no, just df.H, A1+A2… the only limit is having to have a bar.
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Dash 2A / j.S
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(Gun) Teleport+Assist
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occasional raw teleport. don’t do this often as you can get killed for it.
When you actually get in? This should help
Actually I figured it out. I was trying to do it in a combo, and at that point in the combo the assist hadn’t recovered.
There’s a duration after you call an assist during a combo that you have to wait before DHCing to that character. I guess it applies to THCs too.
Guys, I need you to go to Mission 07 and see if it still works for you after the patch. I completed this way back when the game came out, but now, it refuses to recognize that I’m comboing j.H > S! I am looking at the hit count and it’s comboing perfectly (6 hits at S, as it’s supposed to be), but the game resets the combo list.
Could you please check out if this isn’t just me fucking up?
Can someone list wesker’s pro’s and con’s can the list be non bias and legit please
Weskers Pros (In a nutshell)
-Very Mobile, hard to pin down
-High Vitality
-has a Teleport…and High Vitality
-a 1 Frame Command grab (Fastest command grab in the game, just be fairly close to your opponent)
-Does very high damage
-God-Tier Mixup game… Check out Viscant’s thread on the Mix-ups
-Great Meter builder
-Fairly Simple execution, In my Opinion, for the damage output
-Has 6-way Mixup on air teching characters\characters coming in (Near Air Loop\Air Throw {opponent lands?} Low B\Command Grab eleport shenanigans to overhead or empty teleport ect)
-Some of the best normals in the game (Low , Stand :H: j.
)
-DEM SHADES
-One of the best Characters for Starting OR Finishing a DHC glitch\reset Combo
Weaknesses
-Characters that he can’t control space with his gun can give wesker a Hard time (Ammy, Zero I’m Looking right at you)
-His Level 1 supers are only “meh-to-ok”
-Sentinel Drones assist (might be me, but this assist is why wesker needs a beam assist IMHO) can wreck your day if you aren’t able to have your assist or gun clear them out
-Has only one good assist IMHO(B-Down Gun)
-Having a Projectile assist is a must have for him I think
I hope this helps out
What’s the timing for 3C to 2B?
Wesker and Doom
Does anyone know a good way to DHC between these two? If I maximum wesker i can DHC into Doom’s throw ball of light up hyper sometimes, but it’s not consistent. Doom goes into wesker pretty easily but i need help on getting from Wesker to Doom.
You have to DHC into Doom’s sphere flame (throw ball of light up) after Maximum Wesker very early. Otherwise Wesker will push the character away from the sphere flame. You might as well do it early though because sphere flame does like 300k so overall its worth it to get some decent damage and get Doom in there.
It can be strict depending on the character. Like against Zero or other characters that are small and fall fast its probably a 2 frame link. On those characters use c.L/2A to give you an extra frame to land. Jill and Iron Man have strange hit boxes where you must use c.L/2A or they will drop to the floor.
Wesker vs X-23… I have honestly no Idea what to do against the wolve “clone” anyone have any advise?
Well I main both so I tend to hear a lot of stuff from the other side about how X23 players hate fighting Wesker. Generally it’s going to be a ground based match because Wesker’s ground shot takes care of X23’s air stuff easily. On the other hand X23’s wave dash game totally blows up Wesker’s ground shot game. She can get in and full combo Wesker before he even teleports. If it’s just the dives you’re having trouble with just lame her out with the super jump gun shot, press M to teleport backwards, air gun shot press H to teleport back down rinse repeat. Her dives are a bit tough to anti air reliably with anything but your gun so just try to keep your space so you can anti air with ground gun into combo. Dont be afraid to press S or counter occasionally to stop abuse of dives. If you make a dive whiff they’re easily whiff punished with c.L or c.M.
I need some advice when it comes to linking C. Medium off OTG Samurai Edge, I cant seem to get the timing down, can anyone tell me exactly how to link that?
Make sure you’re wave dashing quickly enough towards the opponent to give yourself the time you need to link. Remember on some characters like Iron Man, Jill and Modok its near impossible to regularly hit them with c.M because of how low they fall. On those characters you have to land c.L instead. Generally c.L is an easier alternative.
hey, how does one such as wesker deal with tri-jump pressure from ppl such as magnus or chun li?
I’m wondering how important it is to Wesker’s combos it is to have assists that can help relaunch? I want to mess with Wesker Ammy tron, but if I start the combo from a Tron assist hit, I’m pretty sure Ammy Cold Star won’t allow for relaunch with df+H. Am I better off with someone else in place of Ammy in that case? Or is there a simple alternative?
I’d really rather not do the qcf+L/M (forget the name) moves in my BNBs since they seem unreliable. I’d prefer simple launch into relaunch into OTG gun mixup. But I’m also open minded and new to Wesker, so I’ll let the experts have the floor…
I think that wesker’s mixup game is enough to kill someone. As a weaker player, you should try to get them to the corner. Most of your damage will come from mixing up the opponent.
As for your question about relaunching; I think that if you choose to use combos that relaunch then I hope you’re doing it to build meter.
I can see why you think :qcf:+:l: and :qcf:+:m: are unreliable. Sometimes I drop the otg xx c. after his palm strike. I drop :qcf:+:m: because I don’t input it early enough after s.:h:.
Please correct me if I’m way off from your question haha.
Horizontal gun shot (this is specifically designed for blowing up tri jumps really, it’s pretty much why he can’t tri jump himself), s.L to bnb, c.M, high counter, air back throw, S launch (just becareful that launch doesn’t whiff).
Against smaller characters that can tri jump like Chun Li you just have to be careful of them wave dashing in. Her wave dash like X23’s and other characters with low profile wave dashes (including Wesker himself) can run right under the gun and combo you before you teleport after the gun. Characters that have to stand when they wave dash like Magneto you can be more liberal with the ground gun shot.
Like the other guy said you’re better off just working on your mix ups after. Wesker’s potential for reset/mix up after landing a combo is so strong that tacking on that extra big of assist damage that doesn’t really add that much more is not that big of a deal. You can easily just come up with a strong mix up/reset after a basic bnb to get better damage output. Right now people are generally focused on making sure they maximize damage and find ways to get him in the DHC glitch which is fine and all but the damage you can get just by having a good mix up game (especially if you dont have 2 assists or a DHC reset available) is really substantial. If you start up a bnb and reset in the middle after a launch or OTG gun and land another bnb off the mix up, you can easily to 700k+ if you count both combos and basically build a bunch of meter.
yea, i found out about F+H being a decent tri jump aa not too long ago after that post haha. but the rest of you’re post is new knowledge to me so it’s much appreciated.
i think you will have a serious issue with wesker if you don’t make the most out of cobra strike ( qcf+l ) and ghost butterfly ( qcf+m ) since those are the very reasons why wesker damage exceed above 500k with no meter involved. and you really can’t make the most out of his command grab without using those moves. i think you should just practice getting used to them because not doing so is only hindering yourself in the long run.
I do think it’s important to remember that you have those two moves in case. Lately, I just do regular chain and relaunch with assists and end with OTG for mix-up. Though I will use Cobra Strike/Ghost Butterfly if necessary.