This is what seems to be blockstun glitch that as far as I know only affects Wesker. The weirdest thing about this is that the j.s actually does damage to me like it hit but I stay in blockstun. Does anyone know why this happens?
Some new technology?? I am not 100% sure if this has been discovered but I think it hasn’t. I have never posted in the Wesker forums, but I have been using him for a while so someone please let me know if this isn’t new.
http://www.youtube.com/watch?v=91W93v-wrAY
Hope you guys like it
3 questions. Everyone is talking about his mixups here. You are talking about the “after an air combo in a corner, do a gunshot into an assist, s.:l:, then depending how he techs you MK, air throw, air loop, :h: teleport, or even c.:l:” mixup thing right? This isn’t about midscreen teleport shenanigans? Or is it mostly both. The corner stuff is nasty.
On the air loop thing, the air loop is jump :l::h::s: land, jump :l::h::s: land :s: into air magic series right? Does the height of the character effect how many repetitions to go for?
And basic question that sounds stupid as hell, but how fast does Wesker jump and super jump? How many frames does it take to get into the air?
For the most part, they’re talking about mix ups in the corner. Mid screen is a little harder to deal with since the opponent has a lot more room to move their character in.
For the air loop, you can actually tack on a :h::s: after the second loop into j. :h::s:. No clue about frame data.
so it’s j.:l::h::s: j. :h::s: j.:h::s:. I am having a real hard time understanding this air loop thing and it seems pretty important.
Oh, sorry. Wasn’t quite clear when I posted that. I meant like this:
j.:l::h::s: -> j.:l::h::s: -> :h::s: -> j. :h::s:
Why not hit a standard shortened combo. You can lmh lmh mh wallbounce/cobra strike(with assist otg for relaunch) or just launch off the wallbounce.
You mean j.:l::h::s: -> j.:l::h::s: -> :h: cobra strike :s: -> j. :h::s:?
If we are still talking about this reset, then you need to make sure you back dash after cobra strike or else you go the other direction and out of the cornet(I think that works that way) Also not sure about the hit stun deterioration.
Edit: Looking at this again, let me make this clearer. After the cobra strike, you will need a dash or a gunshot into :l: teleport and that afterwards needs to be a c. (pretty sure it needs to be).
I’m a little new to Wesker, but I was wondering how to combat against advance guard happy people besides mixing up with teleport.
Does using cr.lk, cr.lk as a frame trap work? I’ve done it a couple times and have seen some stream players do this with varying degrees of results. Can anyone provide any input on this?
cr.lk -> cr.lk
cr. lk -> wait…
cmd grab
are all good.
Quick questions on the great frame data posted by Deadcell138. Where did you find frame data for this game and what do the abbreviations AoH and AoG mean?
Is that like advantage on hit and advantage on guard?
Got the data from the MvC3 “Bible” and yes it does mean on Hit/Guard.
In the interest of having the UMvC3 character threads be as awesome as possible, I am posting here to offer up my current Ultimate Dormammu Thread as a base skeleton to anyone who intends to manage a character thread, or something similar, in Ultimate. It is currently stripped of information, and will remain so until about a week before release. I am not attempting to toot my own horn, but rather offer to others what took me quite a bit of work to do, so that those who would rather not spend the time on such things do not have to.
I have received a lot of compliments to-date about the structure, and a few people have requested permission to use its structure for UMvC3, so I thought I would go around and make the offer to others who might not be aware that someone out there has already done the grunt work for them (haha). Because I am posting this in all the character forums, and this is time consuming on its own, I have not taken the time to check for how developed the thread I am posting on current is. Thus, I ask that no one be offended at my suggestion if your character forum is well constituted already - I mean no intrusion upon your methodologies!
Here is a link to the thread blueprint:
You can get an example of what it looks like when filled out here:
You are of course entirely welcome to change whatever you like if you want to incorporate this structure into your own thread. I have all of my posts saved as Word documents on my computer. If you would like these documents instead of having to copy/paste from the main threads, please feel free to PM me your email address, along with the character thread they will be used for, and I will gladly send them.
Highest Regards to All,
Karst
So, was going to post this over in the Frank thread says wesker is on my team but I’ll make a note about it here as well.
Rocket Raccoon apparently has kind of a strange hitbox. If you do gunshot with wesker in the corner against him it will wiff. I tried it against the other “midget” characters and none of them does that happen to (or at least, couldn’t get it to). You have to be just a smudge away from him. Also, same happens when you call his assist, though with his assist you have to at least be a full character away or Wesker won’t hit with the assist. Just thought you guys would like to know.
Just wanted to share something I do for kicks, I normally play Wesker on point but I’m starting to put him on anchor as a ruse. I’ll gain 3 meters with either Ryu or Vergil, do a combo that ends with a wall bounce like vergil’s stinger after a cr. H or Ryu’s Hard Joudan kick, and do both power up hypers in whatever order ending with maximum wesker who catches them in air to end the combo.
I end up with with a no glasses Wesker with powered up assists, and the opponent getting up from a small 500k dmg combo. I call it Rape Mode Activated. Team hypers do way more damage after this too.
Just something I do online for fun.
People need to use Jaguar Dash/Kick more…it has some very good properties that are being overlooked.
Some is the word here, but maybe you should elaborate.
[FONT=Helvetica]Anyone feel like talking start of the round with this character? Both character specific and general principles would help a ton :)[/FONT]
Normally I avoid rushing down and I zone with Samurai Edge to start unless I’m outclassed in that area. If the opponent then decides to rush down I can then either hitconfirm off gunshot + assist, teleport mixup, or teleport to escape pressure.
Hitconfirming into a full combo off a gunshot + assist is a really decent option - I do it often with Nemesis’ Launcher Slam which is a really great assist seeing as Wesker doesn’t need a ground bounce, it does 130k and it doesn’t scale the combo virtually at all. Think of it as a powerful :l: attack which gives you ages to convert.
Phantom Move into THC is also a decent gimmick if the opponent’s pressing buttons but only if you can afford to use the meter. You can do it at any point during a Phantom Move - this opens a lot of options and it’s also great if your opponent tries to punish teleports. You can even do it as soon as you land from an air Phantom Move :h:.