Frank West is by far one of the more unusual characters to use in TvC UAS. Here are some of his move properties and some simple and fancy combos for those who are curious.
5A: hooking jab.
2A: same as 5A.
j.A: short knee.
5B: farther reaching punch, decent poke.
2B: upwards punch, similar to El Fuerte’s c.HP in SF4. slow and hard to combo.
j.B: downward attacking palmstrike.
5C: swings a golf club, hits from very far away.
2C: slide. can be canceled into B Bat.
j.C: slow boot kick. hits from a distance but has deceptively long startup.
j.2C: knee drop. drops straight down, similar to Tekkaman/Blade’s 2C. Can be cancelled with B Zombie.
Assist: Frank takes a picture of opponent. The flash puts opponent in stagger stance.
6 attack: Roundhouse Kick. A = fake kick, B = straight kick, C = sweep kick
623 attack: Zombie Attack. Sends a zombie that can grab and hurt Frank or opponent. Zombies can be grabbed with Giant Swing. A = zombie comes from behind Frank, B = zombie behind opponent (arguably the best zombie), C = zombie falls from above in the middle of the screen. Can be combined with Golf Swing or Grand Slam to turn zombie into projectile. Golf Swing = zombie takes a short hop, A bat sends zombie flying horizontally, B bat at a 30 degree angle, C bat at a 60 degree angle.
421 attack: Zombie Spree. Sends a zombie cart flying at opponent from behind Frank across the screen. Wallbounces opponent if it hits. Each attack sends the cart at a different speed depending on color of cart. A = Blue, B = Yellow, C = Red.
236 attack: Grand Slam. Frank hit opponent with baseball bat, sending opponent slightly into the air for combo potential. Harder attacks will wallbounce opponent. Reflects non-beam projectiles.
63214 attack: Giant Swing. Grabs opponent (or zombie) and swings them King from Tekken style. A swinging zombie can hit the opponent multiple times. Each attack button swings at different speeds and causes more damage for stronger attacks.
22 attack: Escape Roll. A rolls forward, B rolls forward and through opponent and non-beam projectiles, C rolls backward.
236AB: Real Megabuster. Frank transforms into Mega Man and fires a wide beam super.
63214AB: Dead Rising. Frank grabs opponent, throws them in the air, and hits a home run with the baseball bat. Unblockable. Inescapable if jumping after the flash. Can be DHC’ed into from another super.
623AB: Zombie Charge (aka That’s Hilarious!). Level 3 Super. Frank will take a Serv-bot head, short hop to dunk the head onto the opponent, pieface the opponent through a horde of zombies, then do a flying bulldog to finish. For giants it starts similar to Zombie Attack where zombies pile on top of the giant. Frank piles several gas canisters by the giant then ignites them with a shotgun. For normal opponents Frank can jump over them (similar to Fuerte’s Ultra in SF4) so its best to be at 5B range.
IAD C 2A 2B 2C xx B Bat 2A 2B 3C j.A j.A j.B j.C
IAD C 2A 2B 2C xx B Bat Real Megabuster
(with Roll) IAD C 2A 2B 2C xx B Bat  5A 5A 5B 6B 5C Assist B Cart 2A 2B 3C j.A j.B j.C
5A 5B 3C B Zombie Giant Swing (as shown [media=youtube]QzxTj9sanCQ"[/media])
5B 3C xx Giant Swing (repeat)
If there’s anything else anyone can figure out about Frank please post it here and I’ll try to keep this as up to date as possible.