Mayho
514
for disruptah, a very strong easy mode setup is, dash in cr.L, cr.M and call disruptah samee time, and teleport.
On hit or block you dash towards the opponent. you should be able to confirm with a low L or M on hit, aand on block you can go for a command grab.
I also use this same set up with akuma assist as well, and its much easier to do since tatsu gives you plenty of time to confirm on hit.
how is he as a batery/ is it recommended for a phoenix team?
^ If you are referring to Wesker, then yes, very much so. However, you will not be able to remove his glasses for the speed+damage boost, because you need to save your meter for Phoenix, of course (unless you are feeling very confident have nearly 5 bars when all 3 of your characters are alive; and have to use 1 meter to get rid of a very problematic character/silly anchor, which is still very risky)-- so you will need to take damage if you want the boost…
Mayho
517
just look up fr roachking matches on youtube for examples of wesker/phoenix
onemic
518
How easy is Wesker execution wise to someone like Spiderman? My current team is Spiderman/magneto/Dante and was looking to replace spidey with wesker due to me having trouble getting accustomed to spideys movement.
How does Wesker deal with Vergil? The match-up gotta be like 6-4 Vergil. What can Wesker do to make Vergil free?
My Wesker team is Wesker/Doom/Strider.
I recommend what I call fake zoning you do gun shot and call missiles then as them teleport combo then you just have to bait the teleport
Assuming your Spiderman teams main BNB: cr. L, cr. M, cr. H xxx L Web Swing, j. M, j. M, j. S, j. LMMHS, st. M, st. H xxx Spider Sting H~H, cr. H, S, sj. MMHS, Web zip downforward + Call Dante, land Web throw H or M, TK Maximum Spider
If you replace Spider-man with Wesker: cr. L, cr. M, cr. H xxx Palm xxx teleport, gunshot, cr. M, st. H + Magneto beam assist, S xxx TK Double fist, dash cr. H, S, sj. MMHS, call dante, gunshot, super.
In short, not hard at all.
Rano
522
Hey guys,
I’m new to the game and I’m planning on playing Wesker/Storm/Vergil.
I think Whirlwind+Rapid Slash is going to be a bit redundant, so I’d like to find ways to use Rising Sun instead.
Here’s my problem, though: I can’t think of a way for Wesker to combo off of it because it sends the opponent so high, which kinda thwarts my plans for vicious incoming mixups. It’s a pretty big deal to me, considering those play a huge part in keeping momentum in your favor.
Also, I believe Rising Sun would make my team more complete (easier combo extension, invincible alpha counter…).
Do you guys know if/how Wesker can convert from a hit at such a high altitude?
If it’s really the only way, could you give me a few pointers regarding Rapid Slash use for Wesker (mostly incoming mixup setups and combo extension)?
Thanks!
Limbo
523
A few random notes:
A helm breaker that lands at point blank and is not cancelled into a teleport is punishable by L command grab.
Pushblocking the hit before a rapid slash will let you command grab him out of it. Hitting him with a plain normal will obviously yield more damage, but that can be kind of finnicky.
Keep an eye out for super telegraphed j.S’s and helm breakers. Using L counter on those moves is really really easy, and should result in a dead Vergil.
If you can’t kill him with a B&B off a clean hit with at least half a meter and both assists, you’re doing something wrong.
Can Wesker Rhino charge Wolverine’s Fatal Claw?
yes if that’s his counter (sorry don’t know the names)
Seedl
526
Okay, so I’m running Wesker/Vergil/Taskmaster right now and I need some assistance with the Joe matchup. My bud is running Joe with missiles and I just have no clue how to get in.
I know that Weskers meta game is pretty much at his height and hes about just about as explored as he can be but…
I was wondering if there is a much more notable combo i could be doing other than…
CRLMH-QCFL-tele-otg-crm-h-wall bounce (either tele hs mmh super or s team super)
or the other ender after wall bounce of dash cr m h s-air follow up.
I’m trying to think if adding in QCF H into my combos would increase dmg and meter build.
Weskers so bland and basic for me and im just trying to find something interesting about him.
I know all of the options out of gunshot otg and how to space with him and just want something new to add to my Wesker game.
Sorry, but do you use Mustang Kick combos often? Ex: L.Mustang Kick xx Dash+Cr.M, St.H (some people just use Cr.M)xx Cobra Strike+L.Teleport, OTG, Cr.M, St. H+Rapid Slash Assist xx Cobra Strike+L.Teleport xx Dash, Ghost Butterfly (wallbounce), S, Air Combo, land, OTG, reset or super, etc… What about the Gun Loop, as well? IMO, these are decent ways to add a bit of swag to your Wesker gameplay, and sorry, I am better at demonstrating combos/resets, than describing/writing them…
Yeah, it’s all good man.
The gun loop is most easily set up after an otg gunshot tech if you think they are going to try to mash H and tech your “attempted throw” which then you counter that by starting air m air h gunshot or air m air s gunshot forgot which variation you use.
BPCadet
531
What are Wesker’s answers to the Hulk/Drones shell? I keep on getting stuck in the corner with no idea how to get out. I know Rhino Charge can beat out Gamma Crush on reaction if you try to normal him and he responds with it, but I still can’t get out of the corner, because that’s just not enough.
I’ll edit this post later because I got ALOT to say about this matchup, but basically, you gotta punish Sentinel as much as you can. BRB
BPCadet
533
Oh, that’s a given, and I have Dorm on 2nd, which would make it easy with two bars… But how does wesker hurt assists?