UMVC3/Frank West

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Frank West

Umvc3 frankwest face.jpg

TBW


In a nutshell

Frank West is a melee-based character with a unique level up mechanic, meant to imitate the mechanics of his home game, Dead Rising. By leveling up with his photography, Frank can gain new specials, enhance his current specials, and vastly improve the range and damage of his normal attacks. Additionally, Frank has above-average health, handy assists, and a solid OTG Hyper that can be used in THCs, making him both a strong point character, or a backup character in the second or third slots of your team.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shopping Cart
direct front
20,000 x 7
Blue Light Special
Beta2.png GAMMA
extra instant
0
Gives Team 300,000
Hyper Meter Points
Blue Light Special
Gamma2.png Tools of Survival
direct front
30,000 x 4 /
35,000 x 8 /
25,000 x 10
Blue Light Special

Normal Moves

All Levels

Name
Command
Damage
Notes (glossary)
Standing Light
l
48,000
Crouching Light
d + l
45,000
Crouching Heavy
d + h
63,000
low softknockdown
Jumping Light
air l
50,000
high
Jumping Heavy
air h
65,000
high
Knee Drop
air d + h
75,000
high hardknockdown ;
Only delay on landing can
be canceled into
Specials and Hypers.
Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Standing Medium
m
60,000
Crouching Medium
d + m
58,000
Standing Heavy
h
70,000
Special
s
80,000
launch nocancel
Object Throw
f + h
50,000
chipdamage
nocancel
projectile
Jumping Medium
air m
63,000
high
Jumping Special
air s
70,000
high aircombofinisher
Level 3
Name
Command
Damage
Notes (glossary)
Standing Medium
m
68,000
Crouching Medium
d + m
63,000
Standing Heavy
h
90,000
Special
s
90,000
launch nocancel
Object Throw
f + h
80,000
chipdamage
nocancel
projectile
Jumping Medium
air m
70,000
high
Jumping Special
air s
90,000
high aircombofinisher
groundbounce softknockdown
Level 4 / Level 5
Name
Command
Damage
Notes (glossary)
Standing Medium
m
45,000 x 3
chipdamage
Crouching Medium
d + m
43,000 x 3
chipdamage
Standing Heavy
h
45,000 x 5
chipdamage
Special
s
100,000
launch nocancel
Object Throw
f + h
75,000
chipdamage
nocancel
projectile
Jumping Medium
air m
45,000 x 3
high chipdamage
Jumping Special
air s
110,000
high chipdamage
aircombofinisher
groundbounce softknockdown

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Giant Swing (L)
qcb + l
50,000 + 80,000
softknockdown ;
softknockdown caused only by last hit
Giant Swing (M)
qcb + m
100,000
Giant Swing (H)
qcb + h
100,000
Hammer Throw (L/M)
charge b , f + l / m
80,000
Hammer Throw (H)
charge b , f + h
80,000
capture (ground only)
Snapshot
qcf + s
10,000
otg projectile
Bottoms Up
d , d + s
0
Doubles gained experience.
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
Level 2 and Above
Name
Command
Damage
Notes (glossary)
Roundhouse Kick (L)
dp + l
0
Roundhouse Kick (M)
dp + m
70,000
hardknockdown
Roundhouse Kick (H)
dp + h
70,000
otg softknockdown
Barrel Roll
atk + s
0
Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Tools of Survival (L)
qcf + l
30,000 x 4
Tools of Survival (M)
qcf + m
90,000
strike wallbounce
Tools of Survival (H)
qcf + h
80,000
otg softknockdown goundbounce
Level 3
Name
Command
Damage
Notes (glossary)
Tools of Survival (L)
qcf + l
35,000 x 8
strike ;
strike caused only by last hit
Tools of Survival (M)
qcf + m
120,000
strike wallbounce
Tools of Survival (H)
qcf + h
100,000
otg softknockdown goundbounce
Level 4 / Level 5
Name
Command
Damage
Notes (glossary)
Tools of Survival (L)
qcf + l
25,000 x 10
Tools of Survival (M)
qcf + m
30,000 x 8
hardknockdown wallbounce ;
wallbounce caused only by last hit
Tools of Survival (H)
qcf + h
150,000
otg softknockdown goundbounce

Hyper Moves

All Levels
Name
Command
Damage
Notes (glossary)
Blue Light Special
qcf + atk + atk
30,000 x 8 + 70,000
otg softknockdown
wallbounce ; Mashable.
wallbounce caused only by last hit.
Level 3 and Above
Name
Command
Damage
Notes (glossary)
Funny Face Circuit
dp + atk + atk
20,000 x 6 + 40,000 + 100,000
airthrow hardknockdown ;
Mashable.
Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Survival Techniques
qcb + atk + atk
253,100
softknockdown
Level 3
Name
Command
Damage
Notes (glossary)
Survival Techniques
qcb + atk + atk
312,000
softknockdown
Level 4 / Level 5
Name
Command
Damage
Notes (glossary)
Survival Techniques
qcb + atk + atk
356,100
softknockdown

Strategy

Tips and Tricks

  • Frank's Camera can OTG, and an OTG camera shot can me 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: 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.


Combos

Basic Strategy

-Every time Frank hits an opponent with the Camera, the number of hits in the combo are put towards Frank's invisible "experience" meter. This Experience breaks down as:

  • 0 - 4 XP - Level 1
  • 5 - 19 xp - Level 2
  • 20-49 xp - Level 3
  • 50-99 xp - Level 4
  • 100+ xp - Level 5

Also 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: 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