Assuming your Spiderman teams main BNB: cr. L, cr. M, cr. H xxx L Web Swing, j. M, j. M, j. S, j. LMMHS, st. M, st. H xxx Spider Sting H~H, cr. H, S, sj. MMHS, Web zip downforward + Call Dante, land Web throw H or M, TK Maximum Spider
If you replace Spider-man with Wesker: cr. L, cr. M, cr. H xxx Palm xxx teleport, gunshot, cr. M, st. H + Magneto beam assist, S xxx TK Double fist, dash cr. H, S, sj. MMHS, call dante, gunshot, super.
I’m new to the game and I’m planning on playing Wesker/Storm/Vergil.
I think Whirlwind+Rapid Slash is going to be a bit redundant, so I’d like to find ways to use Rising Sun instead.
Here’s my problem, though: I can’t think of a way for Wesker to combo off of it because it sends the opponent so high, which kinda thwarts my plans for vicious incoming mixups. It’s a pretty big deal to me, considering those play a huge part in keeping momentum in your favor.
Also, I believe Rising Sun would make my team more complete (easier combo extension, invincible alpha counter…).
Do you guys know if/how Wesker can convert from a hit at such a high altitude?
If it’s really the only way, could you give me a few pointers regarding Rapid Slash use for Wesker (mostly incoming mixup setups and combo extension)?
A helm breaker that lands at point blank and is not cancelled into a teleport is punishable by L command grab.
Pushblocking the hit before a rapid slash will let you command grab him out of it. Hitting him with a plain normal will obviously yield more damage, but that can be kind of finnicky.
Keep an eye out for super telegraphed j.S’s and helm breakers. Using L counter on those moves is really really easy, and should result in a dead Vergil.
If you can’t kill him with a B&B off a clean hit with at least half a meter and both assists, you’re doing something wrong.
Okay, so I’m running Wesker/Vergil/Taskmaster right now and I need some assistance with the Joe matchup. My bud is running Joe with missiles and I just have no clue how to get in.
Sorry, but do you use Mustang Kick combos often? Ex: L.Mustang Kick xx Dash+Cr.M, St.H (some people just use Cr.M)xx Cobra Strike+L.Teleport, OTG, Cr.M, St. H+Rapid Slash Assist xx Cobra Strike+L.Teleport xx Dash, Ghost Butterfly (wallbounce), S, Air Combo, land, OTG, reset or super, etc… What about the Gun Loop, as well? IMO, these are decent ways to add a bit of swag to your Wesker gameplay, and sorry, I am better at demonstrating combos/resets, than describing/writing them…
The gun loop is most easily set up after an otg gunshot tech if you think they are going to try to mash H and tech your “attempted throw” which then you counter that by starting air m air h gunshot or air m air s gunshot forgot which variation you use.
What are Wesker’s answers to the Hulk/Drones shell? I keep on getting stuck in the corner with no idea how to get out. I know Rhino Charge can beat out Gamma Crush on reaction if you try to normal him and he responds with it, but I still can’t get out of the corner, because that’s just not enough.
Hulk/Sentinel vs. Wesker/Dormammu/Whatever (assuming you have a beam or arrows or some shit that fast).
This is 8-2 in your team’s favor provided that you play the match-up correctly.
Fullscreen and the air is your best friend. Hulk can’t do shit to you. Jump gun teleport down with beam assist all fucking day. He is gonna start advancing towards you, and thats when you play the ground a little bit. Its possible for a Hulk to react to ground guns + assist and not get hit out of it, but only when he is deadass and one single dash in of a distance. Super jump gun punishes Sentinel and stop drones from being called
When he starts trying to get in and you have 2 meters, thats when Hulk can’t do shit out of question, like call an assist or dash in or gamma charge full screen or any of the combined. If you here Hulk call an assist, gunshot and THC. Sentinel will take between 60%-90%, or kill him depending on your other assist. Hulk will take about 40% or 50%.
Worst situation is the corner of course. Its very much escapable and avoidable in general though:
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[]You can counter one of his drones (RDP + H) to get out of the corner and possibly hit Hulk if he is does something bad.
[]You can RDP+L or super counter Gamma charge at a certain distance on reaction and punish Hulk. You might get hit with drones though if you do the regular counter.
[]Wesker can duck drones at a certain distance and hit Hulk with a cr. M or mustang kick L
[]If he does gamma charge, gamma crush bait, you can super counter that shit right after for free.
[*]Don’t be afraid to super jump out the corner and teleport.
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If you think you are near a corner, call your beam assist and teleport to the other side, not only is it a mixup but you get out the corner for damn near free. Beams blow up Sentinel on start up.
You have Dormammu, if you somehow have trouble with Hulk, you can just play a 9-1 match-up instead.
Therefore, your team should have much problems with Hulk/Drones. You gotta run and turtle with Wesker but it effectively bodies Hulk/Drones.
Doom’s my third character (plasma beam). I’ll try the projectile counter more; I sort of forgot Wesker has that move at all, honestly. My experience with jump samurai edge teleport is mostly getting cornered and stuck blocking drones. I guess I’m probably doing it wrong. How viable is mustang kick L/M on opening if they’re doing the typical hulk thing (mash forward H)? I’ll keep this stuff in mind, and ask the same thing on the Dorm boards, because I am really, really bad at zoning hulk. Thanks a bunch.
I apologize if this has already been asked. But, I was was watching a vid of casuals. And, the team was Tron, Weaker, Frank. As I was watching, they’d sometimes start Lunch Time, then go into Wesker’s counter super, I think. My question is, was this just a personal thing? Or, does doing that add damage to the already active super? Thanks.