Marvel VS Capcom: Infinite/Frank West

From SuperCombo Wiki

Mvci logo.png

Frank West

MVC2 MVCI Frank West art.png

Story

Frank West is a freelance photojournalist who made a name for himself after investigating the town of Willamette, Colorado during a zombie outbreak. Making it out by the skin of his teeth, he learned what it takes to survive against a horde of zombies: taking anything in sight and using it as a weapon. Although usually a pacifist, Frank won't hesitate to defend himself if his life is in danger. He dedicated himself to investigating the government's involvement in the zombie outbreaks, with help from Chuck Greene, and aims to expose the people in power for who they really are.

Gameplay

Frank West has a unique level up mechanic. For every hit in a combo, he gets that amount of PP after using his snapshot. He has 5 levels total, and only gets better with each one. His goal is to get to level 5 as quickly as possible so he can bombard his opponent with pesky normals. Once leveled up, he becomes incredibly competent and offers great value either on point or as a partner.

Strengths Weaknesses
  • Range: Frank has several far reaching normals and specials that allow him to convert from almost any range. Most notably, when leveled up, his 8LP, 6LP, 3LP, 236LP, and 623LK offer him many pick ups where most characters simply poke.
  • Aerial Coverage: Frank's short hop 8LP once leveled up is almost impossible to contest without an incredibly reliable anti-air. Going in the air against him will likely result in you either getting swatted by chainsaws or caught by his Funny Face Crusher anti-air hyper.
  • Defense: Frank's long reaching normals allow him to poke his way out of the corner from a distance. When his opponent is on top of him, he has a roll to swap sides and reliably tag out, an invincible Shopping Cart hyper, an anti-air Funny Face Crusher hyper, and a level 3 command grab hyper that levels him up to level 5 instantly or does increased damage if he's already level 5 (making it the most damaging level 3 in the game).
  • Synergy: Due to it being much easier to level up than in MVC3, Frank has great synergy with almost anyone. Once leveled up, his giant normals and lingering specials make for great ways to tag in a partner for a combo or mixup.
  • Win Condition: Starting a match with Frank is essentially starting it with 1.5 characters. Frank is hardly a threat at all until he gets his levels, and getting levels often means sacrificing damage or oki during a combo.
  • Limited Solo Mix: Despite his great ability to get in on his opponent, he doesn't have a reliable way to open them up without taking a big risk.
  • Horrible Solo: If Frank is left on his own, he loses his ability to pester with long reaching moves and then tag out for an easy conversion and can't navigate around projectiles great. This is even worse if he isn't leveled up.
  • Unreliable Combos: Being very height dependent, it's hard to consistently get Frank's combos all the way through. He utilizes wall bounce, ground bounce, and sliding knockdowns in all of his bnbs, and sometimes they just drop whenever they feel like it.


Players to Watch

ORORO (JP player), Mains Frank Mon Hunter Soul Dungeon Realtor, Mains Frank Dante Space El Chorizo Boy, MIA played Frank Venom Time

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
-

Move List

Unique Trait

Level Up: Frank can gain access to higher strength attacks after taking a snap shot of the enemy. You gain higher levels based on the number of hits in the combo prior to taking the picture. Getting well over 50 hits will give Frank access to the ever powerful chain saw attacks and new specials.

  • 5 Hits for Level 2
  • 20 Hits for Level 3
  • 50 Hits for Level 4
  • 100 Hits for Level 5

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High 6 -5 -4
Standing Heavy Punch
Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
LEVEL 1-2 High 13 -9 -14
LEVEL 3 High 13 -9 -14
LEVEL 4-5 High 14 -7 -12
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High 7 -2 -5
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High 15 -18 -23
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High 6 -5 -4
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High 10 -10 Launch.png
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Low 7 -16 -19
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Low 12 -9 Hardknockdown.png&

Otg.pngState on Grounded Hit

Jumping Light Punch
Mvci up.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid(Lv. 1-3) High(Lv. 4+) 7
Jumping Heavy Punch
Mvci up.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid 13
Jumping Light Kick
Mvci up.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid 7
Jumping Heavy Kick
Mvci up.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid 11 Groundbounce.png Hardknockdown.png

Command Normals

This Looks Useful
Mvci fwd.pngMvci lp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
LEVEL 1-2 High 10 -8 -11
LEVEL 3 High 10 -8 -11
LEVEL 4-5 High 10 4 -16
Crude Sweep
Mvci df.pngMvci lp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
LEVEL 1-2 High 9 -6 -9
LEVEL 3 High 10 -5 -8
LEVEL 4-5 High 10 2 -3
Despite the name all three variations of this command normal hit high.
Object Throw
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
High 23 (Lv.1-2) 19 (Lv.3) 12 (Lv.4+) -19 (Lv.1-2,4-5) -16 (Lv.3) -16 (Lv.1-2,4-5) -13 (Lv.3) Proj.png Reflectable
Knee Drop
Air Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mid 15 Groundbounce.png
Uses OTG for current combo. Height restriction before the game allows use - you can circumvent this by super jumping or short-hopping first. Cancellable into any special or hyper relative to your current height. Canceling into Aerial Tools HP removes all landing recovery on whiff, block, or hit.

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
3 1
Additional damage scales by 50%
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
3 1
Additional damage scales by 50%
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in

Specials

Tools of Survival LP
Mvci qcf.pngMvci lp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
LEVEL 1-2 High 15 0 -21 Airok.pngSoftknockdown.png
LEVEL 3 High 15 -4 Airok.pngSoftknockdown.png
LEVEL 4-5 High 15 6 -12 Airok.pngSoftknockdown.png
Hammer Throw
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png High 31 -4 GroundedCptr.png AirSoftknockdown.png Proj.png Reflectable
Mvci hk.png High 40 -5 GroundedCptr.png AirSoftknockdown.png Proj.png Reflectable

Hypers


Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties

Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties

Hitboxes

Videos





Video covering assist infinites with Frank


Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Frank

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Frank West
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