Wtf wolverine,phoenix and magneto is not a problem for a good wesker player
I must not be a good Wesker player then
Ah yes, Magneto’s a pain to deal with as well but the fact that he has low health is a relief. A 650k combo with a DHC into a Low scaling hyper like Dante or Iron Man would be enough to take him out.
A Good Wolverine, Phoenix or Magneto IS a problem for a good Wesker player.
oops I did’nt mean phx I dont know why I put it up there I cant even get near her with wesker but magneto all you need to do is avoid that slide kick and wolverine if you can avoid those scrubby dive kicks you can beat him
LOL If your facing magnetos that all they do i slide kick you are facing some pretty horrible Magnetos.
And avoiding Wolverine? I think saying no to Megan Fox if she asks if you want to have sex is easier.
please stfu. i can’t believe you really posted this shit.
play someone with a brain, then come back and tell us what happened.
those magneto players probably realized right after that they weren’t, in fact, playing Dictator. lol.
How do you deal with this when normally say Wolverine is going to cover his dive kick with an assist, for instance Akuma. I suppose you could try to tele away and try to punish the akuma assist with a max wesker or something… I agree against really rush down offense (wolv / mag) I feel like Wesker is trudging through margarine unable to start much. I’ve starting using Dante’s Jam Session assist as kind of a get off me / initiate pressure assist, since it hits vertically, as long as they block it you can set up some friggen scary mixups off of it since they’ll get blasted backwards from the jam session blocking on the ground or forced to fall directly downwards from the air (though sometimes I’ve seen them fly backwards even in the air still experimenting ). Once a jam session hits (somewhat low) against a wolvy team I usually try to x-factor end his life if there isn’t a pheonix along with him, getting rid of a point character like that is huge for your momentum. FYI a low Jam session assist leads to cr.m cr.h S j.m j.m j.h j.s 3H snapback
In general there isn’t really a whole lot you’re going to be able to do about an assist covered anything from Wolverine’s offense. There’s no real strategy to it that I’ve found other than blocking. The whole point of having an assist is that it basically allows the character to do whatever they want for a short period of time and you just have to wait it out and try to get to them during an opening before they can call the assist again. LIke there’s not really an offensive strategy for dealing with Wekser wanting to L or H teleport with taskmaster arrows assist covering. It’s a nearly full proof strategy where you just have to block the right way and then try to attack during a gap before he can call it again.
In general if you want to fight Wolverine with any sort of normalcy you’ll want to stay defensive and try to keep yourself around towards the back of the screen. Being in the middle of the screen against Wolverine sets you up for his danger zone where he can safely mix up with berserker slash with an assist. The fact that Wolverine even in a standing position is too short to be hit by your standing gun means you really have no business being in the middle of the screen against Wolverine unless you absolutely have to. Just play lame and jump or super jump occasionally to keep him out of berserker slash and dive cross ranges. It’s also good to keep your counter or counter super handy to counter any obvious offenses from him.
Generally though if you’re fighting against Wolverine for now you’re better off using a character that does better overall in the matchup. Which since I switched to Dante over Wesker I feel Dante does a better job fighting Wolverine than Wesker. Dante doesn’t really need to get in to land hits and kill a character and he can hit opponents from half way across the screen. His swords act as invincible pokes which will easily hit Wolverine out of his dive kicks and lead to full combos. Using Hammer against Wolverine is especially effective since the invincibility frames last long enough if he tries to approach you that it can stuff both Wolvie and his assist. It also has a hit box in the back incase he tries to cross you up with the berserker slash. If it lands you get a ground bounce and full combo of course. You can play very basic zoning towards the back of the screen with Wolverine and there really isn’t much Wolverine can do safely since it’s very likely he can run into swords or hammer trying to a typical berserker slash assist get in. Putting crystal or f+H on the screen occasionally with an assist can help zone as well.
whats the best way to deal with dooms that spam foot dive?
i normally just dash forwRd or back and punish… but can i beat it?
also zeros and trons who jump H spam gives me trouble too.
Teleport backwards and f+H gun shot him out of the air into full combo. Foot dive has the same property as a dive kick which means it will blow up all normal based attacks and air throws. Best bet is just to use a projectile to stuff it or get behind it to expose its vulnerable hit box. L counter or counter super is useful if they get predictable. A smart Doom will cancel their foot dive into an aerial special but most Dooms dont even know you can cancel his foot dive so that shouldn’t be a problem. In general that’s a really easy match for Wesker so you shouldn’t be having much trouble.
Tron j.H spam specifically is an issue but there’s ways around it. c.M is your best bet for stuffing it since it makes you really low and has a projectile at the end of it. s.H probably isn’t bad either if you’re at a distance. Could try s.L as well if she’s coming right on top of you. c.L right before it hits you works also. If you’re scared you can always counter or counter super. Air throw always works because they’re one frame and nothing is faster than one frame. My rule is always “if you dont know…air throw”. Air back throw specifically so you can get combos.
Zero j.H, it’s basically a multi hitting projectile that covers his body so once it’s out there’s no stopping it. If he does it low enough to the ground it’s pretty much unpunishable. Just try to L counter or counter super abuse of it or air throw him before he starts another one. Generally against Zero you wanna just be zoning with gun shots and keep him out until he whiffs something or you have room to set up an assist covered teleport and hopefully hit him with something to go into a combo. Just land that hit and make sure he dies. If you have to turn on XF to kill him, do it. The longer Zero lives the less time you have to live.
Magneto Zero Sentinel… I just have no freaking clue what to do about this team really. (Playing Wesker Dante {akuma/Dr. Doom/Taskmaster}) in general what do you guys try to do to a) slow down Magneto’s progress and b) Slow down Zero
Against Magneto jump forward with gun shot. A lot of people have trouble with Magneto’s disruptah zoning but it’s only good from the ground. Use your superior air zoning to jump forward with gun shot and hit him out of disruptah and get yourself in. Magneto has to move towards you to win and can’t runaway as well as you can so just force the gap close on him. Dont L teleport without an assist because he can punish a bad unassisted teleport easily with c.L or L disruptah. Use H teleport covered with a projectile assist to keep his disruptah spam in check. When Magneto players start to get scared of their Magneto getting hit and dying they’ll mash on shockwave super that covers the entire screen and activates rather quickly so be prepared for that. Also use H counter inside mid range to projectile counter abuse of disruptah.
Use f+H ground shot to keep Magneto’s wave dashing in check if he’s trying to move in on you. His wave dash doesn’t duck under the gun so you can use this to force him on the ground. Magneto rushing in isn’t that big of a deal for Wesker because f+H blows up his approach and sets up combos if he was tri dashing. Just be careful about him trying to fly over or crouch under and then dash in and throw you. If you whiff a gun shot and he moves in you’re dead. Try to cover your gun with assist as he moves in to protect yourself.
Zero…there isn’t much to fighting Zero. He has no holes other than being hit. Just try to guard cancel XF kill him on an obvious block string or counter super something predictable. Other than that just lame out with f+H or jump back air gun shots. Normally Wesker has good pokes against most characters but Zero’s pokes are projectiles so you’re not really doing shit to that. Just lame out and try to catch him whiffing something and MAKE SURE HE DIES when you hit him. When Zero is flashing orange with a full charged buster just block. If you get hit by that you are dead. Wait it out then continue to do your zone.
I dont really fight much Dorms so dont really have much feedback on that. I know people normally say that he has trouble dealing with things coming straight down on his head (but that’s like most of the cast any way) so I would suggest running some assist covered H teleports if he throws an obviuos projectile. Should help get around chaotic flame nonsense also.
Random Maximum wesker is actually a good way to keep some pressure off against characters who are trying to rush down as a gtfo attack, especially against those that try and super jump a lot like Wolvie and Magz. When they’re midscreen it’s pretty much a 50/50 crossup AND you get pretty good damage off. I’m not sure about Jumping forward and using gunshot against Magneto cause I think it’s a bit too risky unless you have an assist with high projectile durability as you’re prone to slides and disruptor on the way down. That and the reward not being that great unless you’re really close to him. SJ gunshots covered with teleports should force him to either approach or camp you out in which case you can react accordingly.
keep it safe, max wesker can be eaten (or at least trade) on reaction by a good number of things. depending on what they throw out it may not hurt (much), but that’s still a lost bar.
Hahah. This thread makes me laugh so hard, because with two exceptions, every wesker bad matchup can be solved defensively by Tron assist.
Tron will counter Akuma and eat drones, allowing you to essentially walk forward against possible berserker slashes.
Tron straight up counters Zeros offense in a bad way. When she’s around, he’s basically has to rely on Lvl 3 busters. b/c low B, buster, and jump buster become the safest course of action. No herp derp stand C Jump C Zero stuff anymore. Also, I’ve seen tron eat TWO XF zero level 3’s and still not die.
Calling tron will Eat Magnetos Disruptas, allowing you to gunshot. She also stops all of his ground normals. Beware that he can alter his airdash to go over her, but that’s not exactly a tri jump.
Those two exceptions are Ammy and Jean Grey. In the ammy match, tron helps cut off her common air approaches, but the ground is still hers to own when she’s in fire stance, since that goes under tron. Judicious spacing of C.M and S.H will help this out a lot, as those moves will beat the moves Ammy needs to beat tron.
All Tron can help against phoenix is possibly pin her down when she’s not chucking fireballs.
PROTIP: Since ammy and phoenix crouch under Tron Flame (it’ll just whiff)… This makes it SUPER effective to use as kara command grab setup. Crouch A+Tron command grab. If they do almost anything but block, tron hits. If they don’t they get grabbed.
“Maximum Wesker” and “good” should never be used in the same sentence. He’s not safe afterwards, and it gets stuffed by so much it’s not funny. It was great Day 1 shit but not any more.
THE ONLY use(s) for maximum wesker:
1)You need 50-70k more damage to kill
2)You got a BOGO and need to combo both assist and point, then to DHC. Sam edge Only OTG’s one character, and its random which one it’ll hit, assist or point.
3)You have only Wesker left, no level 3, and no Xfactor and you want to burn off their Xfactor time by a few seconds.
any tips for wesker vs sentinel? im having a hard time with this matchup
Super jump gun. After that, Mix it up with teleport backwards gun, and teleport down.
Repeat till he makes you stop.
Wesker can also instant overhead him with jump a,s plus assist, but that requires being in the death zone.
ive also been struggling with wesker vs sent, thanks for the tips renegade. so is it pretty much the same vs wolvy, just try to gun and mix up teleports?his crossups are so fast