Ultimate Marvel vs Capcom 3/Frank West

From Shoryuken Wiki!
Jump to: navigation, search
Ultimate Marvel vs Capcom 3UMvC3Logo.png
Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/StrategyUMvC3HeaderButtons.png

Frank West

Umvc3 frankwest face.jpg


In a nutshell Frank West is a unique character that was built for supporting teams. He starts out weak, but by utilizing his snapshot ability, he can level himself up like Dead Rising and become stronger. However, leveling up is directly related to how many hits are done in a combo, so it's important to set up a big combo to maximize Frank's abilities. By reaching level 4 and 5, Frank can gain new specials, enhance his current specials, buff his hypers and vastly improve the range and damage of his normal attacks. Additionally, Frank's Snap Shot is an OTG and his Survival Techniques is easy to whiff, which means you can set up a DHC from a point character into a snap shot and level up. Frank can certainly pose a threat on point, most teams have optimized Frank in the second or third slot.

Alternate Colors

Frank colors.jpg

Players to Watch

Fizzy Kups, ApologyMan, Cless, Bee, Kusorou, Solid Abyss, Justin Wong

Character Vitals

CHARACTER DATA
Health:
1050k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
5.0 %
10.0 %
15.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %

Video Walkthrough


Team Showcase


More Mag/Dante/Frank tech

Combos

Combos by HonzoGonzo
Optimized combos by The Cape

Technology


Funny Face Crusher examples
Incoming Guard Break with Snapshot
Guard Break with Jam Session

Leveling Techniques

This thread has a lot of important information and has a much bigger list of characters: http://forums.shoryuken.com/discussion/167438/frank-west-level-up-strategies

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
Thor: using hard tags and DHC
Vergil: Using wall bounce and sword throw
Wesker: using TAC and THC, hard tag confirm from counter super

Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shopping Cart
Direct.png Front.png
20,000 x 7
Blue Light Special
Beta.png Tools of Survival
Direct.png Front.png
30,000 x 4 /
35,000 x 8 /
25,000 x 10
Blue Light Special
Gamma.png Pick Me Up
Extra.png Instant.png
0
Gives Team 300,000
Hyper Meter Points
Blue Light Special

Normal Moves

All Levels

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
48,000
Crouching Light
D.png + L.png
45,000
Crouching Heavy
D.png + H.png
63,000
Low.png Softknockdown.png
Jumping Light
air L.png
50,000
High.png
Jumping Heavy
air H.png
65,000
High.png
Knee Drop
air D.png + H.png
75,000
High.png Hardknockdown.png ;
Only delay on landing can
be canceled into
Specials and Hypers.
Level 1 / Level 2
Name
Command
Damage
Special Properties (glossary)
Standing Medium
M.png
60,000
Crouching Medium
D.png + M.png
58,000
Standing Heavy
H.png
70,000
Special
S.png
80,000
Launch.png Nocancel.png
Object Throw
F.png + H.png
50,000
Chipdamage.png
Nocancel.png
Proj.png
Jumping Medium
air M.png
63,000
High.png
Jumping Special
air S.png
70,000
High.png Aircombofinisher.png
Level 3
Name
Command
Damage
Special Properties (glossary)
Standing Medium
M.png
68,000
Crouching Medium
D.png + M.png
63,000
Standing Heavy
H.png
90,000
Special
S.png
90,000
Launch.png Nocancel.png
Object Throw
F.png + H.png
80,000
Chipdamage.png
Nocancel.png
Proj.png
Jumping Medium
air M.png
70,000
High.png
Jumping Special
air S.png
90,000
High.png Aircombofinisher.png
Groundbounce.png Softknockdown.png
Level 4 / Level 5
Name
Command
Damage
Special Properties (glossary)
Standing Medium
M.png
45,000 x 3
Chipdamage.png
Crouching Medium
D.png + M.png
43,000 x 3
Chipdamage.png
Standing Heavy
H.png
45,000 x 5
Chipdamage.png
Special
S.png
100,000
Launch.png Nocancel.png
Object Throw
F.png + H.png
75,000
Chipdamage.png
Nocancel.png
Proj.png
Jumping Medium
air M.png
45,000 x 3
High.png Chipdamage.png
Jumping Special
air S.png
110,000
High.png Chipdamage.png
Aircombofinisher.png
Groundbounce.png Softknockdown.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Level 1 / Level 2
Name
Command
Damage
Special Properties (glossary)
Giant Swing (L)
Qcb.png + L.png
50,000 + 80,000
Softknockdown.png ;
Softknockdown.png caused only by last hit
Giant Swing (M)
Qcb.png + M.png
100,000
Giant Swing (H)
Qcb.png + H.png
100,000
Hammer Throw (L/M)
charge B.png , F.png + L.png / M.png
80,000
Hammer Throw (H)
charge B.png , F.png + H.png
80,000
Cptr.png (ground only)
Snapshot
Qcf.png + S.png
10,000
Airok.png Otg.png
Proj.png
Bottoms Up
D.png , D.png + S.png
0
Doubles gained experience.
After 10 seconds, Frank vomits.
Tag Frank out to make sober.
Level 2 and Above
Name
Command
Damage
Special Properties (glossary)
Roundhouse Kick (L)
Dp.png + L.png
0
Roundhouse Kick (M)
Dp.png + M.png
70,000
Hardknockdown.png
Roundhouse Kick (H)
Dp.png + H.png
70,000
Low.png Otg.png
Softknockdown.png
Barrel Roll
Atk.png + S.png
0
Level 1 / Level 2
Name
Command
Damage
Special Properties (glossary)
Tools of Survival (L)
Qcf.png + L.png
30,000 x 4
Airok.png
Tools of Survival (M)
Qcf.png + M.png
90,000
Airok.png Strk.png
Wallbounce.png
Tools of Survival (H)
Qcf.png + H.png
80,000
Airok.png Otg.png
Softknockdown.png
Groundbounce.png
Level 3
Name
Command
Damage
Special Properties (glossary)
Tools of Survival (L)
Qcf.png + L.png
35,000 x 8
Airok.png Strk.png ;
Strk.png caused only by last hit
Tools of Survival (M)
Qcf.png + M.png
120,000
Airok.png Strk.png
Wallbounce.png
Tools of Survival (H)
Qcf.png + H.png
100,000
Airok.png Otg.png
Softknockdown.png
Groundbounce.png
Level 4 / Level 5
Name
Command
Damage
Special Properties (glossary)
Tools of Survival (L)
Qcf.png + L.png
25,000 x 10
Airok.png
Tools of Survival (M)
Qcf.png + M.png
30,000 x 8
Airok.png Hardknockdown.png
Wallbounce.png ;
Wallbounce.png caused only by last hit
Tools of Survival (H)
Qcf.png + H.png
150,000
Airok.png Otg.png
Softknockdown.png
Groundbounce.png

Hyper Moves

All Levels
Name
Command
Damage
Special Properties (glossary)
Blue Light Special
Qcf.png + Atk.png + Atk.png
30,000 x 8 + 70,000
Otg.png Softknockdown.png
Wallbounce.png ; Mashable.
Wallbounce.png caused only by last hit.
Level 3 and Above
Name
Command
Damage
Special Properties (glossary)
Funny Face Circuit
Dp.png + Atk.png + Atk.png
20,000 x 6 + 40,000
+ 100,000
Airthrow.png Hardknockdown.png ;
Mashable.
Level 1 / Level 2
Name
Command
Damage
Special Properties (glossary)
Survival Techniques
Qcb.png + Atk.png + Atk.png
253,100
Softknockdown.png
Level 3
Name
Command
Damage
Special Properties (glossary)
Survival Techniques
Qcb.png + Atk.png + Atk.png
312,000
Softknockdown.png
Level 4 / Level 5
Name
Command
Damage
Special Properties (glossary)
Survival Techniques
Qcb.png + Atk.png + Atk.png
356,100
Softknockdown.png

Mission Mode

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.png 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.
  • Giant Swing is safe on block. Use this to make block strings safe, or to have more potent approaches.

Combos

  • Solo Combo 1)

L.png , M.png , H.png , D.png + H.png , S.png (launch), air L.png , air M.png , air H.png , air Qcf.png + H.png (land), D.png + L.png , D.png + M.png , D.png + H.png , S.png (launch), air L.png , air M.png , air M.png , air H.png , air D.png + H.png (land), Qcf.png + S.png , Qcb.png + Atk.png + Atk.png

Basic Strategy

  • Every time Frank hits an opponent with the Snapshot, the number of hits in the combo are put towards Frank's invisible "experience" meter, known in the Dead Rising series as "Prestige Points." The PP breaks down as:
    • 0 - 4 PP - Level 1
    • 5 - 19 PP - Level 2
    • 20 - 49 PP - Level 3
    • 50 - 99 PP - Level 4
    • 100+ PP - Level 5
  • 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.png 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

Strategy vs. Frank West