The Wesker Question Thread

If you want an even easier way to land an attack after otg, go for a wave dash followed by a cr A cr B C. this also helps for jill/iron man, who cr B whifs on

Edit: Although prepare to lose a bit of damage due to scaling

I read here almost every day, but I haven’t posted in a looooooong time. Anyway I’m curious see if anyone is using this or thought about it already. I’ve been thinking of other ways to get closer to other people when they either whiff, or you just want to close the gap without using the more obvious moves (aka teleport or gun–>teleport).

I was just messing around a little tonight, and I had the idea pop into my head to instead of wavedashing to get it…mix the two dashes together. That would give you the super fast portion of the dash at the start (wave dash bonus), and it would give you two other bonuses to moving. You’d get the extra distance from a single wave dash cancel, AND get to keep the forward momentum allowing you to get more of a meaty hit as well.

Since Wesker already has a fast dash it’s not likely to be toooo risky (if you’re smart of course), and if you use s.B you can hit even Spiderman from a full distance away (not the full zoomed out distance of course). If you do it right, it’s very very fast still so it can be safe too.

You could also use it for a jumping crossup if you wanted to. It’s just an idea that popped into my head that I’m going to look into more, but it seems like a very nice alternative to just wave dashing, or teleporting, or gunshot --> teleport.

Thoughts? I can’t recall seeing this tactic too much if ever, since it seems like almost everyone either teleports or regular wave dashes. The only time I see a normal dash is for an OTG shot. You have to be careful of the followup to this though since you move so fast, your assist might not work properly. When I call Chris (machine gun) I can get there before his shots do (close), and if I do B xx palm I don’t get a hard knock down, instead it’s an air tech state I think.

Kei

(notations below)

A+B xx down xx A+B xx A+B (or whatever attack you want, but s.B is pretty fast)

On that note, what does Wesker have to go on the offensive vs a Sentinel, instead of just playing completely reactionary? I keep getting beat by pretty much everything he does if I attack from the air, and his c.:m: seems to stop everything other than me doing s.:h: or a Rhino Charge. There has to be more than that against someone you only have to guess wrong once to have 80%+ of your life demolished. Wesker has a similar advantage, except he doesn’t have Dhalsim like range.

People talk about getting “randomed out”, well a scrubby Sentinel is one of those kinds of players who seem to be able to do this the most consistently – because they keep throwing crap out that no sane player would be doing, so you end up getting hit by random attacks that are then followed up.

Iam sorry guys but i have a noob question. Its about Weskers OTG i cant seem to get to hyper of it without x factoring… When i shoot the gun it seems that the move lags for a bit and when i go to do my hyper wether it be maximum wesker or his level 3 i whiff cause it has taken me to long to do . But i was watching chris G when he played against Marn and it seems that he does it so easily. so i guess my question is what am i doing wrong do i have too cancel something or is it that the frames are very small for me to do the hyper (with no assist) after the OTG.

If you are talking about a gun that cannot be OTG’ed (ie you already followed up an OTG gun earlier in the combo) then the only way to combo lvl 3 is to use x factor. What chris G is doing in order to get maximum wesker to connect is doing gun, then pressing both assists together. (a crossover combination.)
Because wesker is the only hero he has alive, wesker just does his solo lvl 1.

In essence tho, unless u are using x factor lvl 3 in order to kill a threat, the best follow up to otg gun is reset. As mentioned in the other thread.

how exactly does wesker deal with sent drones and a dive kick spamming wolverine. I feel the only way to win this is to land a random hit since wolverine seems like nothing he does is punishable. can you command grab the dive kick?

Wesker vs Character with drones…
I guess is to try to make space and have a beam assist (or Dante guns) assist to counteract assist drones from entierly ruining your day.
Snap Back to get the robot into the fight might be an alright choice if you can land a counter hit inbetween pressure strings(best use of Wesker’s Meter IMO, I need to do this more notes to self) cause the robot is pretty free to Wesker.

I really need to use more snapbacks…
Teams with Tron\Doom\Gold Armor lei-lei(hsien)\BIG FAT ROBOT\Akuma sonic blade I need to just use my meter to snap people in.

Quick question: Which position does Wesker seem the best at? On point, second or as anchor? I’ve been using him as second and anchor for the longest time because he is just SO GODLIKE and want to keep his X-Factor shenanigans at my disposal. Is having Wesker on point a good idea for my team?

Your question can’t have an answer without knowing what your teams consist of. If you have meter hungry characters, then Wesker on point is smart, and it’s even better if the second character has a compatible THC. You can easily land 80%+ combos off a single hit in this manner. If you have rushdown characters in your teams (that aren’t Akuma), having him second or third is probably better, or if you’re just going for the DHC trick.

So, I’ve heard you can’t samurai edge OTG relaunch after an air combo. Is there a reason for this?

This didn’t really provide anything I didn’t already know. the only thing I can against wolverine with drones is run and spam task arrow assist and chip him. It feels like I literally can’t punish anythign wolvy does, and if I try to teleport I will be caught by the drones and there goes 700k. The matchup is fucking infuriating.

I suppose because the hit stun decay has kicked in enough that you no longer have enough time to hit with c.:m: or even :l: by that point. It’s not an issue though when using assists.

Yeah, that’s very true, too.

So what’s Wesker’s best meter building combo at the moment?

My brother plays wolverine, wesker(after I taught him my wesker), and the robot. What I do against his drones and wolvie pressure strings is superjump and gun. Sure it’s puny damage but robot is out there for awhile when he’s assisting. I also find gun with h teleport then j.s works if you predict the assist since wesker’s j.s hitbox is wide. If you predict the drones and hit robot before he points his finger then you cancel the drones.

Or you could pick up the assist killer that is ryu and make the opponent think twice about calling assists.

Many people seem to forget about weskers counters. reverse dp a on dive kick gives a full combo, as well as his counter super. Land one of these and then do a 100% if you have the meter, and if not either DHC out or try to exchange out to your rushdown counter character on your team (Which is why having your rush down counter pick on your team in the second slot when playing wesker on point is so important).

You can also just keep wesker in and fish for another teleport but I dont like wesker against rushdown so I either kill the char or get him out of there.

Quick question: Does Wesker have any kind of track record of success (he asks about a 2 month old game) with Doom Hidden Missiles? Seems like he should, teleporting at various times before/during/after they connect and other such mixups. Anyone use this or see it work as a successful rushdown machine?

I’ve run Wesker, Doom and Tasky for a while. And I find it easier with Doom to use his plasma beam assist for my mixups. Missles are more of an annoyance to the other player then a solid mix up for me personally.

I’ll call Doom assist and teleport forward, if I get behind them and they get mixed up, free combo. If I get a teleport in front and they block, I like to do a dash forward Mustang Kick command grab to a full combo.

I feel like I’m playing weaker wrong. I don’t seem to understand how to move with him to open people up

What do you guys do to force a mix up. Also how much priority does crB have?

I’m running mag/Wes/sent right now btw

How exactly does Wesker OTG gun xx team hyper combo work? Can you only do it once per match?

Freudian slip? Is that possible when you’re typing?

To get in, I usually use a projectile assist to cover a lp teleport to cross up on the ground. If they get hit by (in my case) Iron Man’s beam, I get a full combo (although it scales hard, so I usually go for a reset after).

I also end my ground blockstrings in a lp or hp teleport for high/low and crossup mixups. It also deals with pushblock.

f.H gun to teleport can also cover your approach. Air down+M gun to lp teleport to down+M gun to hp teleport can also get you in at a weird angle, but it’s risky.

If they’re blocking a lot, you also have a 1-frame command grab that leads to a full combo. It’s good when they block your assist and expect a high/low mixup.