Franco Bash is a brawler. He wants to get in and beat you to a pulp. Thanks to his long range and kara cancellable 5BC Barom Punch, he doesn't struggle to move into his effective range and can even circumvent certain Breakshots trying to beat his approach. Once he's in, he can absolutely delete his opponent with the right combo, provided he has the resources for it. His mixup tends to be predictable thanks to the long windup on his overheads that are already locked behind his chain combos, but his game is bulldogging and he's very good at it.
Franco Bash is a brawler, he wants to get in and beat you to a pulp. Thanks to his long range and kara cancellable 5BC Barom Punch, he doesn't struggle to move into his effective range and can even circumvent certain Breakshots trying to beat his approach. Once he's in, he can absolutely delete his opponent with the right combo provided he has the resources for it. His mixup tends to be predictable thanks to the long windup on his overheads that are already locked behind his chain combos, but his game is bulldogging and he's very good at it.
{|
{|
|-style="text-align:left;"
|-style="text-align:left;"
Line 735:
Line 735:
|hitAdv=KD
|hitAdv=KD
|blockAdv=-26
|blockAdv=-26
|guard=HL
|guard=HL(1),H(2)
|cancel=Y
|cancel=Y
|bs=Y
|bs=Y
Line 789:
Line 789:
}}
}}
==Desperation Move==
==S-Power==
{{MoveData
{{MoveData
|image=RBFF2_Franco_63214bc.jpg
|image=RBFF2_Franco_63214bc.jpg
Line 838:
Line 838:
}}
}}
==Super Desperation Move==
==P-Power==
{{MoveData
{{MoveData
|image=RBFF2_Franco_641236c.jpg
|image=RBFF2_Franco_641236c.jpg
Line 863:
Line 863:
==Chain Attacks==
==Chain Attacks==
Franco has the most freedom when it comes to chains. He can go to multiple follow-ups shared by certain moves. There are 3 tiers of attacks, starters, chains, and enders. the starters are:
Franco Bash is a brawler, he wants to get in and beat you to a pulp. Thanks to his long range and kara cancellable 5BC Barom Punch, he doesn't struggle to move into his effective range and can even circumvent certain Breakshots trying to beat his approach. Once he's in, he can absolutely delete his opponent with the right combo provided he has the resources for it. His mixup tends to be predictable thanks to the long windup on his overheads that are already locked behind his chain combos, but his game is bulldogging and he's very good at it.
Pros
Cons
Extensive list of chain combo options
Huge combo damage, including double stun sequences with Armageddon Buster
Combination of long reach and safe approaches
Options to escape pressure are all some sort of costly or plain unsafe
Longer reaching attacks are on the slower side
Underwhelming anti-air
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
9
4
14
-2
-6
LH
Y
-
-
n.5A (within px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
2
10
4
0
LH
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12
-
8
6
15
-3
-7
LH
Y
-
-
n.5B (within px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12
-
8
4
12
0
-4
LH
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
13
5
25
-4
-10
LH
N
-
-
n.5C (within px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14,14
-
10
2(1)8
15
3
-3
LH
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
6
2
10
4
0
LH
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12
-
8
4
12
0
-4
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
10
7
20
KD
-7
L
N
-
-
Command
Chopping Kick 6B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
14
3
27
-6
-10
LH
Y
-
-
Rising Uppercut mash S during knockdown
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
16
6
15
18
2
LH
N
-
-
High Avoid Attack 5AB
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
7
3
20
3
-3
LH
Y
-
-
Barom Punch 5BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
13
6
15
7
2
LH
N
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
9
-
7
9
6
+8
+4
H
N
-
-
Diagonal Hop
9
-
7
9
6
+8
+4
H
N
-
-
Neutral Jump
9
-
7
9
6
+8
+4
H
N
-
-
Diagonal Jump
9
-
7
11
6
+8
+4
H
N
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
10
-
10
8
6
+8
+4
H
N
-
-
Diagonal Hop
10
-
10
8
6
+8
+4
H
N
-
-
Neutral Jump
10
-
10
8
6
+8
+4
H
N
-
-
Diagonal Jump
10
-
10
8
6
+8
+4
H
N
-
-
j.C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
22
-
10
4,5
8
+15
+9
H
N
-
-
Diagonal Hop
22
-
10
4,5
8
+15
+9
H
N
-
-
Neutral Jump
22
-
10
7
8
+15
+9
H
N
-
-
Diagonal Jump
22
-
10
9
8
+15
+9
H
N
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
-
7
3,4
18
1
-4
H
N
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
21
-
12
4
15
7
1
L
N
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12
-
22
6
12
1
-1
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12
-
24
4
12
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
22
-
23
6
14
10
-3
LH
N
-
-
Throw
Gut Crunch and Slam 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Standard throw.
Feints
Feint Guts Dunk 6AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
15
-
-
-
-
-
-
Doesn't really do its job of faking the opponent out, but it's very fast and opens up good combos/frame advantage.
Feint Armageddon Buster 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
53
-
-
-
-
-
-
Bad feint. Use the other one.
Special Moves
Zapper 236A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16
-
21
61
-
-4
-6
HL
N
Y
-
Double Kong 214A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12+23(32)
-
10
5,2
27
-4
-6
HL, H
-
Y
-
Guts Dunk 2369B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12+25(33)
-
8
2,5
41
KD
-26
HL(1),H(2)
Y
Y
-
Golden Bomber [1]6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
17,17,17(43)
-
16
7,9,6
28
KD
.12
HL
Y
Y
-
Waving Blow 236D
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
16+25(37)
-
10
3(13)4
17
3
1
HL
N
-
-
S-Power
Megaton Screw 63214BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18+13+40(59)
-
26
3,(13)3,(2),19
25
28
-26
HL
Y
-
Y
Final Omega Shot 641236BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
68
-
29
7
43
KD
-23
H
N
Y
-
P-Power
Armageddon Buster 641236C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18+20(35)
-
1+10
6
36
Stunned
-20
HL
Y
-
-
Chain Attacks
Franco has the most freedom when it comes to chains. He can go to multiple follow-ups shared by certain moves. There are 3 tiers of attacks, starters, chains, and enders. the starters are: