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

Could Ammys Cold Star assist work the same way as Iron Mans Unibeam for pinning then tele mixups?

From what I’ve seen it works about the same way or in some ways even better because the block stun lasts so long.

You should be able to hear my hands, but you have to hit the assist button just as or just before you land, then right after :df::h:.

If you’re familiar with plinking, it’s about that speed, make sure the assist is hit first though. Also, you can even do the :df::h: later depending how far along you are in a combo (for hitstun deterioration), then use cr.B once df.C recovers.

Alright cool, and I see the vid of the combo Wesker has with the Ammy assist so then are there any suggestions for a third? Wesker rushdown, Ammys versitile. Both theyre assist compliment each other. Im looking for a third with a great assist, good keepaway but also is good if things get close. From what Ive read on this thread Doom seems ideal. Thoughts?

thanks for the input, im just trying to find someone with decent range and a little more speed i guess. i feel like when i slow down to play keepaway with Dorm, i break my own rhythm more than my opponents. i like the idea of viper, i may try that for a while against friends and see what i can do with her EX capabilities.

Wesker/Iron Man/Sentinel is working for me. Iron Man’s Unibeam assist is great for extending Wesker’s combos after Samurai Edge OTG and helps him when he’s playing runaway as well. Plus you can set up some ambiguous situations for your opponents to try and block. Sentinel’s drones is just good sense… don’t know any character that doesn’t benefit from this assist in some way atm.

I run Wesker/Wolverine/Dante

The wolverine berserker barrage assist is good for mixups with weskers teleport and the dante assist also helps with mixups and air throw setups. And dantes assist is also good for the combos.

Ps. Dam you guys whore sent…

I`m hella new to vs games in general. Been running Wesker, X-23, Sent for the time being. First off , im not sure this is even a good team. I sometimes exchange Sent for Ryu, but ryus assists dont mesh as well with X-23 and Wesker i find.

Any tips here you could give me would be greatly appreciated.

I was messing around with Dante’s beta assist (Crystal) today. I think it might actually be one of the best assists for resets after an OTG Samurai Edge. I need more time to experiment with it, but it seemed like if it’s set up just right, it can catch neutral, front, and back air recoveries with a nasty cross-up mix-up leading to about 300k damage.

Wesker/Storm/Dante here…

I really think that team can handle mostly anything, the compliments between the team are great. You have an otg for storm, dante assists in lvl 3’s for wesker, everything dhc’s into each other, both can abuse storms glitch…Very solid squad.

Yeah, I also started playing this team a couple days ago. Apart from what you said, they just feel like really versatile characters, so they can each hold their own well without relying on assists. Right now, I’m using Wesker with beta (Low Shot), Storm with alpha (Whirlwind), and Dante with beta (Crystal). Storm’s Whirlwind with :l: Phantom Move makes an awesome cross-up, and Dante’s Crystal is excellent for resets after Wesker’s OTG Samurai Edge.

i use this team a lot. often times, when u can connect with :df:+:H: you will also be able to connect with a lariat assist into relaunch. hell in the corner the lariat assist after an OTG will allow u to go into level 3 which is great damage. doom beam/rocks are also good for front/behind teleport mixups. like that team a lot. I actually have haggar as my anchor because i try to just do as much damage with the other two as possible, hopefully never having to bring my haggar in. fortunately, games i’ve played if haggar has to come in they usually have 2 very low heros or one hero left. haggar is a shitty option if they can zone u out with a life lead and u have the clock against u.

This video was taken my first time EVER using wesker so the game play is kind of shitty. At this 2:20-2:35 in the video tho i figured out that one bnb and a way to relaunch after haggar assist. you may know these but maybe that will be helpful to u
[media=youtube]whEFvw-D2WI&feature=player_detailpage#t=120s[/media]

Wesker, Task, Mags
Samurai Edge low, Aim master H., Hyper Gravity

Taskmaster, Wesker, Magneto

Spoiler

Marvel VS Capcom 3
Newcomer?s Team Assessment Questionnaire

  1. Who characters and teams will you use (in order of selection)?
    Wesker or Task, it’s pretty ambiguous. I like Wesker for my battery, I don’t explicitly use many hypers with him.

  2. What type of game-play strategy are you pursuing with this team? (Explain)
    Combo oriented rushdown team. All 3 have a projectile that is good for a mediocre keepaway, basically just waiting for an opening to happen.

  3. What advantages does your point (first selected) character have?
    Weskers teleports, crazy damage, and best OTG assist in the game

What disadvantages does your point character have?
Can have some zoning/opening problems with the assists I have selected.

What maneuverability options does your point character have?
Teleports and wavedashes

How will your assists aid your point character?
I use magnetos Hyper Gravity to hold up chars. after OTG and H. Arrows from task to help pressure.

  1. What advantages does your secondary character have?
    Old Tasky has some of the best BnB combos and great, if not the best normals. His arrows are great for a variety of specials, and he has counters.

What disadvantages does your secondary character have?
Sometimes a bit to slow I suppose, a pretty all around character. Often described as a slightly lesser Mags

What maneuverability options does your secondary character have?
Spidey swing and shield charge, plus wave dashing.

How will your assists aid your secondary character?
I actually use both weskers OTG assist and Mags hyper gravity to hold after tasks otg to chain a huge 1 meter ~800,000 combo that also DHC’s to mags shockwave.

  1. What advantages does your last character have?
    Best 1 dimensional zoning tool in the game, plenty of tricks, flight, and air dash cancellable normals in the air.

What disadvantages does your secondary character have?
Some punishable normals, such as his launcher, and same as the others, forcing openings. This is eased with weskers low assist.

What maneuverability options does your last character have?
Flight, and 8 way air dash for tri and square jumps.

How will your assists aid your last character?
Weskers OTG for relaunch and Tasks arrows for pressure

  1. What kind of Delayed Hyper Combo opportunities do you think your team will have?
    A variety. If task finishes with his vertical OTG arrow hyper, Mags can shockwave OTG as well, which sets up for weskers maximum wesker. They can also both very comfortablly DHC into gravity squeeze if I have the meter.

  2. What type of impact will your Team Hyper Combo have on your opponent (Explain)?
    I’ve got two that spread forward and one that covers full screen. Functions well enough at a range, and there is no space uncovered, but upclose does considerably more damage. The team was designed more for DHC then THC.

  3. What are some of the weaknesses of your team?
    Haven’t used enough to know. Players better than me?

  4. After filling out this questionnaire, are you still comfortable with your team?
    Absolutely! this team feels super solid, and I reccomend it to anyone interested in these characters.

Using DanteJam Session/WeskerGun OTG/DoomRocks in my case. Still wondering about switching Doom’s assist from rocks to beam think missiles is so overrated, you know its coming if you have your sounds at a sufficient level. Either way works pretty well.

I’m using Taskmaster-H.Arrows/ Doom-Beam/ Wesker-OTG gun. This team is a lot of fun, good damage OTG’s all over the place. Doom and Wesker both allow Taskmasters 100% XF setups a breeze. Doom with the low shot OTG makeup for a good unblockable chance. My favorite though is wekser backed by the projectiles for good mixups and covering him for rushdown.

i really enjoy beam. with wesker and dante u want to combo into launchers anyway,i dont see how missiles help this fact.if u end a combo early with maximum wesker, it doesn’t seem worth it. additionally, the beam has some weird hit stun deterioration properties. I find that i can continue my combos with wesker off of a beam mixup pretty deep.

Here are my 3 wesker teams in order of dominance:

  1. Wesker (samurai edge) / Akuma (tatsu) / Sent (drones)
  2. Wesker (samurai edge) / Dante (jam session) / sent (drones)
  3. Wesker (samurai edge) / iron man (beam) Dante (jam session)

A few notes:
It’s well known that Dante’s jam session assist is awesome with wesker because it’s so freaking easy to land the level 3 hyper after Wesker’s BnB and it provides some awesome mixup mind up games but it’s main limitation is that it doesn’t let you extend Wesker’s combo: after an aerial rave that ends in j.S --> OTG gunshot --> jam session xx hyper combo (end of combo). I’ve found that Akuma’s tatsu assist gives you everything Dante’s does plus the ability to extend the combo although the execution is slightly harder:

wesker combo extension: BnB --> aerial rave that ends in j. S, land, dash + akuma B, OTG gunshot xx L teleport, s. S j.MMH…
then you TAC to gain some serious meter or end the aerial rave with j. S, dash + Akuma B, OTG gunshot xx L teleport level 3 hyper.
Chances are after the second air combo they will be in the corner in which case you don’t even need to teleport to land the level 3, just delay a second and land it when the opponent falls in front of you.

And regarding wesker / iron man: my iron man really sucks right now but my favorite DHC is maximum wesker into slanted proton cannon. If you time it right as the opponent is falling you can actually get 100% of the hits of proton cannon

IMO sent and akuma benefit a lot more from wesker OTG assist than Dante does.
For sent: s.S j. MHS (or fly combo if you’re crazy!) land, dash + wesker assist, s. S j. MHS, land, tiger knee rocket punch xx harddrive

For Akuma: c.LMHS j. MMHS, land, demon kick OTG, dash, c.HS j.MMHS, land, wesker OTG, qcf+AA hold H

I’ve been running Wesker/Dante/Sentinel lately.

I’ve kinda dropped using Jam Session for Weasel Shot. Jam Session doesn’t really come out quickly enough to work as an antiair, and tends not to combo well midscreen, but Weasel Shot has really never let me down in that regard. It works decently as a pressure assist if Sent dies early (Through snapbacks or poor assist calling).

Though I do think Jam Session is better vs Phoenix.

That said, using Weasel Shot really leaves Wesker without any sort of reliable antiair.

So my current team is Wesker Zero Magneto works really well as a pure rushdown team. Magneto’s beam is amazing for wesker, and I absolutely love zero’s playstyle. I was wondering if anyone knows a way to combo into maximum wesker with this team?

I dunno if this would work but maybe calling Zero’s AA assist when you OTG with the gun? I don’t think Mag’s disrupter would give you enough time.