M xx 236M after the j.236L and relaunch off the wallbounce.

5L, 5M, 5H, 2H > 5S, sjc. j.5M xx 236L, 236L, j.5M xx 236L, j.5S, land, jump, j.236H, land, 236M, dash back , 5S, sjc. j.5H, j.5S, land, 236S xx 214XX(Corner Bnb. Deals 721,100 Damage, gains 38 PP, and builds about 1.3 bars including the Snapshot.)

Corner Bnb. Deals a bit more damage and gains a bit more meter than the other level 3 BnBs.

(Forward Airthrow), land, 236H, 2M > 2H > 5S sjc. j.5M x2 j.5H xx 236L, j.5M > j.5S, land, 236S (Deals ~310,000 damage for 0 bar. Grants 19 PP.)

Better than nothing. After launching, input the aerial normals as quickly as possible, so that you are underneath the opponent when juggling them.

X-Factor Combos

TBW

Sample Team Combos

Magneto/Dante/Frank Second Mag/Dante/Frank Third Mag/Dante/Frank

Vergil/Dante/Frank

Frank/Dante/Deadpool

Nova/Frank/Dante

Spider-Man/Dante/Frank

Vergil/Shuma/Frank Synergy #1
Vergil/Shuma/Frank Synergy #2
Vergil/Shuma/Frank Synergy #3

Alternate Colors

Frank colors.jpg

Videos and External Resources

Leveling Techniques

Archive of an old SRK forum thread with tons of ways for various teams to level Frank

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
Spider-Man: levels Frank via Hard Tag while doing massive damage
Thor: using hard tags and DHC
Vergil: Using wall bounce and sword throw
Wesker: using TAC and THC, hard tag confirm from counter super
Zero: using DHC, Hard Tag from Sougenmu

Movelist / Hitboxes

Combo and Setup Videos

Combos by HonzoGonzo
Optimized combos by The Cape
Updated Trials by Readman

Funny Face Crusher examples (DEAD LINK)
Incoming Guard Break with Snapshot
Guard Break with Jam Session
Frank West TAC Infinite

Point Infinite Proof of Concept

Tips and Tricks

Frank West Tips and Tricks by Zansam

  • When you OTG with Snapshot, either cancel into a hyper or dash away from the target before you do it. Snapshot is unsafe on hit if not cancelled into hyper and can be punished by either a throw, a 3 frame normal, or a Snapback.
  • A simple incoming Frank can do is to meaty with the Zombies. IF you KO the target with Survival Techniques, dash back and hold back to charge Hammer Throw M. Then immediately use Giant Swing L. The two zombies will meaty and hit in a way that makes it possible to confirm into a combo if they don't block.
  • Knee Drop is an overhead.
  • If you THC with Dante behind you and the foe is in the corner, try to dash into the corner. If you are close enough you can preserve your wall bounce that would otherwise be depleted by Blue Light Special.
  • Zombies thrown by Giant Swing ignore all projectiles and can be a good option to stop or curb horizontal zoning if there's a gap large enough to throw. Viable across the whole screen.
  • If level 1 Frank is by himself with XF3 available, you can confirm from a j.L overhead hits by quickly cancelling that j.L into j.S and then X Factor Cancel, then j.S and land into a grounded BNB for level 3 and massive damage.