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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 |
Favorable | Damage, Normals | Mixups, mobility | Divekick, Divekick |
Notes: Casshan can hit hard but Frank can just stay away as hard as possible. Casshan has some options with Friender to spook Frank but really there's not much, as long as Casshan isn't able to get a block string started it's an easy win, and if he does Frank just has to guess the mixup or roll away and be annoying |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning | Getting pressured | Everything |
Notes: Doronjo can catch frank anywhere on the screen so that sucks, but frank can do the same. His mobility can be a little better than her, both of them kinda struggle when getting pressured and both characters can keep the heat on. Frank edges out since he can capitalize on every hit with a combo while Doronjo has to either commit to her one string or risk a reset. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning, blockstrings | ?? | Final Reversal Breaker, Quick upper, Rainball |
Notes: Ippatsuman can switch his gameplan on the fly, but Frank is Frank. a well timed 2B and his blockstring shuts down. Ippatsuman can stay airborne so not a big risk of dealing with the zombies and Final Reversal Breaker means Frank has to be careful in the air. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Air control | Chip | Shuriken, 5A, 2c |
Notes: Joe can do some light zoning with shuriken and savage shot, which can definitely put a damper on your zombie calls. However 2B or a very well timed 5C should stop any air approaches, so your real threat if Joe decides to do anything is 5A, which you can stuff with another well timed command grab or normal grab. Frank has the advantage on supers as Real Megabuster can catch Joe doing anything if he has no bbq, and Face Crusher can catch air approaches |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Zoning | Chasing | Yoyo |
Notes: Jun can harass Frank full screen making zombie calls rough, but up close the match gets kinda even. If Jun gets the first hit get ready for Lightning Kick mixups, 6B should beat anything Frank has ready, and if there's a bomb attached then Jun has the mental upper hand. Like wise if frank gets the first hit (and has a partner), she kinda just has to deal with it for a bit until she builds some space. Just keep a zombie on screen and she should be tempered from doing anything. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Sheer Speed, Long normals | Health | Kasha, Ungaikyo, 5B, 5C |
Notes: Karas can keep the pressure up, Kasha is just annoying to deal with, and he can poke all day with 5B at a range where Frank's only real option is a shopping cart or a very well timed Grand Slam. But of course, Karas is Karas so when he does touch you it's not gonna hurt and when you do get that hit in, he's gonna feel it. The match is mostly a matter of dealing with his ridiculous pokes and blockstrings, but once you get that hit, Frank is gonna do Frank things. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | Air Mobility | Approach | Bird Shoot, Random Flight, Bird Run, 6B |
Notes: Ken is pretty annoying with bird run and shoot, but his approach is kinda meh. As with most matches, you're just letting him get started and watching out for 6B. Giant Swing should spook him out of any unsafe ground normals, you can tag random flight with 2B and possibly get a cart loop out of it. However once Ken remembers he can be annoying with Bird run and bird shoot that's when the match really starts. As usual get a zombie out there, get some carts moving and hopefully you can pin him down |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage, mixups | Movement | 6B, Storm Kanae |
Notes: Polimar as usual is suffering here. 6B can be really annoying as it can mess with Frank's inputs and he'll do an accidental roundhouse. However Frank will more than likely be so mobile that opportunity shouldn't be too often. Frank can even abuse j.C a bit on Polimar who's only real option is to either commit to 3 stage reaction kick or gamble on 6C if he doesn't want to block it. Polimar's saving grace here is that if he can get a good guess on Storm Kanae his damage output is gonna force Frank to burst or lost most of his health |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Damage | ??? | Galaxy windmill, Tek win, tek lancer |
Notes: Tekkaman strangely has a good grasp on this. He can rush down fairly well, A Tek Lancer or A Tek win can shut down any zombie calls, if Frank gets hit once his health gets obliterated. Frank has the upper hand in mobility, he doesn't have to take the rush down, but Tekk has the ability to spook frank at anytime. |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Damage, mixups | Mobility...sorta | Falchion, j.2C, Baselard |
Notes: While his ability to spook frank full screen isn't as potent as Tekkaman, it's still blade. His j.2C is just as annoying, Falchion is a good mixup tool that can scramble frank's inputs. Calling a zombie or cart just isn't the move so you have to fall back on Frank's normals and get a well timed 5C, j.C, 2B, or 5B depending on the situation. Frank can pull this off thanks to his combo potential, he can punish whiffs with megabuster, just...stay on it |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Unfavorable | Speed, Reach | Might be too fast | Kendamagic, Yatterspin, 6B, 5C, 2A |
Notes: Yatterman can bully frank pretty freely, at any point in the screen Kendamagic will do it's thing. Yatterspin is disgusting, and 2A is 2A. You can giant swing him out of unsafe normals but Yatter will probably be airborne most of the time. As usual, wait for a blocked kendamagic, get a zombie on screen, try to bait him into one of Frank's normals, keep megabuster on standby, but just know Yatterman is gonna be flying everywhere |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Balanced | j.B, That stupid robot | Health | That damn hedgeho-uh robot, YatterSplash, j.B |
Notes: Much like Y1, she's gonna be annoying, she can keep frank out with yattersplash, and is basically stalling until she can get the robot out. If she isn't rushing down you'll have plenty of time to setup a zombie, if she is rushing down, get ready to bust out a roll or two to get away and get her in zoning mode. Once the robot is out...well, keep on rolling |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Damage | Everything else | Tank Slicer, 3C, Gold Press |
Notes: Ligthan is in struggle city, if Frank approaches then Lightan can try the 3C Mixup (Either command grab or Tank Slicer BBQ), but that's about it. Maybe catch frank Rolling with a j.C? But no, This is all Frank. j.2C if hitconfirmed is a free giant swing, BBQ for extra Damage, if Lightan breahes the wrong way, Giant swing. It's a constant giant swing party. Lightan has plenty of tools to deal with zombies, 22C stops them full screen and he should be in range to slap them away, but if somehow he misses, Frank can just 3C 2j.C from anywhere on the screen and start a cart loop. Also with all of Lightan's faults, if Lightan so much as blinks without BBQ, Frank can bust out Megabuster or Big Bad explosion and get a confirm. If Lightan does a battleship breaker and misses, it's a free Dead Rising. Actually I need to stop talking as this matchup is hilariously bad. Lightan's only hail mary is his damage output but uh, lol |
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Status | Strengths | Weaknesses | Moves to Watch Out For |
Favorable | Speed, Zoning | Frank doesn't care | j.C, Guns |
Notes: PTX fares much better than lightan, he can wavedash and suffocate Frank a bit but still has to fear giant swing. Frank has a special j.B setup with zombies so he can't raw 3C and get a cart loop if they touch PTX. At full screen PTX can attempt to zone. If Frank calls it perfectly he can interrupt with zombies and close the gap but otherwise PTX can fight a bit. PTX has the 6B mixup so it's not a hopeless case, if anything this is near balanced but Frank is such a menace that it slides in his favor. On top of that PTX has the unblockable missles and if Frank does anything notoriously stupid L-P Buster is waiting in the wings |