The Wesker Question Thread

i’ve actually had a bit of success with wesker’s gun. he can hang with some of the projectile characters like magneto pretty well from long range

What is the timing on his counter? It seems like it never comes out in time an I get punished.

I was just wondering when you guys work in mustang kick into your game. I realize when they are guarding but when I try I usually get jabbed. Also I was wondering on maybe a good overhead to use on excessive crouch blocking, like fastest overhead attack. Thanks.

I can’t seem to do anything after wesker’s Samurai edge OTG.

I do L > M > H > S > follow up in the air > L > M > H > S (to launch back to the ground)

right when I land i do the samurai edge, he pulls out the gun, fires, hits the opponent OTG, but there is no time to do anything else. I know i’ve seen in videos you can do a whole other combo off of that.

Wesker takes to long in his animation to put the gun away, either that or he teleports in a random directions.

Any tips?

His OTG becomes harder to combo off of after a couple hits. Sometimes it is easier to use an assist that will hold your foe long enough to combo. Akuma’s Tatsu, Doom’s shield, etc all work great for this.

For as weak as it seems it is actually rather annoying. Add on the fact you can teleport off of it makes it annoying for people to deal with.

Somehow I feel like yous is trollin’.

BUT, Torn Apart has it right. He simply does a chain combo of cr.:m: to cr.:h: and it autocorrects it for him. I’m guessing this makes the autocorrect safer, you have doubled the length of time since the game can autocorrect on cr.:m: or cr.:h: if you mess up.

The video deviljin posted: Justin.tv - teamkhaos - We got Buktooth in the house now at Preppys. Deezo, ThaiVega, OMNE, Bunkei, Cole, Wenzel, Tanaka and more at the house of Preppopolis!
Pause the video at 28:40, then press play-pause frame by frame and you will see the animations of cr.:m: being chained into cr.:h: except the :m: is from the P1 side then the :h: has magically switched to the P2 side. You can see him do it again at 29:25 in a clutch situation, meaning this method must be reliable. It also seems to be a bread and butter that works on everyone off of a ghost butterfly near wall after the opponent flies back over your head.

Cheers

anyone got tips for connecting cr.M after the OTG samurai edge? i recall lurking around forums and saw someone say that you wait “half a beat” after the OTG but i have no clue what that means. i tried on my own and i couldnt get it to land once. it just whiffs completely for me

Tbh I’ve been having the same prob for the last couple of days I hit it every now and again, seems you have to do it a tad late after the OTG samurai edge, but that’s just speculation I still haven’t gotten it down consistently I’ll report back once I have it 100%.

What combos do you guys use against excessive crouch blocking? Is the best overhead simple j.S into combo or is there another solution

Wesker doesn’t seem to have much for overhead options. I would just go for Mustang Kick if someone’s blocking a lot.

Wesker’s offensive options are less about overhead and low and more about cross ups.

Ok thanks, Ill focus more on setups then.

well i tried again in training mode and is it even possible to land the cr.M after the OTG if you do the BNB air combo (ending in j.S)? because i can land the follow up to the OTG fine if i just do :qcf::l: but if i do the basic launcher into M,M,H,S,OTG, follow-up. i comepletely whiff the move and opponent just recovers too quick before i can do anything

LOL. I wish i was trollan. I just picked up wesker recently and like when i was watching the videos like literally didn’t even know what his normals looked like outside of the vids. When you full screen the video its a lot easier to see i noticed. On bigger characters he seems to usually go for that juggle after the wall bound instead of just the c.M

just an assist related question, im playing Wesker/Dorm/Morrigan currently, which dorm assist would be more useful? i cant consistently time Dark Hole into a hit after OTG Sam Edge, but Tower assist usually lifts too high for consistent followup. maybe if i port into the air after OTG hit as Tower lifts them? any thoughts?

I’ve been thinking the same exact thing the follow up seems specific to Cobra Strike can anyone confirm?

You guys know about the hitstun deterioration in this game, right? It makes sense that a full air combo does more deterioration compared to one move (Cobra Strike).

Fighting against Wesker, sometimes Phantom Dance seems to crossup and messes my guard… Any ideas on how to block this?

My team is: Wesker(otg)/Doom(missiles)/Akuma(tatsu)

When Wesker is on point I have trouble dealing with characters like Amaterasu, with their block strings. I can push block it but just end up eating the combo when I dash in to attack or I find myself blocking it again.

What’s the best way to deal with this? It seems like I get hit whenever I try to throw out a light to start a combo. Should I just mash counter to make them scared of it? If I call in an assist they end up getting caught in the combo most of the time.

Same goes for most other characters that can put on a lot of quick pressure/blockstrings.

Hey guys, I’ve been tinkering with wesker and I wanted to get some suggestions for some good supers to DHC into from my maximum spider type super

I was thinking ryu or zero, and they work but they are pretty basic and dont deal alot of damage. I was hoping I could DHC into storms ice rain and do massive dmg, but it doesn’t get alot of hits on.