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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Explosive Damage | Mobility | Powerbomb, j.C |
Notes: Frank can just Dodge and keep far away from Alex at all times, get a zombie out, show em what it's like to be command grabbed. Your enemy here is distance. Watch out for the j.C, bait out HyperBomb and make sure your confirms are on point |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Mobility | Blockstrings | Dive Kick |
Notes: Batsu can keep the distance closed with Frank, so dodge isn't an issue. Just trying to get space is your priority here. Both of you are looking for that "one" hit to get the damage out so expect to bait a burst or two then do your thing. Batsu has no real mixups so play patiently |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Mobility | ??? | Legs, 2B |
Notes: Chun will be eternally fishing, you can reflect Kikoken with Grand Slam so that's a non issue, she moves so fast that anything but C Zombie seems kinda pointless. You're fishing for a 2B or 2C for a confirm waiting for her to stick out the wrong limb. However she has the rushdown and can keep the pressure up so be on point as usual |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | same | same | same |
Notes: same |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Damage output | Mobility | 5A, 6C |
Notes: One of Soki's few half decent matchups, he's still too slow to really do anything, but even at half screen he can poke Frank out of a lot of normals. Frank overall has the movement and normal to keep up with Soki. The real threat is Soki's insane damage, and vice versa for Frank. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning | Nornals | j.C, gun arm |
Notes: Frank does have to deal with the little bullets and that can mess up his setups, but that's about it. His normals are a bit longer than Volnutt, he can reflect the bullets with Grand Slam, dodge past everything, maybe challenge with a cart or two, and even has his own panic super with real megabuster. The match is basically a pokefest |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Speed, zoning | ??? | Soul Fist, j.C, j.A |
Notes: Like most other matchups for her, Morrigan can zip around and the screen and be super annoying, but Frank can ignore the fireballs with grandslam, can open her up with giant swing, dodge away from whatever she's doing and generally keep her entertained. Once she's on Frank it's an uphill battle but he can easily keep distance and close off space. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning, mobility, healing | normals | Puddle, Roll Down Time, 6B |
Notes: As besties forever, Roll can keep frank smothered, her puddles can stop pretty much anything he's doing, but her pokes are kinda whatever. Nobody is having fun here. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Pokes | Pokes | 2B, 6B, Tatsumkai, j.C |
Notes: Ryu can keep the pressure up, he can't rely too heavily on hadouken as Frank will just send it right back to him and throw a zombie out. So Ryu basically has to inch in, use his very average pokes to get an opening then scramble Frank up. Like wise for Frank |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zoning | ??? | All the C attacks |
Notes: Saki can keep Frank at bay pretty much no problem, maybe he'll get lucky and reflect something but positron laser will shut that down instantly, zombies can only do so much, and despite being able to roll through things Saki is the queen of runaway. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Zoning | Normals | Voomerang, Red Hot Kick |
Notes: Another iffy matchup, Joe can just....not engage and pester Frank with zoomerangs all day, you can try to snipe with a zombie or cart, but ultimately you have to wait on joe to make a mistake |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | zero | zero | zero |
Notes: Look, I'm not gonna sugarcoat it, Zero's zoning game is top notch, he'll stay out of Frank's normal range all day with no effort, one touch and Frank is gonna suffer. Get your hit, bait the burst, make it count |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | WIP | WIP | WIP |
Notes: WIP |