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« Frank West - Capcom | Main | HYPER COMBOS »
Tuesday
Jan052010

SPECIAL MOVES

ROUNDHOUSE KICK

   
CHARGE BACK, FORWARD + ATTACK

Frank makes a quick dash at the opponent followed by a kick. The button pressed will determine the nature of the attack. The light version is a fakeout and does nothing. The mid version hits high and must be blocked standing. The Strong version hits low. This can be used as a mixup to confuse defending opponents. It can also be used in combos, as it knocks down airborn opponents.

 

 

 

 

ZOMBIE ATTACK

    
FORWARD DOWN DOWN-FORWARD + ATTACK

Frank will look around and exclaim "oh my gosh!" or "go get 'em!" and a zombie will appear from one of three places depending on what button was pressed. The light version calls a zombie from behind Frank, the mid version calls one from behind the opponent, and the heavy version causes one to fall from the sky. The zombies will shamble slowly around the stage and grab onto anyone they touch (including Frank), holding them in place for a moment. They can be blocked and destroyed with regular attacks. Hitting a zombie will cause it to become a projectile, and Frank can also use his Giant Swing to grab a zombie and attempt to attack the opponent this way. Blocking your own zombies is a good way to give yourself a small amount of chip damage and red life, which is  useful for many things. Otherwise they can be used as interesting distractions to help Frank get up close to the opponent and pin them down.

 

 

 

ZOMBIE SPREE

   
BACK DOWN DOWN-BACK + ATTACK

Franks projectile move -- he looks surprised as a Zombie rides past him in a shopping cart. Though a bit slow to start up, it is a fairly agressive projectile that can help in both pressure and combos. The light version summons a blue cart which moves slowly, the mid version summons a yellow cart which moves at mid speed, and the heavy version summons a red cart which moves very quickly. All versions can hit hit downed opponents, and the heavy version inflicts wallbounce, making it a vital part of his difficult but damaging combos.

 

 

 

 

GRAND SLAM (air ok)

   
QUARTER CIRCLE FORWARD + ATTACK

Frank pulls out a baseball bat and swings it at the opponent. The button pressed determines the startup speed, with the light version being fastest, the mid version causing knockdown, and the heavy version being slowest and knocking the opponent back into a wallbounce. This attack has great range and can be used to poke and in corner combos. It also reflects projectiles if timed correctly.

 

 

 

 

GIANT SWING

    
HALF CIRCLE BACK + ATTACK

Frank grabs his opponent, swinging them by the legs and tossing them across the stage. The button pressed will determine the damage, with heavy being the strongest. It has quite good range for a command grab and can be fairly easily set up for with clever play, but it doesn't deal a lot of damage. If Frank grabs a zombie with this move, he can attempt to hit the opponent with it while he swings around, which builds a lot of meter and deals decent damage.

 

 

 

ESCAPE ROLL


  DOWN, DOWN + ATTACK

Frank does a quick dive roll across the screen. This is an evasive move used to avoid incoming attacks and get in on the opponent, as well as keeping Frank's otherwise laggy normals safe. The light version dives forward, the mid version dives forward and through the opponent (and non-beam projectiles), and the heavy version dives away from the opponent. Frank is completely invulnerable during the roll, but is vulnerable for a short period afterwards as he crouches.