Any Volunteers For My Lab Experiments? Albert Wesker's Team Thread

Not really. Arthur’s assist was mostly to augment Wesker’s teleport and zoning game and daggers does an amazing job in doing that. If you call daggers, then jump back air gun shot, from any distance, if the gun shot hits them, Arthur’s daggers gives you plenty of time to dash up into a full combo. But in terms of combos, glasses off, I’m pretty sure the combo above would work fine in place of Hawkeye’s arrows. But in terms of relaunching after a LMHS MMHS, they were always tricky to time, since usually only 1 dagger would hit and they would flip out. It is possible, sometimes the daggers connects, but you’re better off using your other character’s assist, or learning his solo bnb. That’s why I picked Deadpool’s ground bounce assist because its perfect for extending both character’s combos.

Yeah i might try Wesker-Spencer-Arthur. So you call daggers and gun shot at the same time?

Sort of. Depends on the situation and distance, whether its a counterhit or not, but generally Arthur’s daggers gives you ample time to convert, so at the same time or not would probably both work. If you want to see it in example: http://www.twitch.tv/gameunderground/b/302901121?t=37m8s <-this was from way back, I believe almost a year ago, but the idea is still there.

BTW, thanks MrBGuy. Been upping my game with Wesker and Hawkeye. Besides the HKD from Strider into gun shot, is there any way to use Vajra midcombo or as an extension?

Also, is there anything you do with Wesker and Hawkeye on an incoming opponent?

I don’t know about Strider, I don’t play him, someone else here would know better than me. In terms of incoming mix-ups, its pretty much taking advantage of Wesker’s teleports, command grabs, and if you’re daring, raw counter. In sets, just learn people’s tendencies, i.e do they come in swinging, do they immediately airdash up as soon as possible, are they worried about the mix-up so much that they stay blocking for a while, etc. Also, appropriate mix-ups are also matchup dependent. The best thing about Wesker is that he has several options. You can normal jump at them and do j.LH(delay)S x2 MH QCF+M if they choose not to block; if its a character with no air mobility like Haggar or Hulk, just play it safe with dash back forward gun shot+Hawk assist into teleport H or L and react from there. Again, its really character dependent and you’re better off learning what player’s tendencies are for certain characters, but it just comes down to taking advantage of Wesker’s options.

I am playing Taskmaster Vergil Wesker. Vergil’s staying in the two hole for DHCs but Overall I think Wesker should be point.

imo that’s not an overly good team for Frank to be run in. TAC with Frank is super awesome and all, however it’s much more useful with a strong combo building point, which in my opinion, Wesker isn’t. That’s my opinion but if you guys have something else to add, let me know.

The reason I say this, is I also asked a person in my community if Frank would be find 2-hole with Wesker on point, and that’s the reason he gave me to put Frank aside with Wesker on point.

Also that being said, herro, new to the forum. Currently running El Wesker(Low shot) Spencer(Diag Grapple) and Doom(Plasma Beam). Finding that having Spencer in second slot is nice, Wesker builds a lot of meter, and Spencer can burn it really well. Doom assist creates many opportunities for me to get in, and open up and Spencer assist is nice for combo extending and mixups. Kind of thinking of swapping Spencer for Dante if I think I can handle it. Dante mixups are intense.

I would put Spencer point, he doesn’t need that much meter at all. With that team he can TOD Thor with 2 meters from a cr.L from anywhere on the screen (Using Doom missiles for 2 UVG’s, Wesker for another). With 1 meter he gets 1 mil easy, and Doom missiles will chip the rest of most full life characters.

Ehh?
Edit: nvm, i thought you were referring to meter build in both statements.

wesker/doom/ryu
i know this is a bad team but i like these characters
what assists should i use?
also i switch up sometimes by using ryu first and wesker’s otg (since ryu can’t do anything too flashy)
i was also thinking of wesker/vergil/hawkeye
vergil and wesker backed up by hawkeye triple arro

IMO, this team is not bad at all-- as long as you use the correct/best assists (SE/Beam/Tatsu IMO) and know how to make most off your damage, etc. It is good that you switch depending on the match-up, and Doom’s beam will help Wesker a lot… however, if you prefer to use the “Triple Anchor” team of Wesker/Vergil/Hawakeye, then go for it^-^

wesker/doom/ryu
call me weird but i like ryu as anchor
i can build meter with wesker and doom and use anchor ryu and spam shinku hadouken, it does so much chip on xf3 and so much when actually hit.
wesker with beam assist and tatsu to pick up easy after otg

ryu/doom/wesker
in this order, ryu can easily get around 750-770k with a simple combo, also if you time the shinku hadouken right, you can tac into doom and just kill them from there (note that this won’t work on longer combos or you can only do j.s to another super)
beam helps ryu get in and wesker’s assist is one of the best for ryu, unblockables and otg combo extensions
wesker still just a gewd anchor

wesker/vergil/hawkeye is for when i get really mad
spam teleports with triple arrow

Would a Wesker/Dante/Magneto team work?

Nemesis (Slam) / Wesker (gun shot) / Arthur (Daggers)

This team is REALLY GOOD. Try it!, it’s my main team now xD

Yes, this is one of Yipes’ old teams if I recall correctly. Its basically 2 good characters (Wesker and Dante) and a main assist (Magneto beam). You can get some nice relaunch combos with weasel shot and the DHC does 1million I believe. Play that shit.

The team is good. The only problem is that you are playing an atrociously bad character without Strider assist. Nemesis IMO needs that Strider assist, so that people can’t run like a bitch against him and to stop people from jumping. That team is fun for sure though.

I currently main a team of Wesker-Gunshot/Arthur-Heavenly Slash/Akuma-Tatsu. I use this team setup for multiple reasons, but since this is a Wesker thread, I’ll just touch on what he gets out of it for right now.

Basically, Wesker can easily get numerous combos for not just style, but also for good meter build and damage. Example: L, M, H, Jaguar Kick, M(call Tatsu), H, slightly delayed Jaguar Kick, launch(or wall bounce if they happen to be high enough, otherwise use it later), M, M, H, S, down gunshot(call Arthur), Ghost Butterfly, Cobra Strike, Phantom Dance. This combo (with glasses on) does around 650k and gets glasses off without using extra bars for a subpar THC synergy.

There are many others I have, but moving on to other dynamics: Heavenly Slash’s short burst of inv frames, makes for a ghetto Lariat. Not to mention that Tatsu speaks for itself in its mixup and movement utilities alone. The biggest flaw is obvious, I will admit, and that is the lack of aerial support. This is key for Wesker, as it is his biggest weakness, but I can usually put Akuma in instead, and he fares best on this team against SJ height shenanigans.

I have tried Strider in place of Akuma to fair success, however I am not particularly attached to the character to get any good with him, and I am average at best with him as of right now.

There aren’t too many characters I really hate to play (fighting them is another story), so if anyone has suggestions, I’ll listen.

P.S. Wesker/Arthur is a shell I refuse to abandon, however, a change of assist for Arthur isn’t out of the question. More specifically, I’m looking for a good alternate neutral assist over Tatsu.

My team is Dante (guitar beam), ironman (unibeam), wesker( gunshot). Wesker is the perfect compliment to each (especially ironman) in creating unblockables and high low mixups. Wesker xf3 is a good anchor, but I heard that wesker with a beam in xf 2 is better. I was wondering what can wesker do with ironman beam? And should I re arrange my team? Basic wesker bnb’s are not too hard but I saw a video of viscant showing off variations of weskers otg resets. Can he do those with uni beam?

So I’ve been really working on Wesker/Doom/Strider ALOT. I love this team. You got a beam assist to mix up and zone with and Vajra for pretty much everything. Also Doom/Strider is pretty filthy. I used to play Cap, so its good to switch to Wesker and a good team backing him up. My Doom is pretty fair, I’d even say its good, but my Strider is ass (working on it though!).

Lately I’ve been trying to work on some other shit. Not much success with the other shit online, but still its good to have some options. My major problems so far are these things:

  1. Zero- For some reason, I can’t fight a good Zero player, or even an average one in some cases. My team can’t pull it off worth anything, whether its me not knowing the match-up or I need something to counter Zero harder. So hard for me. I want something that can combat him easily.

  2. Vergil/Strider- I can’t run from him at all, because Strider is kicking me in my dome everytime I run. I go in on Vergil, but his normals pretty much hinder my movement. Not to mention, swords is a hoe. I try to stay out his range to whiff punish bad normals, but swords are a hoe. Need something that can fight that easier.

  3. Button monsters/Armored characters- These people force me to play differently. I can still beat them when I change my style, but still its a hassle that I have to change it up because of the way my opponent plays. I want my playstyle to stay the same, even if I have to use a different team.

So far I’ve been playing these teams.

Vergil Y/Wesker B/Strider Y
Wesker B/Doom B/Hawkeye A
Wesker B/Akuma B/Taskmaster A
Wesker B/Spencer B/Magneto A
Wesker B/Wolverine A/Akuma B

Out of these teams, or any teams you can think of, which of these 2 should I learn to play?

Do Wesker and Hawkeye have synergy? I love anchor Hawkeye, so I may run Spidey/Wesker/Hawkeye.