The Wesker Question Thread

Hello. I have a pretty dumb question, but I’m pretty bad at this game.

Just started using Wesker, and I have a really hard time linking his OTG gun into crouching M. Like, say I do a LMH > QCF+L, then I gotta dash in for the OTG, I’ll never connect with the crouching M after that.

Is there some kind of specific timing thing that I’m just not doing right?

Thank you for the tip. :slight_smile:

If you learn how to wave dash forward twice and cancel the second dash into OTG shot the timing is easier. Just doing straight up dash forward doesn’t get you to the opponent as quickly and uses up frames needed to land the c.M. Basically after the qcf+L do a wave dash by pressing M+H, then d+M+H immediately as you start the first M+H dash. You’ll quickly get in range to do OTG shot as soon as you start the second dash and then while still in the animation of the second dash just do OTG shot then press c.M to link and combo.

Remember to tap and let go of the down direction during the second wave dash as quickly as possible. If you hold down too long the input memory will think you’re trying to do a special move or an OTG shot and sometimes will accidentally give u the shot too early in the dash or give u a random ass special like jaguar kick.

Is there any major difference on the reach of his Mustang Kick? (Command Throw) I’ve been trying (emphasis on trying) to to build setups around Mustang Kick but I am still learning the timing after the enemies block.

Mustang Kick’s reach is not very good but I know you can kara out of his st.:h: but I am still experimenting with it.

Personally I’m not a big fan of using kara for mustang kick. Wesker has one of the fastest and quickest cancelling wave dashes in the game. IMO you should just use his wave dash to get you in after a c.L tick or after throwing out an assist and grab them.

All versions of mustang kick are 1 frame start up. The only difference is the range and what state they cause upon grab. L mustang kick has the most range but is the hardest to combo off of since u have to shoot them with sam edge immediately after then immediately press L to teleport near them while they’re still airborne and press c.M to hit them before they land. The M one doesn’t seem to be of much use because you can’t even shoot them in mid air to start a combo. I’m not even really sure how you use it since the only real advantage it has is giving a hard knockdown. Even the strategy guide says the usefulness of the M version is questionable.

H has the least range but I like it the best. As long as ur good with your wave dash technique its easy to wave dash in range to land it. Its also the easiest to combo off of since it gives you a wall bounce. What I like to do mid screen is just land a H mustang kick, do a L teleport so I can be near them when they bounch off the wall then do c.M, c.H, S to whatever. In the corner you can do his sam edge loop off a L command grab which can give you about 300k if u dont combo into super after. In the corner you can still just land a H command grab which will give you a much easier juggle where they just wall bounch and you can just walk backward a step, press c.M then launch them like the mid screen one.

The M version gives you a hard knockdown but send them all the way to the other side of the screen. It is possible to wave dash after it to catch them with a df shot, but it’s difficult. I find it best in the corner since you can easily followup and unlike the H version it seems better in keeping them in the corner.

Off of a H grab midscreen i do:

:f::h:~:l:, c.:m:, :h:, :f::h:~:l:, c.:m::h::s:, j.:m::m::h::s:, :df::h:

Then go into the mixup.

My question is: how do you beat Wesker?

He has no unsafe normals and any scrub can just do full chain to launcher, risk free. He hits like a truck AND packs a ridiculous amount of hp. Paired with a beam assist or Sentinel drones, he gives you complete hell with his teleport mixups…I can react to them and somewhat predict the distance traveled, but there’s still mixups in going straight low or even sometimes the beam hits from the incoming direction, just a split second before he crosses you up. My only hope is to put some beam hyper character on the team and punish the assist.

Please, this is not a troll post and I would like to hear from other Wesker players what gives them a hard time.

Ok having problems dealing with certain chars:

Taskmaster: mighty swing is too good, sure I can block or pushblock it but that gets me nowhere as far as being able to attack, esp covered by good assist.

Chun: I have tried her out and have played against her, she is literally spam legs and triple jump in. Pushblock is of limited value due to pushing back too much 9 out of 10 times and she recovers too fast to use the gun it seems. Lucky Rhino Charge is all I have it seems.

Ammy: Problem char in general, just spam atk. I have to pushblock and hope for the best or a lucky Rhino Charge

Pheonix: Increadibly cheesy, just chips Wesker out for free it seems. Can’t get around homing shots.

Taskmaster: Jump.Up.Back.Throw.All.Day :smile:

taskmaster might swing its -6 block and st.jab beats it from most character i doubt back throw might swing it front throw. zone wesker out or block cross up teleport. in corner i prefer M Mustang Kick light is best for quick small damage due to recovery or playing save. i notice Mustang Kick is more effect against character like Magneto

Ammy and chun super jumps gun shot or hit and run

Pheonix hope random maxium wesker and teleport

hate wesker mirror so i always wear the color 2 white also have my anti wesker team

Thanks for the tip. Gives me another reason to work on getting the wave-dashing thing down. My movement needs, uh, a bit of work.

Phoenix is a total crapshoot. What I find works on most Phoenix users is snapping her in and bringing in Dante. Pretty much every Phoenix user does the fly into the air thing while firing TK Shots. With Dante (I swear, this works even on High Lords), I’ll do the Teleport to a Helm Smasher, then Cold Shower > Prop Shredder, superjump-cancel to MMH > Killer Bee, then Reverb + Fireworks, and end with Million Dollars. It’s a pretty simple/brain-dead combo, but it does enough damage to kill her off.

If Phoenix stays on the ground, just look to cross her up with teleports, or maybe try calling in a Wesker assist for an unblockable. Or if she’s low on health and you got the meter, I’ll even try chipping her out. Phoenix will either go down, or the other guy will burn his X-Factor trying to save her. It’s win-win at that point.

As far as Taskmaster is concerned, the number one rule is don’t get hit. He does so much damage. I just try to cross him up and hope that I can get a hit in, as outzoning him usually doesn’t work.

I play against Chun-Li and Dog pretty defensively. You can take out a decent bit of their health by calling in beam assists while firing Wesker’s gun, and you’ll catch a lot of air-dashers in this set-up, potentially following up with a teleport into a combo. Firing the gun downward from a regular jump while a beam assist is on the screen is surprisingly difficult to get by without super-jumping. Being able to control that much of the screen can make a Chun-Li/Dog player pretty mad though.

what should i do against jump happy characters ive got basic combos down but dont have a clue wot to do when people start jumping at me any good options?

You can teleport L immdietly afterwards to go into otg gunshot to start the combo after m mustang kick

The way i see it

L mustang kick-Harder to combo since you have to start with gunshot to teleport cancerl, but you can get a full bnb combo

m mustang kick- Easier, but you start with the otg gunshot so miss the first magic series and cobra strike

h mustang kick- even easier, can dash or teleport to get to them. But you miss out on the cobra strike/butterfly edge parts of the combo.

However with throw damage scaling, the loss of extra moves may not effect it too much.

hi guys im new to the forums so im assuming im writing in the right place if i have a question about wesker. Well my question is i see in some videos that people will do the samurai edge OTG into like a hyper. but i cant seem to do it. it says No Cancel on the mvc3 guides.

[media=youtube]frb2q5ta1bE[/media]

his first combo does a OTG to hyper. anyone know how to explain this to me? sorry if im posting in the wrong section

Might just be your timing. He’s clearly canceling the gunshot into a hyper combo. If you can’t get it then I’m assuming your timing is off… or you don’t have a bar filled. lol

Make it easy to practice by just doing gunshot into max wesker. Don’t bother doin it from an OTG.

Any handy way for Wesker to capitalize on the Hulk’s assists? After all, the Hulk certainly likes Wesker’s :slight_smile:

gamma wave assist, gun otg in corner, relaunch or level 3

OTG Samurai Edge Shot isn’t super cancel-able, in the video he only has 1 hyper and is doing DF+H, A1+A2.

Thanks, will give it a try.

How does Wesker use his air to ground teleport?
I’ve read that it is arguably his best teleport but I don’t see how. Every time I super-jump into downward teleport, I eat a combo. I don’t even know why the opponent would be mashing attack buttons, I’m not even down there.
So I ask you, SRK Wesker players, how can I use this move to it’s full potential for mind games and what-not?