When you do the Maximum Wesker hyper and then you DHC into another hyper, does that hyper start where Wesker is at that present moment or does it start where Wesker started the Maximum Wesker?
Ok, I don’t know if this has ever been brought up before but I’m having a problem and I was wondering if anyone else is experiencing it. I play Wesker/Iron man/Dormammu (or sometimes dorm on point) and I do the iron uni bean assist to wesker cross up teleport (typical but works very well) and sometime when my opponent is stuck in shield stun of the assist (uni-beam) and I cross them up with a teleport and hit them with low M they take damage, it makes the sound weskers moves make when they connect, but I dont get a hit confirm screen pause, and they don’t go into hit stun. They just stand there stuck in their shield until uni beam is over…its happening more frequently lately and I think it might have something to do with what hit of the uni beam assist that I connect with wesker with. think hit 6 is buggy… is this happening to anyone else with any other assist combinations? I’ve dubbed it the wesker bug but if it already has a name then please inform me and is there any way to avoid it? What is its cause? Thanks
edit: also its not like its crippling my game or anything… its just annoying when it happens and I would like to know the cause.
Yes and no, from what I remember.
I stopped using Maximum Wesker a while ago so I can’t remember exactly, but if I remember correctly its something like your next character will DHC from where Wesker began his hyper, but the directional inputs for your next character to DHC into are dependent on where Wesker is facing during Maximum Wesker.
So if you DHC into Dante’s million dollars he’ll begin where Wesker started, but good luck not accidentally getting Devil Trigger while Wesker is flying around.
Please correct me if I’m wrong.
Reading the above, maybe I’m missing something but how is DHC glitching off the command throw useful since it would have to be the first hit in a given combo? On the same token, I just posted a question about comboing off of the command throw (L version in particular) in the combo thread. Rather than double post it here, I’d just like to refer anyone willing to field it to that post. Thanks!
It’s useful because comboing out of throws causes an additional 50% scaling for the character who performed the throw. Personally, I usually prefer to go for a TAC because it ends up having a similar effect and doesn’t cost 2 bars to start. However, if you have the extra meter, it can make sense to use the glitch instead of risking the combo being broken.
Does anyone here know any of Weker’s moves that leave him open to punishment? He’s been giving me the hardest time as of late, next to Zero.
^blocked cobra strike (palm) and ghost butterfly (wallbounce) are unsafe. you can hit him out of his lvl 1 (maximum wesker) too. other than that, most of his normals come out pretty fast and are safe on block.
If he teleports next to you or on top of you without calling an assist, you can throw him.
Much appreciated,even though most people wouldn’t be foolish enough to NOT call an assist for cover.
after doing wesker bnb + tatsu assist to finish the combo, im having trouble doing st.A in order to reset the other player in the air, creating that mixup with air series, air throw, etc. any tips? sorry if i’m missing something completely obvious
Any quick tips on connecting the crouching medium to do Wesker’s self-OTG? I always either do it too quickly and end up teleporting backwards, or delaying for too long and missing.
Be patient. You have it figured out by knowing you can’t teleport or be too late. All you can do is practice the timing and you’ll get it.
any idea why his lvl3 hyper sometimes miss in:
ABC 236A 3C(otg) 2B C(2hits) 236B dash 2B 2C 623+A+B(lvl3 hyper)
i really don’t get why sometimes the hyper will hit and other whiff, and i’m pretty sure i do it super fast after 2H
For the keypad challenged members.
:l:, , :h:, :qcf::l:, :df::h:, :d:
, :h:, :qcf:
, dash, :d:
, :d: :h:, :f::d::df: :atk: :atk:
I’ll have to check it out later.
I always use assists to get into level 3, but I think if you did standing H instead of crouching H before the level 3, it should hit.
Hey I have 2 Questions.
What is Weskers best Cross-Over combination or option? and anyone want to Sparr with me! gamer tag is Impact Finale. I would love to play with some high level wesker players.
after doing wesker bnb + tatsu assist to finish the combo, im having trouble doing st.A in order to reset the other player in the air, creating that mixup with air series, air throw, etc. any tips? sorry if i’m missing something completely obvious
can anyone help please? im referring to the air tech state that viscant mentions in his mixup thread
my team don’t consist such an assist (strom wesker tasky) + in that combo 2B 5C won’t connect so i have to go for 2B 2C.
and as i said, it does hit sometimes, i just try to figure out why it’s not hitting consistently (on the same character).
@ewalb - I think you’re problem is you are hitting st.a while they are being juggled by the tatsu, you need to wait
until tatsu ends, then hit st.a while they are still in the air to put them into air juggle state.
@gefen - After 2B, 2C, launch, B,B,C,S, call Task H.Shot, 3C, level 3. I don’t use storm but maybe her whirlwind is fast enough to do the same.
whirlwind is fast enough but it pushes them away way to much, i’m actually considering switching for double typhoon (as task provide me with projectile assit).
Anyway, i think i’ve already tried to go for something like this with Task, but the arrows come to late as i recall, i’ll check it again to confirm.