Well you basically described Wesker there too. If Wesker does naked teleports…he’s easy to hit and blow up also.
You shouldn’t be doing naked teleports/command dash movements with ANY character. In February that was cool to do…now you call assists or put projectiles or hit boxes in the middle to keep them safe. The only time you should do a naked port/dash is to punish something stupid the opponent did from a long range. Don’t expect to do well against anyone good at the game doing raw ports/dashes.
Placing assists or projectiles in the middle of them also turns them into ghetto berserker slash moves that set up 50/50’s into combos. Instead of them just being a teleport/command dash they now become the effectiveness of an instant dive kick cross up in a SF game. Block wrong during the movement…get comboed.
Wesker’s ground teleports have 20 frames of recovery on the ground and his H port is obvious enough to air throw or dash under once you see it.
Wesker has good normals and what not but the nerfs means he’s pretty much completely reliant on assists to get in without getting blown up. Hurp durp run in without any assist coverage will be much harder to make work in a lot of matchups now. Whereas Zero is still a walking spaceship of invincible/disjointed laser normals…gets a charged projectile that covers his whiffs (that’s the new thing in fighting games to not get punished even though you whiff something) and of course they gave him even MORE options for being able to get in with all of that cancellale buster stuff. Zero can still build the meter he needs to kill you off in one combo and stay positive in meter build afterwards. Wesker’s gun shot nerf nerfs his OTG reset game that he heavily relied on in Vanilla and gun shot nerfs in general make him hella more reliant on assists than he used to be.
Zero was better than Wesker in Vanilla (he even beat Wesker matchup wise in Vanilla) and still basically better than him in Ultimate while all Wesker got was buffed damage when sunglasses are off. That’s cool except he still loses to Zero. Except more free than before with nerf to rhino charge on top of everything else. Wesker basically has to guess to land a clean hit on Zero still while Zero’s normals and projectiles still rape on Wesker.
Wesker is good but is definitely the most overrated higher tier of the game.
Honestly I feel this way about most characters (Wesker, Vanilla Wolvie, Akuma, a few others). The best way IMO is to just kill them first and it’s the reason my main team in Vanilla was Dante/Dorm/Ammy. If I couldnt rush the shit out of you with Dante and open you up, I’d just DHC into Dorm’s Stalker Flare and either lame you out or get an AA cr.M into relaunch combo.
I feel like wesker is the true jack of all trades char of umvc3. Find people that specializes in one thing like rushdown, and wesker has a harder time. And don’t use big chars or just anybody who can’t duck ground gunshot. And imo gunshot is to fast for doom and doom should never be able to get in on wesker, wesker wins this match easy
Wesker has been my point character since day 1 in vanilla. That being said, the best way to beat him is to just zone or counterpick against him(note that zoning may not be effective if his assist is better than your own).
Zero is by far the best pick against Wesker. Zero vs Wesker still annoys me to this day and got worse in Ultimate (Buster cancel from every flipping thing he does).
Other characters good against Wesker: Trish, Ammy, Akuma(he seems to beat out all of wesker’s pokes), Magneto, Dante(sometimes), Strider, Captain America, and Dr. Doom(new foot dive is just crazy).
These are the only ones the annoy to the point that I will switch Wesker out. Not gonna lie though, everyone else feels fucking free 65-80% of the time.
I guess this is related. When Wesker takes out my point character and my next char coming out starts in the corner… I’m screwed.
If I come out attacking I’m gonna be hit by his air heavy. I never trade no matter who I’m using, I just get hit and them I’m combo’d to death.
If I come out blocking then I block the air heavy. But now I can’t do anything until I hit the ground because of block stun.
As soon as we both hit the ground I’m command grabbed.
Nothing I’ve tried works. In this situation what do you do to not get command grabbed?
Punish H teleport with air grab. If he teleports raw with no assist backup mash that cr.L and combo him. Other then that use Trish on point with Hawkeye and Sentinel drones. Or just lame him out with zoning.
Spider-Man beats Wesker, and I think Viscant said the same thing on his last WakeupSRK episode.
Why is that? Certainly NOT because of his normals, damage, or his rushdown (they are pretty bad). It’s because a) good Spider-man players are LAAAAAAME Spider-Man players and can also stay at Super-Jump height nearly as long as phoenix, not to mention move around to literally the other side of the screen with ease; and b) Spidey’s air grab range is good, and his fast air dash makes it even better. On top of that, his new webzip OTG can lead to taking off half of Wesker’s life everytime he’s air thrown. All there’s left is to wait for Wesker to make a mistake and capitalize, which is even easier if you have good assists behind you.
That being said, Spider-man is not the easiest character to play and can have some pretty bad matchups if opponents manage to lock him down on the ground
^Agreed. Zero is such an annoying character with his stupid ability to stay in the sky for years even though he doesn’t have flight but Wesker’s cheap apparently so… what can you do amirite?
Pretty much this, Wesker is an easy character to pick up so you might as well. The best way to learn how to beat any character is to play them yourself.