It seems like Wesker and Dante are true bros. Seriously seems like they were meant for each other.
I’m running Wesker[OTG-Shot]/Taskmaster[Horizontal-Arrows], and Dante[Purple Stuff]. Not sure if I’ll keep Wesker on point though. Taskmaster is a terror with an OTG assist. Might put Wesker in the anchor slot.
So turns out in corner I can combo otg into level 3 with magneto beam assist and zero shippuga assist. I’m not sure if mid screen it will work, my execution isn’t perfect.
Wesker(b) Dormammu(a) Sentinel(a) for the moment until I learn Dr. Doom(Beam or Rocks… probibly gonna have rocks for better spacing games)…
I Drop in Storm(a) for Sentinel every now and then.
I really need to wein myself off of using Sentinel though, Sentinel is Ass unless he has X-factor on…
I think I’m going to try Zero(hadangeki)/Wesker(OTG)/Sent(drones).
Not sure who to put on point. I’m actually intrigued to try keeping Zero on point and then doing his Sougenmu hyper early and tag him out for my “true” point man, Wesker. That way I’ll have his projectile assist powered up early on. Not sure how effective using Wesker as a battery for this team would work out, as I don’t see Zero as much of a hyper powerhouse (unless you use his level 3). Sentinel is good with meter but I probably won’t call him out unless absolutely necessary.
I’ve had a lot of success with Wesker + Spencer, and then a traditional beam/drones style assist in the third slot.
It’s very easy to get a connection with Wesker, then AeX tag to Spencer, then ground them and use Wesker’s OTG assist to setup the DHC glitch and reset.
Easy combos for 1.2 million damage for just 2 bars, and the combos easily build the bars used in the process.
I’m having trouble settling on a third, but these two are a great high damaging core to start with.
Dorm is just kind of there for the moment, so he might change. I might pick Hulk - B.
Wesker gives Modok a low/unblockable, which has a lot of obvious benefits.
Modok’s B (balloon bomb) assist has also been really nice for Wesker. It controls a lot of space given Wesker’s mobility and let’s him set his own pace. Plus it’s easy to guard the placement of the bomb with gunshots/teleports.
You also have an interesting DHC with Rhino Charge -> Killer Illumination, i.e. this would allow you to throw people out of projectile/beam moves. Rhino is invulnerable to everything for the first 5 frames and Killer is immune for first 24.
Been running Zero-Y/Wesker-B/Akuma-B a bit recently (was originally gonna play X-23/Wesker/Akuma, but everyone is using it…) and here’s a few things that work with them. Well everyone says akuma’s tatsu assist is good for landing level 3 midscreen off an otg shot. But after testing ages ago I found it’s way better to use df+hp + a2 (or pull akuma out first if this is your second otg) and cancel the shot into hp which will teleport on top of them, land and level 3. Works anywhere on screen (didn’t test corner as you don’t need any teleport in the corner). Always use h teleport off of samurai edge. OTGing with samurai edge and using zero’s y-assist also combos into level 3 midscreen. Either throw in a dash or walk up a little bit to make sure it’ll reach. On both setups you can chuck a qcf+m in for a wallbounce if you haven’t already and then if they’re in the corner you can chuck a qcf+l and cancel into level 3.
Also both these assists give good relaunches, so if you start your combo without an assist then you can relaunch with one, then combo into level 3 with the other (relaunch with zero and then finish with akuma’s assist). I love starting a match with a zero launch combo (using akuma’s assist to help get in/mixup) into his jump loop or whatever big combo into an air tag to Wesker, otg + zero assist into level 3 (or wallbounce first, then level 3) for pretty much a guaranteed kill on anyone. Should get enough meter from this to get level 3 even from an upward air tag so they really gotta guess. And if you end with still at least one meter and they’re not dead then you can otg gunshot xx a1+a2 for some extra damage.
Also I’ve found against sentinel (1300000 hp) with wesker/zero/anyone instead of launching into air combo, into otg xfc level 3 which doesn’t kill, a better easy combo is launch into air combo into otg gunshot xfc launch, air combo, otg gunshot xx a1+a2. With 2 bars at the end of this it will kill Sentinel and I think you can start with no meter.
Also about akuma combos with wesker’s otg assist. Or using Akuma/Wesker/Sentinel, my Akuma/X-23/Sentinel combo here: [media=youtube]YwD1WHU4pHo[/media] is just an example of how you can use an otg assist (in this case x-23, though wesker works the same) to extend an akuma combo. Obviously you don’t need to waste this much meter (especially on sentinel now with his hp nerf :D)
Wesker, Chris, and Hagger for team Umbrella.
I’m a big R.E. fan so I’ve decided to play them and come up with some stuff with them. The third spot was supposed to be Jill, but Haggar as earned a very special place in my heart.
Haggar’s lariat helps for OTG combos and also really helps for when people are all up in my grill. Simple mistakes lead to lariat to combos. Haggar really helps Chris as well in the same way.
I’m still experimenting with Chris assists, but gunfire can give Wesker extra cover when he teleports to get inside.
Iron Man assist is perfect for getting in, and its hitstun is long enough that I can combo off of it even after a teleport, which makes for great mixups. I can also play keepaway decently with gun shots + IM assist. It also sets up combos in the corner. IM also makes a decent point character, has great DHCs, and can set up very long range unblockables with his j.H + wesker assist.
Spencer assist is for combo extension anywhere on the screen and a ghetto anti-air if the enemy is being retarded. Spencer is a great anchor as well.
My usual combo with Wesker is magic series, S, j.M j.M j.H j.S, otg gun + spencer assist, S, j.M j.M j.H j.S, otg gun. From there, I can do one of two things depending on my meter, the enemy’s health, and whether or not IM assist started the combo.
If the enemy is high on hp, if I don’t have a lot of meter, or if IM was already used I’ll go for an air-throw reset.
If the enemy is low on life, if I’m in the corner, if IM assist is available, and if I have decent meter, I’ll call IM and do the wall-bounce ghost butterfly. This puts them in the middle of the screen, which makes Wesker’s super hit a ton for a lot of damage (650,000) compared to being on the side of the screen. From there, I’ll DLC into either proton cannon (this DHC will kill 800,000 life characters outright) or iron avenger (for over a million damage, 1.2 mill if I can connect the smart bomb --> proton cannon after iron avenger).
the team has a full team combo with the full emerald cannon to Jill’s DP super to the DHC glitch for Wesker so he can OTG them into a combo. Also, Shulk/Jill have decent assists (not as good as a beam assist) for Wesker’s teleportation shenanigans. Wesker gives unblockable setups for Shulk/Jill. I originally did Wesker/Shulk/Dante(jam session), but probably shoulda made the lineup order Shulk/Dante/Wesker.
If I were to make any changes to the team, I’d only want to be replacing the Jill slot. Shulk and Wesker aren’t going anywhere (unless DLC characters bring someone to replace Wesker…)
My two teams with Wesker are: Zero/Taskmaster/Wesker and Wesker/Taskmaster/Doom.
Doom on beam and TM is using his parabolic shot. Leads into a cool pressure string mixup in the corner I think…
After doing combo I Immediately start combo II as they land.
Combo I(?517,200):c.:l:,c.,s.:h:(2 hits),:qcf:+:l:,dash(Don’t dash against smaller characters just inch forward a bit.),:df:+:h:,c.,s.:h:(2 hits),:s:,super jump,air:m:,air:h:,air:s:,:a1:(Or whatever assist Taskmaster is),:uf:,air:h:,air:s:,land,:uf:,air:h:,air:s:. Note: the last two attacks will be blocked, but that puts them in perfect position for combo II.
ComboII (?407,800 damage) :hcb:+:m:,c.,s.:h:(2 hits),:f:+:h:,:l: to teleport,s.,s.:h:(2 hits),:s:,super jump,air:m:,air:m:,air:h:,:qcf:+:atk::atk:.
What do you all think. I was excited when I found it which is the only reason I took the time to just write that… lol.
I’ve been practicing and getting a little better with the team of…
Magneto(Beam)
Wesker (OTG gun)
Tron (Flame)
after seeing recent videos of yipes’ MAGS/WESKER/AKUMA, i’ve been practicing the magneto’s rom loop combo into OTG wesker assist + hyper grab into super. also the magneto DHC into wesker counter super to reset&continue combos is a great option.
I use storm (whirlwind), Wesker (samurai edge) and Taskmaster (horizontal arrows). This team is great for dhc cuz anyone can dhc into anyone. Plus I can use the dhc damage reset trick with wesker of taskmaster as long as storm is alive. Wesker is great for unblockable setups with his gun since storm has a great j.m as an instant overhead. Taskmaster is good cuz he gives my another projectile option n he’s a great anchor imo. Please rate my team.
I also run a Wesker/Doom/Taskmaster team in that order.
Right now I have Wesker with SE assist, Doom with a PB and Task with Horizontal arrows. I might switch to the parabolic ones, I use Doom assist mostly to get in and cross up, but I found out – unless I’m doing it wrong, OTG in to Doom beam assist in corner will not let me hit Wesker level 3. Can anyone else land that?
Also with Doom and Task having quick overheads Wesker sets up for some great unblockables.
This is exactly the same setup I’ve been working with lately, and I love it. I’ve been trying to make Dorm “work” for me since the game launched, but couldn’t ever find the correct teammates (other than Doom), but I also would try to play him as a point character, which is a no no. By the time Dorm needs to come out, Wesker has built up a nice surplus of meter for him to punish with. Hell, punishing is what the first two characters are all about, and they do it so easily.
As far as NotExactly talking about how Jam session allows you to easily go into Lost In Nightmares – you can do the same thing with the Plasma Beam, you just have to call the beam first and then OTG. It actually sounds like it can do exactly the same thing as Akuma’s assist, although Akuma’s may leave them in a juggle state longer.
I also like the idea for Wesker/Taskmaster/Doom as well, because Taskmaster is another character I’m trying to implement, although I may go with Wesker/Taskmaster/Dorm or Wesker/Dorm/Taskmaster. I like to have a strong zoner on my teams if I can fit them. Doom is quite good at it, but Dorm is just better. The primary disadvantage of Dorm on the team is that most of his assists are mediocre at best. Actually, most of them are just trash. Dark Hole may actually work with Taskmaster though.