Ultimate Marvel vs Capcom 3/Frank West

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Contents

Frank West

Image: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.


Character Specific Information

CHARACTER DATA
Health:
1,050,000
Double Jump:
No
Air Dash:
No
Air Action 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 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Shopping Cart
File:direct.png File:front.png
20,000 x 7
Blue Light Special
File:Beta.png Tools of Survival
File:direct.png File:front.png
30,000 x 4 /
35,000 x 8 /
25,000 x 10
Blue Light Special
File:Gamma.png Pick Me Up
File:extra.png File: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
File:l.png
48,000
Crouching Light
File:d.png + File:l.png
45,000
Crouching Heavy
File:d.png + File:h.png
63,000
File:low.png File:softknockdown.png
Jumping Light
air File:l.png
50,000
File:high.png
Jumping Heavy
air File:h.png
65,000
File:high.png
Knee Drop
air File:d.png + File:h.png
75,000
File:high.png File: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
File:m.png
60,000
Crouching Medium
File:d.png + File:m.png
58,000
Standing Heavy
File:h.png
70,000
Special
File:s.png
80,000
File:launch.png File:nocancel.png
Object Throw
File:f.png + File:h.png
50,000
File:chipdamage.png
File:nocancel.png
File:proj.png
Jumping Medium
air File:m.png
63,000
File:high.png
Jumping Special
air File:s.png
70,000
File:high.png File:aircombofinisher.png
Level 3
Name
Command
Damage
Special Properties (glossary)
Standing Medium
File:m.png
68,000
Crouching Medium
File:d.png + File:m.png
63,000
Standing Heavy
File:h.png
90,000
Special
File:s.png
90,000
File:launch.png File:nocancel.png
Object Throw
File:f.png + File:h.png
80,000
File:chipdamage.png
File:nocancel.png
File:proj.png
Jumping Medium
air File:m.png
70,000
File:high.png
Jumping Special
air File:s.png
90,000
File:high.png File:aircombofinisher.png
File:groundbounce.png File:softknockdown.png
Level 4 / Level 5
Name
Command
Damage
Special Properties (glossary)
Standing Medium
File:m.png
45,000 x 3
File:chipdamage.png
Crouching Medium
File:d.png + File:m.png
43,000 x 3
File:chipdamage.png
Standing Heavy
File:h.png
45,000 x 5
File:chipdamage.png
Special
File:s.png
100,000
File:launch.png File:nocancel.png
Object Throw
File:f.png + File:h.png
75,000
File:chipdamage.png
File:nocancel.png
File:proj.png
Jumping Medium
air File:m.png
45,000 x 3
File:high.png File:chipdamage.png
Jumping Special
air File:s.png
110,000
File:high.png File:chipdamage.png
File:aircombofinisher.png
File:groundbounce.png File:softknockdown.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Level 1 / Level 2
Name
Command
Damage
Special Properties (glossary)
Giant Swing (L)
File:qcb.png + File:l.png
50,000 + 80,000
File:softknockdown.png ;
File:softknockdown.png caused only by last hit
Giant Swing (M)
File:qcb.png + File:m.png
100,000
Giant Swing (H)
File:qcb.png + File:h.png
100,000
Hammer Throw (L/M)
charge File:b.png , File:f.png + File:l.png / File:m.png
80,000
Hammer Throw (H)
charge File:b.png , File:f.png + File:h.png
80,000
File:cptr.png (ground only)
Snapshot
File:qcf.png + File:s.png
10,000
File:airok.png File:otg.png
File:proj.png
Bottoms Up
File:d.png , File:d.png + File: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)
File:dp.png + File:l.png
0
Roundhouse Kick (M)
File:dp.png + File:m.png
70,000
File:hardknockdown.png
Roundhouse Kick (H)
File:dp.png + File:h.png
70,000
File:low.png File:otg.png
File:softknockdown.png
Barrel Roll
File:atk.png + File:s.png
0
Level 1 / Level 2
Name
Command
Damage
Special Properties (glossary)
Tools of Survival (L)
File:qcf.png + File:l.png
30,000 x 4
File:airok.png
Tools of Survival (M)
File:qcf.png + File:m.png
90,000
File:airok.png File:strk.png
File:wallbounce.png
Tools of Survival (H)
File:qcf.png + File:h.png
80,000
File:airok.png File:otg.png
File:softknockdown.png
File:groundbounce.png
Level 3
Name
Command
Damage
Special Properties (glossary)
Tools of Survival (L)
File:qcf.png + File:l.png
35,000 x 8
File:airok.png File:strk.png ;
File:strk.png caused only by last hit
Tools of Survival (M)
File:qcf.png + File:m.png
120,000
File:airok.png File:strk.png
File:wallbounce.png
Tools of Survival (H)
File:qcf.png + File:h.png
100,000
File:airok.png File:otg.png
File:softknockdown.png
File:groundbounce.png
Level 4 / Level 5
Name
Command
Damage
Special Properties (glossary)
Tools of Survival (L)
File:qcf.png + File:l.png
25,000 x 10
File:airok.png
Tools of Survival (M)
File:qcf.png + File:m.png
30,000 x 8
File:airok.png File:hardknockdown.png
File:wallbounce.png ;
File:wallbounce.png caused only by last hit
Tools of Survival (H)
File:qcf.png + File:h.png
150,000
File:airok.png File:otg.png
File:softknockdown.png
File:groundbounce.png

Hyper Moves

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

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 File: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

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