wait is it even possible to land the follow up to the OTG after the M,M,H,S air combo? i can get the cr.M follow up after the cobra strike sometimes but not for the air combo
No, I believe after the air combo the only way to get a follow up after that is to use an assist with the gun like Iron Man’s Unibeam. I’m pretty sure the only time you can connect df.H into cr.M is after a combo that started off with something like cr.L, cr.M, cr.H xx qcf.L, cr.M etc.
He asked me to take over, he’s fine as far as I know.
I notice a lot of people waste a shit ton of meter with Wesker. A lot of people (even in tournaments I have noticed) like to end shit with Maximum Wesker. IMO this is a complete waste unless you plan to DHC into something more damaging or if they are almost dead and it will finish them off. With extended combos and damage is ass because of scaling.
Wesker is one of the best if not the best battery characters in the game. I run Wesker/Thor/Dorm and I basically use Wesker to charge up Dorm and it works beautifully. The only time I really use Maximum Wesker is if he is low on health and I need to get him out I will try and connect a Maximum Wesker for a Mighty Tornado DHC (it is a little tricky but it works… Thor can whiff a lot of the time and be completely vulnerable).
I love the fact you can land a 400-500K combo and end it with his Samurai Edge which leads into a mixup which can get you another 400-500K combo. He really doesn’t need meter at all to deal some serious damage.
If anyone is looking for a character to compliment Wesker look into Thor. His Samurai Edge assist does wonders for Thor’s reset mix up game. 1 reset with Thor and it essentially could mean death for a lot of characters. Plus Thor’s Mighty Spark is a really good assist to extend combos with Wesker ending in his Samurai Edge. You can do the Brady Games BnB and call in Thor’s assist and hit them with the level 3 for 1,030,000 damage or so… it isn’t to tough to pull off either (but what is in this game).
At first I was put off by how many people were using Wesker. Then I said fuck it… hes my favorite video game character period and shouldn’t let something as stupid as how much he is used make me not use him myself.
@ Nissan
are you on the east coast?
I’d like to see some of your thor stuff
Tagging this new thread.
Did you guys know that Wesker can XFC his taunt to put on the glasses faster? I’m going to have to start incorporating it into my gameplay.
Nah im from Seattle. We could always try it out. I have actually had some decent games with some guys on the east coast and bad ones with guys on the west.
Did not know Rhino Charge can counter Wolverines Fatal Claw
learn something new everyday.
As far as I know, Rhino Charge counters all non-projectile attacks in the game, and Tiger Uppercut counters all attacks that aren’t hyper combos.
i wasn’t sure Fatal Calw was a physical attack, since it doesn’t look like one
Yeah since its some big ass X that spasms out of his body… which a bit out of topic… WTF is that crap? Has Wolvie ever done anything that resembles Fatal Claw in the comics?
You guys tested the DHC trick with Wesker’s Rhino Charge? It seems like his recovery time is too slow and you gotta X-Factor to get that damage scaling reset. I was trying it with Deadpool’s Cuttin’ Time hyper, but his counter-hyper has tremendous recovery time and every time I try to land it, it’s already too late. Unless you can use the Low Shot Samurai Edge, I’m not really sure how to use this to my advantage yet.
Does it cause an unrecoverable knockdown? If so the hit stun should reset so a low shot Samurai Edge can be easily combo’ed like a Cobra Strike :l:. I haven’t really messed around with the DHC trick to see, but from what I tried with Rhino Charge it just takes too damn long minus a XFC.
Finally got a chance to look at the strategy guide and looking at the frames helps make sense of some of the stuff i saw Buktooth doing. Sometimes he’ll use c.H as a footsie or whiff punish into qcf+L into combo and i thought it was kinda weird because its definitely laggy on whiff and being a sweep i wasn’t sure of the block recovery. Looking at the frames though its only negative 5 on block which means like only Doom level 3 super will punish it on block (4 frame start up) and it would be otherwise pretty safe on block to everything else unless u do it too close against a grappler. It has a ridiculously long hit box that’s great for trying to SF2 people on the ground to set up combos. You can obviously also cancel the recovery if you’re that scared into a teleport or sam edge/sam edge low and probably set up some decent teleport mix ups off a well spaced one also.
I have started using it recently with a lot of success. After X-23’s hyper does the last hit, I DHC into Rhino Charge then Low Shot > c.L > c.M > S > etc… If timed correctly I can skip the Low Shot but it’s too risky for me so I just go for it the Low Shot all the time. I can kill characters with average or below average life in one combo. The downside is that I use one Air Exchange in that combo, so if they guess that right, they can get out of it.
So disappoint in the level of Wesker play on streams, Final Round especially.
Have any of you guys seen an opponent get hit during a Rhino Charge? Yesterday it happened to me twice and the effects were pretty funny. First time it happened I landed Rhino Charge but my Iron Man assist hit them just as Wesker attacked and my opponent was able to walk around while Wesker was finishing the animation for the super. The second instance I did Rekkoha with Zero and DHC’d into Wesker and the opponent flew up with Rekkoha instead of staying within Wesker’s range to attack. Just something fun I found, don’t know if this will ever lead into anything practical or super silly but it’s there.
TO the guys asking about the DHC trick, My team is Wesker, 23, Dormammu.
X-23’s
:l::h: xx :qcb::h: > j.:l::h: > j. :l::h: xx :qcf::l: > :l::h::s: > j.:h: xx :qcf::l: > Wesker’s Samurai Edge Assist > :dp::atk::atk:
DHC into Wesker’s :qcb::atk::atk: > :df::h: > :d:>:h: xx :qcf::l: > Dormammu’s Dark Hole Assist > :df::h: > :s: > j.:s: > :df::h: xx X-Factor > :dp::atk::atk:
That is the absolute overkill version of the combo. It does 1,568,000 damage. you must start it with 3 meters, minimum (you gain back exactly one meter by the time you OTG with Wesker’s assist). I’ll post a more meter and X-F saving version of the combo tomorrow. It’s not hard to do either, so if your team is Wesker/x-23/other character with a combo extending assist, you can do this.
Also, you can cut it short without using x-factor by using the :dp::atk::atk: after you OTG them up into Dormammu’s Dark Hole.
EDIT: More meter saving versions of the combo, no X-factor:
:start with 1 meter, no x-factor, 1.053.800 damage
[details=Spoiler]X-23’s
:l::h: xx :qcb::h: > j.:l::h: > j. :l::h: xx :qcf::l: > :l::h::s: > j.:h: xx :qcf::l: > Wesker’s Samurai Edge Assist > :dp::atk::atk:
DHC into Wesker’s :qcb::atk::atk: > :df::h: > :d:>:h: xx :qcf::l: > Dormammu’s Dark Hole Assist > :df::h: > :h::s: > j.:h::s: > :df::h: xx :qcf::atk::atk: (phantom dance)
The trick here is starting with ust one meter, and having just one meter at the end, so that you can cancel Samurai Edge into Phantom Dance by using the CrossOverCombo trick.[/details]
:start with at least 2 meters, no x-factor, 1.013.400 damage
[details=Spoiler]X-23’s
:l::h: xx :qcb::h: > j.:l::h: > j. :l::h: xx :qcf::l: > :l::h::s: > j.:h: xx :qcf::l: > Wesker’s Samurai Edge Assist > :dp::atk::atk:
DHC into Wesker’s :qcb::atk::atk: > :df::h: > :d:>:h: xx :qcf::l: > Dormammu’s Dark Hole Assist > :df::h: > :h: xx :qcf::atk::atk: (phantom dance)[/details]
The last one is the best, IMO, as it isn’t so situational. if you land it righty at the start of a round though, you might want to use version two.
I like Wesker, but I have a problem with people who play at extremes. Extreme rushdown, and extreme runaway/keep away give me problems. I’m not sure what some good go-to tactics are. Characters like Chun, Wolverine, Morrigan, and Amateratsu give me the most trouble because there’s nothing I can throw out that’s quicker than anything they can do. Advancing guard is fine, but once the rushdown starts again I’m back to trying to find a solid way to land a hit.
On the other side of the spectrum Trish, and Phoenix’s runaway I basically have no idea what to do with.
I do win a lot of these matches, but it’s a real grind.
Yes this can happen. What’s worse is that I believe Wesker becomes vulnerable before he can attack or defend. He’s obviously got some invincibility because onscreen assists and sometimes team hyper combos will go right through him, but just today I ran into a similar situation and I someone hit me before I got back control of Wesker… at least I think that’s what happened.