Dont mash. Seems to make shit miss. Besides you want the cleanest inputs possible. You really gotta feel for it lol. Try standing M or c.L. More lenient it seems.
Ok, I’ll hit the lab and try those. I know I’ve gotten the c.L before but never thought of trying to the s.M
Thanks!
Yeah If I absolutely MUST hit that combo afternthe OTG, I’ll use stand or crouch A
Cr. B will whiff on some characters. Cr.A will work everytime at the cost of damage and hit stun scaling. As for the timing, hit it as soon as the opponent starts to fall (gunshot will lift them slightly and then they’ll fall back down). Offline you can pause a little but with lag, hit it as soon as they start to fall. And remember you can only self relaunch off an air throw or command grab at the start of a combo.
Ok, thanks Venom. I put some time in and have made some progress on it, and when I don’t feel secure on doing it I got assists to help me keep them up after the gun shot. My next question I think I know the answer to but if you guys have any advice I’d like to hear it too…
I’m pretty good at nailing my combo’s on the training dummy, and against the computer, but against another person (usually over Xbox Live since I don’t know any local people who play), I tend to get flustered and just mash so my game turns to total ass. I know I just need to put in more practice playing against other people, but if you all have any other advice to help me relax and focus on my game and not lose my head I’d be happy to hear it too.
Is there a reliable way to DHC off Maximum Wesker accurately into a character who has a qcf and qcb super? Might just be guessing when I think he’s on the right/left, but in case there’s some visual cue to look out for, thought I’d ask. For reference, I’m trying to DHC into Task Arrows (which works wonderfully when it works), but sometimes get the counter. Bleh.
I guess I’ll ask this too what would you guys say is your ratio of command grabs to kara command grabs? Renegade said something about they should all be kara, which would be nice (the range is fucking great!), but damn that’s hard to do consistently in battle! I’ll work on it, but a friend told me it wasnt entirely necessary. But I’d really like to impliment it if I can actually, you know, do it. lol
I apologize in advance for my nubness.
Whats the best way to practice the BCS/ACS air loop? Off an otg gun shot on sentinel? I am having a lot of trouble getting it down and I think it would improve my game a lot. I have seen Viscant use it on characters coming in from death or snap back and obviously as a reset option. Where else is it used?
Is Weskers best anti-air just s.D?
Are all mustang kicks 1 frame or only Mustang Kick A?
Thanks for your time.
Launch, do an ABCD, land, gunshot, hold upfwd so u jump immediately, then hit AC (not slow, but not as fast as possible), then delay a split sec, hit S. Dunno if doing it to sent makes it easier or not, but it’s not so bad. I get it almost every time, and my execution sucks. Where I drop it is trying to transition 2 reps to a ground combo.
Nah use a medium sized character. IMO you should always start it with ACS and not BCS. I do ACS-BCS-BCS (third rep is optional depending on the height of their character and what not… just kind of have to eye it if you can get a 3rd repetition).
Basically when you start it do your A,C then delay the S until you are almost coming down. Most people just try to do ACS as fast as they can when you need a little delay before the S. Once you get the feel for it it is pretty easy.
So the jump after gun shot is not delayed you want it to come out as fast as possible? Thanks for the help guys I am practicing it up right now.
Yeah I get it best if it’s immediate. But for the throw u need a slight pause. So from the defending side, that may be a good indicator on which mixup is coming, if even detectible. I can only speak from personal experience, though. But I get it consistently.
Hi, started using Wesker in my main and was watching tournament play in order to get some combo ideas. Came across a basic one that i could never pull: after an air combo sending the opponent into the corner, i OTG with :df:+:h: and want to :qcf: + :2p:. but it doesnt seem to actually go off for me. I have seen a vid where a guy pulls this combo off 2-3 times in a row to win a game, and i already checked that his X-Factor is off during. Am i missing a command or am i just not doing it fast enough?
you have to use A1+A2 to do the THC, that’s the only way he can OTG with it himself (might be able to if you x-factor, i dunno)
Press A1+A2 instead of doing the actual input.
Edit: whoops I was too slow lol. K I’ll ask something else then. Does anyone know what characters I have to use Cr. A instead of Cr. B after OTG gunshot? I know Ironman for sure but are there others?
Jill is another that the c.M wiffs on. Stupid hit box.
And all mustang kicks are 1 frame.
The best way to go about DHCing is to let all the hits of the hyper finish (you’ll see your opponent in the spin state) before starting the next hyper. If max Wesker is done midscreen then they can end up either close to Wesker or on the other side of the screen. I don’t suggest starting a horizontal super like Dante’s Tron’s if they will end up close to you. Tasky’s vertical super will be able to connect though, it’s just a matter of reacting to the direction.
whats the best 50/50 setup on incoming characters (PHX) after a death/snapback
with or without assists
thanks
Aerial MHS loops catch phoenixes that try to airdash Up-back and bring her relatively close to the ground if she blocks it. If she pushblocks and Airdashes anyway, you can superjump and grab her but it’s very rare to pull that off. An assist that’s out for a while (Tron, Akuma) will be able to hold her in place and she won’t be able to push it away, bringing her down to the ground for another Low atk/Airgrab/Mustang Kick mixup. He’s like a psuedo She-Hulk when it comes to snapping except his Command Grab and Jumping H option select aren’t as godly.
I find a lot of times when I go for this (I do the lhs version) when I get to the ground, they’re able to hit me before I can hit them. I figured I’m timing the button presses wrong, except on hit, I know I’m doing it just right, so its confusing. When they block this sequence, and we both land, should I always be able to safely cL before they can cL assuming proper loop timing? I think having gotten hit in this situation makes me hesitate now, making it mess up even more. But if wesker is guaranteed safety into a ground string with proper timing,then that should be good to go.
Edit: In the team building thread I asked a question about what sort of dirty tricks Wesker has access to with Magneto beam assist behind him, but that thread seems to be pretty dead. I’ve been trying to figure out some setups with both L and H teleports as beam hits, and those are cool. Seems if you do H teleport and drop down with S, you have to do a stand L in order to keep them up and launch. You don’t have to do this if you drop down with something other than S, but I like the crossup of S. Ive also been doing fwd+H+Mag ~ A to try and teleport behind them off a gun, held in place by the beam, and that’s nice too.
But was basically wondering if there are any other nasty tricks anyone has for Wesker backed by Mag. Team context is Wesker Dorm Mag (same chars as Masta CJ’s team but diff strategy), idea being to use Magneto’s beam as a utility assist that makes Wesker and Dorm especially cheap. I know exactly how to do that with Dorm, but with Wesker I’m trying to figure it out as I go. thanks!
LHS is good against characters that can’t do anything upon entry but I find that it won’t connect against an airdash/double jump.
The reason you’re getting hit is probably because they’re still in “aerial” block stun when you hit them and this stun disappears altogether once they hit the ground. All I can say is to delay your j.S until they hit the ground. What I usually do if they’re still blocking in the air after the first rep of the loop is to jump with an instant L as if I were going to start the loop again, but don’t press anything until when Wesker starts to land, then press forward/back and H. It’s an option select that either keeps them still or grabs them depending on how high up they are. You might need an assist to help you keep them in place though.