The Wesker Question Thread

Hmm. Maybe the first 5C helps the hitstun lower quicker, and by the end of the combo, the level 3 has a tight window to link from 2C?

When I do the combo with 2A 2B 2C instead of 5A 5B 5C at the beginning, it always combos for me. Only thing I can think of.

Hello all, I was trying to dream up some good setups for incoming characters, either from character deaths or snap ins. I always call these “welcome setups.” Anyway, I had some ideas and will share them, but figure there are probably better ones and harder to block ones out there. For reference I play Wesker Tron Phoenix, so I’m working with the Wesker-Tron duo, but if you have some sick ones involving other assists, please feel free to share!

Last night I was messing with mixing up:
-jump to meet them, jL down+jH+Tron~L, jH (the idea being to prevent fly away, make them land on a Tron, then cross over behind them) and
-jump to meet them, jL down+jH+Tron~H, sLMS (when they’re used to the above)

I think the 1st option is probably a good one, but the 2nd one feels too blockable to me. Also I imagine there has to be some kind of good dash under hit from behind option, but am hoping for a way to set that up without a. letting them fly away b. being un-obvious enough to be hard to block.

Bottom line is on a Phoenix snap, she MUST DIE. Or at least deal with a difficult 50/50! Any ideas? Thanks!

I’m assuming by down + jH you mean j. down-forward H (samurai edge). So if I understand correctly, the idea is to hit them with j. L followed by downward samurai edge then tron assist while the opponent is still in the air and then you cancel the samurai edge to L teleport to cross them up. A couple comments / suggestions:

If you omit the j. L and just try to meet them with J. downforward H (sam edge) as they come in, you may get the air throw which equals instant death, otherwise you can just continue with your mixup. But if you think your opponent will be mashing buttons then j. L is the way to go as it will beat out most attacks. I think canceling the samurai edge with H teleport then dash under followed by s.H (cancelled into a L or H hard teleport if blocked) or command throw would be pretty effective. Also, an immediate hard H teleport while the opponent is still midair from tron’s assist would be pretty tricky too.

Correct me if I’m wrong, but you can’t jump up and air throw someone as they come in, can you?

Also, air gun shot is down+H. df+H works of course, but down is sufficent.

You can’t, but if you make them block something, they become throwable after they recover from blockstun.

Wow, I’ve been playing Wesker since the beginning and I didn’t know it was just down + H! I will prolly stick with down forward since it still gives you the option select of air throwing but I forgot you can’t throw them as they come in so j. L followed by delayed j. df+H is the way to go. Personally I just go for the near ground air loop, j. LHS and if it gets blocked and the opponent doesn’t push block command grab works like 80% of the time.

After doing Wesker’s jump loop, what do you guys do to continue the combo? I do two reps of jump LHS but I can’t seem to continue doing anything as they usually recover too high up.

you gotta space out the hits of the second loop a little and hit the last S as late as possible to continue the combo with s. H. When I fuck up I will either go for command throw if I want to stay on the offensive or call full screen assist, teleport backwards and reset if my opponent has a “get off me” assist like tron’s fire or haggar lariat

yeah as stated above you have to time the hits right. it’s hard to explain in text, but it goes one-TWO, three one-TWO, three. there’s a slight delay before hitting S. try to get it pretty close to the ground. from there, you can combo however you like, into launcher, palm+OTG, etc.

I understand what you are saying but that may be because I also know the loop, so I’ll further explain to help clarify. The jumping LHS loop works because of a few things. Hopefully after I explain them you will be able to better understand the timing. The jumping L itself it 4 frames of start up with it becoming active on the 5th. Because of its speed it beats out someone mashing H to tech or most other’s air normals that aren’t L’s themselves. However the L on hit doesn’t cause much hit stun which means it must be immediately chained into the air H. Now the H causes far more hitstun giving you plenty of time to stutter the chaining of the S so to speak. After two reps they should be low enough to standing M, H , qcf.M to whatever. Because of the L’s in the loop though I wouldn’t try for cobra strike due to hit stun deteroation making an assist needed. Hope this helped.

To be honest, I never really repeat the jump loop. I just do B, S, air combo, assist, OTG, relaunch, aircombo gun shot.

It’s more about getting to the next gunshot than max damage, and I don’t want to risk dropping the air loop.

The reason I do two reps is if it’s blocked I land at the same time so they get command grabbed. Also its easier to see that it has hit or not so I can call in my assist in air and start my mixup if they expect the grab.

Thanks guys I got the timing now it’s just practice. S.M or C.M seems to be the easiest followup for me but yeah I was doing it way too fast before. To the lab!

Two questions for ya’allz:

  1. OK, I’ve been a moron and haven’t been taking advantage of sL and cL ticks into command throws. I’ve attempted some grabs off of blocked Trons after dash in, but they miss a lot, and I think the lack of a quick L is a big reason. Anyway, I now would like to implement L ticks to command throw into my game in a big way. During the ground game (as opposed to the OTG gunshot resets, which I have a handle on), what are some good setups and situations where a quick jab into command throw (or dash into jab command throw) is a smart option? For reference I play Wesk Task Tron and Wesk Tron Phx (sends $.12 royalty to Renegade). In this case I’m referring mainly to the WTT team, but obv any setups involving the Super Bonne Bonne will translate. A VERY strong player friend recommended:

-Call arrows, fwd+H~A, sL, grab
-Call arrows, raw H teleport, then mixup falling L then grab with land into cL, grab

These are excellent and I want to add more to this list (with or without Arrows or Tron flames)! Figured too since I’m asking for tricks, I’d offer up the good ones I already got to be fair :slight_smile:

  1. To anyone who plays Taskmaster along with Wesker, I figure between Mighty Swings and jHS’s, this duo is ripe for unblockablationality. But it’s def not quite as simple as “Mighty Swing then press buttons+call Wesker.” I was wondering if anyone had developed any specific concrete sequences that once initiated, lead to reliable unblockables or hardtoblockables. Similar to Dante-Felicia type stuff, I figure such setups have to exist. And as I figure them out I’m, again, happy to update this post. But for now I’m mooching them off of you, like a homeless man with a tin cup and a sign that says “Will relaunch for food.”) Any thoughts?

THANKS!!!

Bonus less-important questions in case anyone’s still reading and just loves to field questions: 3. Is sL or cL preferable over the other for the cmnd throw ticks? 4. You guys find H command grab(easy) range to be sufficient or is the L version’s (hard) range critical for potency? If the latter I’ll practice the followup combo, no prob. But if it makes no difference, might as well stick with the one I know I won’t drop.

Since you should be kara canceling the grab, the range shouldn’t be an issue…

But Kara canceling stand C into A grab is a sizable difference from Kara cancel crouch C or B into C grab.

But C grab gives you dat wall bounce!

Doing jump C, jump down gun x 3 off a command grab is super sexy.

Hmm, never seen that loop. Sounds pretty cool tho

Hey guys, I’m looking to up my game in a big way for Wesker. What I don’t really know right now how to improve my team.
What should be priority when choosing a team for Wesker? Should I have assists that allow Wesker to teleport safely (like beams or drones) or should I be using assists for those extra long combo extensions that seem to own me in online play?

I’m trying to improve my game but I’ve realized that I know nothing about team practicality, synergy, and what the team is supposed to do for your point character.

Using Wesker the way I do is I use an assist to cover him to get in (taskmaster) and an assist that cause untechable knockdown so I can relanch(zero shippuga/magnus beam) big combos shouldn’t be your main concern his simple bnb leads into mixups which is where he is best really.

Alright, thanks for the advice. My bro runs Thor,Wesker, and Storm and he has all these crazy DHC combos where if he lands one hit, one of my characters are dead, and I don’t have the combos to do that kind of damage. I was thinking maybe I need to work on my assists to extend my combos for more damage and meter but the whole mixup/reset aspect of Wesker I overlooked. I’ll look into it for sure.

I’m gonna try using Wesker w/ MODOK balloon assist for crossups, we’ll see how that works.

First off I’m not sure if I should be posting this in this thread or the combo one, so if I’m in the wrong one please let me know.

I just picked up this game and I’ve been going through the basic and apprentice combo’s and I can land pretty much all of the consistently but I’m having serious trouble with the c.M after the df.H for the OTG gun shot.

I can only get it like 1 out of 10 times and it’s pure luck since I just seem to mash c.M like mad and pray it hits. Does anybody have any advice on timing or anything else in regards to this. Btw, I’m playing on a pad (not sure if it matters), and I intend to get a proper stick in about a month or so.