"I'm eating rockets!" Wesker thread 2.0 now with 100% Ourubouros!

Ah, good to know. I wasn’t aware that there was a difference in the knockdown between that and, say, a mid-air :s:, which is what I was attempting to combo off of. Thanks.

My midscreen bnb is:
:d::l:, :d::m:, :d::h:, :qcf::l:, dash, :df::h:, :d::m:, :h:(2hits), :qcf::m:, :h: teleport, late j.:h:, :d::h:,:s:, j.:m::m::h::s:, land, :df::h: = 515, 200

if your close to the corner, instead of doing the :h: teleport j.:h: :d::h: :s:, you can either dash or :l: teleport into :d::m: :d::h: :s: for 504,900

another note is that after the air combo you can call Doom w/plasma beam assist and dash up OTG ground shot ->lvl3 997,200 If you do the near the corner variation you can do almost the same thing but you gotta L teleport the OTG shot then do the lvl 3 for 986,900

corner:
:d: :l: :m: :h: :qcf::l: :df::h: :d::m: :h:(2hits) :f::h: :d::m: :d::h: :qcf::l: (call Doom assist) :df::h: (lvl 3) = 469,200 (952,800)

I like those combos.

236B combos from 3C , I’ll test that out. See if I can get more than 640 for 1 meter no assist.

Does anyone know the rules surrounding, the amount of wall bounces or 3C otgs per combo?

iirc you only get one wallbounce per combo

I use Wesker, Dante, and Ironman and here is my main BnB for now. I use this everytime in order to get a wall-carry and trap them in for a corner mix-up.

5ABC 236A Dash 3C IronmanAssist 5C 236B Dash 5CS j.BCS 3C DanteAssist

Ironman has Unibeam, and Dante has Jam Session.

The interesting part about this combo is that even from the opposite corner, you can carry them full screen to the opposite corner. So with a simple hit-confirm, they’ll be cornered for mixups.

Now, the interesting part about the corner and Dante’s assist is that depending on the timing, a ground forward dash teleport will either keep you on the same side or the opposite side. This is due to how long Jam Session is out, and you can be completely ambigious with this. The only problem is that Jam Session has the opponent recover in the air, so I haven’t been able to test out the timing on it, but it may not be completely kosher.

Now, you can change this and also just do a Tiger Knee teleport. Depending on the timing and spacing again, your air teleport will cross up or not, depending on Jam Session. If teleported before Jam Session ends, your character can’t squeeze to the other side, but if teleported right after Jam Session ends, your character will squeeze in. Haven’t tried this in a non-online match, but I have gotten a j.S into ABC.

I’m not totally sure about the timing, but I do believe Ironman Assist does recover during this period for the same corner carry combo to the other side. That, yet again, I can’t confirm.

Reasons why I love this combo:
You can easily variate it depending which Assists you have active
You can Level 3 anytime there is an assist attacking.
Timing is so ridiculously easy because of the Ironman Assist. I will tend to drop the 2B pickup after a 3C (sometimes, I’m convinced that it doesn’t work on some characters…)
Timing for getting the assists out is ridiculously easy. I just leave the stick on neutral and press BC+Assist to input the dash command and assist.

Just some scrubby observations from me.

Has anyone noticed that for most characters in the game you can single dash OTG into df+H>cr.M combo midscreen without the need to do the double wavedash no problem? Also some characters like Iron Man cannot be hit with cr.M after an OTG df+H shot instead you must cr.L>cr.M/s.M: be nice to work on a list of which characters are similar to Iron Man concerning this.

Q.E.D how much damage do you get for your combo?

Instead of the ironman assist at the start, (use 2B) try it at the end instead and continue your combo to see if the extra damage is worth it. Im speculating that something similiar to this is Weskers best meterless combo.

Well the thing is that the combo actually only deals about 430K damage by itself. This is due to the fact that assists cause SO MUCH damage scaling.

The thing with Wesker combos is that if you 236B in a combo, it has to be EARLY because it takes so long to come out. So the combo can reach 500K if done like this:

5ABC 236B Dash 5CS j.BCS 3C Ironman Assist 5C 236A 3C Dante Assist

Ain’t that much damage sadly D: Execution for the other combo is easy as cake though.

Torn apart are you sure 3C>236B combos?

Best combo i can find 1 meter no assist. Half screen or closer to the corner.

JD>2ABC>236A>66>3C>2B>5C>236B>(wallbounce crossover)>5D>JBBC>P Dance = 640-680k

oh woops, i fucked up. thanks for pointing that out. fixing now.

its only Iron Man. OTG df+H, cr.M works on everyone but him.

Guess I’ll post the combos in the guide book, sorry if they are repeats of stuff already listed:

(Midscreen Only) :d::l:, :d::m:, :d::h: xx :qcf::l:, dash, :df::h: OTG, :d::m:, :h: (2 hits) xx :qcf::m: xx :h:, j.:h:, land, :d::h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, dash, :df::h:

:hcb::l:, :f::h: xx :l: (teleport cancel), :d::m:, :h: xx :qcf::m: xx :h:, j.:h:, land, :d::h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, dash, :df::h:

(Corner) :d::l:, :d::m:, :d::h: xx :qcf::l:, dash, :df::h: OTG, :d::m:, :h:, :f::h:, :d::m:, :d::h: xx :qcf::l:, :a1: (something like Iron mans alpha), :df::h:, :qcf::m:, :dp::atk::atk:

Forward Air Throw, Dash, :df::h: OTG, :d::m:, :h: xx :qcf::m: xx :h:, j.:h:, land, :d::h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, dash, :df::h:

Most of them are just variations of those ideas. The last two are special case utility ones:

(Against an airborne opponent) :f::h: xx :l:, :d::m:, :d::h: xx :qcf::l:, dash, :df::h:, <insert prefered follow up>*

:rdp::h:, :f::h: xx :l:, <insert follow up of choice>*

The last one is neat because you can use it against projectile spam.

What’s wrong with Doctrine? He alright? Just a comp malfunction right?

Wesker is THAT DUDE.

If you’re having problems with people crouchblocking you knowing that you have to call out an assist who hits low to get that overhead, here’s some fun for you: As Yillin mentioned, Wesker’s MK is 1F. Now, I was getting the kara-cancel thing down with :d::h: but turns out, this is ENTIRELY unnecessary; he can dash cancel into it. No real need to kara when you can grab from damned near half screen on one dash. That said, once you get the throw, you get a few options.

Light allows you to cancel the throw into a straight shot, followed by auto teleport, into combo of your choice.
Medium forgoes the shot and allows you to MANUALLY teleport up and OTG for the combo of your choice.
Heavy grants a wallbounce for which you can either combo directly from (if you are already in the corner) or teleport/doubledash up and combo from there. Be advised, if you miss this combo juggle opportunity, they land and roll; the situation will be reset.

Sorry if all this information has been posted already, sometimes, it’s hard to keep track of these things when there are two threads.

interesting, by chance do you know how many frames a regular throw is? also, does MK drop to 0 frames in x-factor? xfc-ing out of a blockstring into MK -> combo would be a filthy punish.

Regular throws are 1f startup as well and you have 7f to try and break a throw.

anyone know what happens if a regular throw and MK connect at the same time? i use amaterasu’s cold star assist, and when the opponent is in blockstun i try to stand just outside regular throw range and when blockstun expires i try (sometimes, sometimes ill attack with a high/low mixup) to get a MK. i’ve only been able to test it on the CPU in arcade/training and it SEEMS to pretty effective, considering my timing isnt perfect.

can anyone give me tips on practicing how to land the cr.M after the OTG samurai edge? i tried searching around in the forums and i remember someone saying wait “half a beat” and i have no clue wtf that means. i think i usually hit it too early but it feels if i do cr.M any later the opponent will recover so i have no clue how to land it

The best advice I can give you is to watch Wesker’s gun hand. Try to coincide your button press with the timing of him reaching his gun hand to his chest because that’s the last image of Wesker you will see before he goes back to neutral frames (the point where you can hit :d::m:). A good thing to practice is just doing the OTG gun shot and then holding down to see how long it takes for Wesker to crouch. Try to catch that timing with :d::m:. Eventually, once you learn when you are supposed to hit :d::m: you won’t find it very hard anymore. I think the actual window to hit is probably something like 2 or 3 frames.